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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Shubber</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-21T20:58:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthurnandtaxis&amp;diff=29824</id>
		<title>Gamehelpthurnandtaxis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthurnandtaxis&amp;diff=29824"/>
		<updated>2026-05-15T18:07:48Z</updated>

		<summary type="html">&lt;p&gt;Shubber: /* Playing the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Each player builds a postal system. To do so, each player tries to build an effective network of post offices in the cities on the board, acquire valuable carriages, and collect bonus tiles. It also helps to get help from the postal officials.&lt;br /&gt;
&lt;br /&gt;
When a player acquires a value 7 carriage or has placed all of their houses, the game is in its final round. When the round ends, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
The player with the most victory points wins the game!&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
&lt;br /&gt;
The starting player begins and the others follow in clockwise order.&lt;br /&gt;
&lt;br /&gt;
On a player’s turn, they take the following actions in the order shown:&lt;br /&gt;
&lt;br /&gt;
1. The player must draw a city card (either one of the face-up six from the display, or the top card of the city deck).&lt;br /&gt;
&lt;br /&gt;
2. The player must play a city card from their hand to the start or the end of their route, or start a new single-card route. When adding a card to the end of a route, it must be geographically adjacent to the next city in the route. (eg. Carlsruhe may be placed next to Stuttgart, but not Sigmaringen.) A player only has one route at a time: if they are unable to extend their route using the cards in their hand, they must discard it and start a new one!&lt;br /&gt;
&lt;br /&gt;
3. The player may close and score their current route if the route is at least 3 cities in length. When closing a route, a player may place houses in cities along the route: they must either choose a single coloured region and put a house in &#039;&#039;every city in that region on that route&#039;&#039;, or put &#039;&#039;one house in each different region along the route&#039;&#039;. Upon closing a route, a player must reduce their hand size to 3 by discarding any cards they choose face-up on the discard stack.&lt;br /&gt;
&lt;br /&gt;
When a route is closed, its player scores by collecting:&lt;br /&gt;
&lt;br /&gt;
a. tiles for the length of their route (for example, a 5 city route scores any remaining 5-length tile)&lt;br /&gt;
&lt;br /&gt;
b. tiles for any region (or pair of regions) they now have a house on every city in &lt;br /&gt;
&lt;br /&gt;
c. the next carriage, if their route is long enough&lt;br /&gt;
&lt;br /&gt;
NOTE: When claiming carriages, players MUST claim them in increasing sizes, first the 3 city carriage, then the fourth etc. Players CAN NOT rush the game by claiming a 7 city carriage and end the game. Carriages can not be skipped.&lt;br /&gt;
&lt;br /&gt;
Additionally, the player may call for the support of one official (Postal Carrier, Postmaster, Administrator, or Cartwright) during their turn, performing that official&#039;s special ability. Those abilities are:&lt;br /&gt;
&lt;br /&gt;
- Postmaster: You draw an extra card.&lt;br /&gt;
&lt;br /&gt;
- Postal Carrier: You can add a second card to your route.&lt;br /&gt;
&lt;br /&gt;
- Administrator: You clear the six city cards away, replacing them with six new ones.  With no cards in hand, you cannot invoke the Administrator.&lt;br /&gt;
&lt;br /&gt;
- Cartwright: You may acquire the next highest carriage, even if your route is one or two cities fewer than required (i.e. a 5 city route gets a level 7 carriage). With 3 cities fewer, the Cartwright cannot help.&lt;br /&gt;
&lt;br /&gt;
NOTE: When a player starts their turn with zero cards in hand they must call for support from the Postmaster.&lt;br /&gt;
&lt;br /&gt;
Then, the next player takes their turn.&lt;br /&gt;
&lt;br /&gt;
==Game end and scoring ==&lt;br /&gt;
&lt;br /&gt;
The final round is the one in which a player places all of their houses or gets a 7 carriage. Players have an equal number of turns, so play continues until the end of that round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring&#039;&#039;&#039;: Highest carriage score, plus points on all bonus tiles, minus 1 point for each unplaced house (If tied, whoever took the &#039;game end&#039; token wins. If that wasn&#039;t a tied player, it is whichever tied player played soonest after them.)&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptzolkin&amp;diff=29143</id>
		<title>Gamehelptzolkin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptzolkin&amp;diff=29143"/>
		<updated>2026-03-24T16:52:57Z</updated>

		<summary type="html">&lt;p&gt;Shubber: /* Player turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Rules are here: http://czechgames.com/files/rules/tzolkin-rules-en.pdf&lt;br /&gt;
&lt;br /&gt;
(A picture of all 18 Age II buildings: https://i.imgur.com/BOGVhXA.jpg )&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;For Each Round&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
- Each player takes their turn, going around the table&lt;br /&gt;
&lt;br /&gt;
- On a food day, feed your workers and take your rewards&lt;br /&gt;
&lt;br /&gt;
- Advance the Calendar&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Player turn&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Beg for corn:&#039;&#039;&#039; If you have 2 or less corn, you may beg for corn unless you are at the bottom step of all three temples. (Turn in all corn, take 3 corn and move one step down on any temple)&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Either place workers OR pick up workers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;Placing workers&#039;&#039;: pay corn for the number of workers you place. The cost for the number of workers you place is 0, 1, 3, 6, 10, or 15 for, respectively, 1, 2, 3, 4, 5, or 6 workers placed on that turn, plus the cumulative cost noted next to each of your placed workers.&lt;br /&gt;
&lt;br /&gt;
--- &#039;&#039;Starting Player Space&#039;&#039;: When you take this non-gear action, three things happen:&lt;br /&gt;
&lt;br /&gt;
---- You&#039;ll get the food that has accumulated on the T&#039;zolkin gear teeth&lt;br /&gt;
---- You get the worker back at the end of the round&lt;br /&gt;
---- You either become start player, or pass start player to your left&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;Picking up Workers&#039;&#039;: You may pick up one or more of your placed workers. For each worker picked up either&lt;br /&gt;
&lt;br /&gt;
--- Use the action where your worker was standing&lt;br /&gt;
&lt;br /&gt;
--- Use a lower action on the wheel from where your worker was standing(if not &lt;br /&gt;
standing on a free action space,pay 1 corn for each step back)&lt;br /&gt;
&lt;br /&gt;
--- Do nothing.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Food Day&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Players must feed their workers at the end of Day 8, Day 14, Day 21, and Day 27.&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Feed the Workers&#039;&#039;&#039; Each players must pay 2 corn for each worker they have in play (on a gear or in front of you) with the exception for any farms you own. You must feed as many workers as you have corn for.&lt;br /&gt;
-- For each worker not fed, you lose 3 points&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Take Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--&#039;&#039;Middle of Age (Brown days)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- Receive items shown on the left edge of temples from step you are on and all steps below&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;End of Age (Teal Days)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- Remove all Age 1 buildings and fill spaces with Age 2 buildings&lt;br /&gt;
&lt;br /&gt;
--- Receive points shown on the right edge of temples for the step you are on.&lt;br /&gt;
&lt;br /&gt;
--- Bonus points on each temple track for the player whose marker is highest. Bonus amount is shown above each temple. For ties, everyone receives half the bonus.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Advance the Calendar&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
If there is no worker on the starting player space, place a corn on the current Tzolk&#039;in gear tooth and advance the gear one day.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
- The worker on the Starting Player space returns to the player&lt;br /&gt;
&lt;br /&gt;
-- If this person was not the starting player, they take the starting player marker.&lt;br /&gt;
&lt;br /&gt;
-- If they were the starting player, the starting player marker is moved to the player on their left&lt;br /&gt;
&lt;br /&gt;
- Advance the Tzolk&#039;in Gear one day.&lt;br /&gt;
&lt;br /&gt;
- The player that placed their worker on the Starting Player space may decide to advance the gear one extra day if the player board is light side up AND this advance will not push a player off the gears.&lt;br /&gt;
&lt;br /&gt;
-- If you use this option, flip your board to dark side up.&lt;br /&gt;
&lt;br /&gt;
-- This does not avoid food days.&lt;br /&gt;
&lt;br /&gt;
== End of Game Scoring ==&lt;br /&gt;
The game ends after the fourth Food Day. The Tzolk&#039;in gear will have made one complete revolution. Players convert all of their commodities to victory points and score their monuments. Then the player with the most points wins. In case of a tie, whoever has the most workers left on the gears wins. If it is still a tie, then all tied players win. Esoteric Note: Technically, the Tzolk&#039;in gear advances one more day after the end-of-Age-2 scoring and before the final scoring. This might push workers off the gears, which could affect the tiebreaker.&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
To score your final victory points, do the following: &lt;br /&gt;
&lt;br /&gt;
1. Convert all resources to corn using the exchange rate for the market. &lt;br /&gt;
&lt;br /&gt;
2. Score 1/4 victory point for each corn. &lt;br /&gt;
&lt;br /&gt;
3. Score 3 victory points for each crystal skull you still have. &lt;br /&gt;
&lt;br /&gt;
4. Score your victory points from your monuments.&lt;br /&gt;
== &#039;&#039;&#039;See also&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Tips_tzolkin|Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27832</id>
		<title>Gamehelpmiams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27832"/>
		<updated>2025-12-22T19:03:31Z</updated>

		<summary type="html">&lt;p&gt;Shubber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object ==&lt;br /&gt;
&lt;br /&gt;
Get the most points by rolling dice to mark off fruit skewers.&lt;br /&gt;
The game ends when someone fills 50 hearts by marking skewers.&lt;br /&gt;
Play until everyone has had the same number of turns, and then highest score wins.&lt;br /&gt;
&lt;br /&gt;
== Flow of Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn, go through these 3 phases:&lt;br /&gt;
&lt;br /&gt;
== Roll ==&lt;br /&gt;
Roll all 5 white dice to try and make&lt;br /&gt;
the best possible fruit skewer&lt;br /&gt;
(aka. dice combination)&lt;br /&gt;
If your roll would allow more than one skewer,&lt;br /&gt;
you get to choose which one to score.&lt;br /&gt;
&lt;br /&gt;
Possibilities are:&lt;br /&gt;
&lt;br /&gt;
;Pair&lt;br /&gt;
:  2 identical fruits&lt;br /&gt;
;Three of a kind&lt;br /&gt;
:  3 identical fruits&lt;br /&gt;
;Full house&lt;br /&gt;
:  3 identical fruits and 2 other identical fruits&lt;br /&gt;
;Four of a kind&lt;br /&gt;
:  4 identical fruits&lt;br /&gt;
;Straight&lt;br /&gt;
:  5 different fruits&lt;br /&gt;
;Yums&lt;br /&gt;
:  5 identical fruits&lt;br /&gt;
&lt;br /&gt;
You may reroll, ONCE,&lt;br /&gt;
as many dice as you&lt;br /&gt;
wish.&lt;br /&gt;
&lt;br /&gt;
== Score == &lt;br /&gt;
Circle the next free box for the skewer you made.&lt;br /&gt;
&lt;br /&gt;
Score Hearts (in other words points) and Bonus tokens&lt;br /&gt;
depending on the skewer you made. Be aware that the bonuses are different on each score sheet.&lt;br /&gt;
If the heart track is full, take the remainder in stars; the end of the game triggers.&lt;br /&gt;
&lt;br /&gt;
If no skewer scores, mark off a &amp;quot;catch-up&amp;quot; space - you&#039;ll get the associated bonus.&lt;br /&gt;
&lt;br /&gt;
For every cross rolled, the other players cross off a free scoring box of their choice. They get the bonuses but not the points.&lt;br /&gt;
&lt;br /&gt;
If you mark (either circle or cross out) all the scoring boxes in the first column, score 3 stars.&lt;br /&gt;
&lt;br /&gt;
Bonuses are:&lt;br /&gt;
&lt;br /&gt;
;Reroll token&lt;br /&gt;
:  Spend a reroll token to reroll dice an extra time&lt;br /&gt;
;Stars&lt;br /&gt;
:  Stars are spent in the buy round, or are each a point at the end of the game&lt;br /&gt;
;Red Die&lt;br /&gt;
:  Spend before rolling to add the red die. The red die has a wild marshmallow face instead of a cross.&lt;br /&gt;
&lt;br /&gt;
== Buy ==&lt;br /&gt;
Buy a Yums card to obtain powerful&lt;br /&gt;
effects&lt;br /&gt;
&lt;br /&gt;
Choose a card from the display, paying stars based on it&#039;s position. Cards slide down to fill.&lt;br /&gt;
&lt;br /&gt;
Types of cards:&lt;br /&gt;
;Permanent cards&lt;br /&gt;
:  ongoing abilities for the rest of the game&lt;br /&gt;
;One time use&lt;br /&gt;
:  discard to get a benefit&lt;br /&gt;
;End of turn&lt;br /&gt;
:  trigger after every scoring round&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27831</id>
		<title>Gamehelpmiams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27831"/>
		<updated>2025-12-22T18:47:18Z</updated>

		<summary type="html">&lt;p&gt;Shubber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object ==&lt;br /&gt;
&lt;br /&gt;
Get the most points by rolling dice to mark off fruit skewers.&lt;br /&gt;
The game ends when someone fills 50 hearts by marking skewers.&lt;br /&gt;
Play until everyone has had the same number of turns, and then highest score wins.&lt;br /&gt;
&lt;br /&gt;
== Flow of Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn, go through these 3 phases:&lt;br /&gt;
&lt;br /&gt;
== Roll ==&lt;br /&gt;
Roll all 5 white dice to try and make&lt;br /&gt;
the best possible fruit skewer&lt;br /&gt;
(aka. dice combination)&lt;br /&gt;
If your roll would allow more than one skewer,&lt;br /&gt;
you get to choose which one to score.&lt;br /&gt;
&lt;br /&gt;
Possibilities are:&lt;br /&gt;
&lt;br /&gt;
;Pair&lt;br /&gt;
:  2 identical fruits&lt;br /&gt;
;Three of a kind&lt;br /&gt;
:  3 identical fruits&lt;br /&gt;
;Full house&lt;br /&gt;
:  3 identical fruits and 2 other identical fruits&lt;br /&gt;
;Four of a kind&lt;br /&gt;
:  4 identical fruits&lt;br /&gt;
;Straight&lt;br /&gt;
:  5 different fruits&lt;br /&gt;
;Yums&lt;br /&gt;
:  5 identical fruits&lt;br /&gt;
&lt;br /&gt;
You may reroll, ONCE,&lt;br /&gt;
as many dice as you&lt;br /&gt;
wish.&lt;br /&gt;
&lt;br /&gt;
== Score == &lt;br /&gt;
Circle the next free box for the skewer you made.&lt;br /&gt;
&lt;br /&gt;
Score Hearts (in other words points) and Bonus tokens&lt;br /&gt;
depending on the skewer you made. If the heart track is full, take the remainder in stars; the end of the game triggers.&lt;br /&gt;
&lt;br /&gt;
If no skewer scores, mark off a &amp;quot;catch-up&amp;quot; space - you&#039;ll get the associated bonus.&lt;br /&gt;
&lt;br /&gt;
For every cross rolled, the other players cross off a free scoring box of their choice. They get the bonuses but not the points.&lt;br /&gt;
&lt;br /&gt;
If you mark (either circle or cross out) all the scoring boxes in the first column, score 3 stars.&lt;br /&gt;
&lt;br /&gt;
Bonuses are:&lt;br /&gt;
&lt;br /&gt;
;Reroll token&lt;br /&gt;
:  Spend a reroll token to reroll dice an extra time&lt;br /&gt;
;Stars&lt;br /&gt;
:  Stars are spent in the buy round, or are each a point at the end of the game&lt;br /&gt;
;Red Die&lt;br /&gt;
:  Spend before rolling to add the red die. The red die has a wild marshmallow face instead of a cross.&lt;br /&gt;
&lt;br /&gt;
== Buy ==&lt;br /&gt;
Buy a Yums card to obtain powerful&lt;br /&gt;
effects&lt;br /&gt;
&lt;br /&gt;
Choose a card from the display, paying stars based on it&#039;s position. Cards slide down to fill.&lt;br /&gt;
&lt;br /&gt;
Types of cards:&lt;br /&gt;
;Permanent cards&lt;br /&gt;
:  ongoing abilities for the rest of the game&lt;br /&gt;
;One time use&lt;br /&gt;
:  discard to get a benefit&lt;br /&gt;
;End of turn&lt;br /&gt;
:  trigger after every scoring round&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27830</id>
		<title>Gamehelpmiams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27830"/>
		<updated>2025-12-22T18:41:39Z</updated>

		<summary type="html">&lt;p&gt;Shubber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object ==&lt;br /&gt;
&lt;br /&gt;
Get the most points by rolling dice to mark off fruit skewers.&lt;br /&gt;
The game ends when someone fills 50 hearts by marking skewers.&lt;br /&gt;
Play until everyone has had the same number of turns, and then highest score wins.&lt;br /&gt;
&lt;br /&gt;
== Flow of Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn, go through these 3 phases:&lt;br /&gt;
&lt;br /&gt;
== Roll ==&lt;br /&gt;
Roll all 5 white dice to try and make&lt;br /&gt;
the best possible fruit skewer&lt;br /&gt;
(aka. dice combination)&lt;br /&gt;
If your roll would allow more than one skewer,&lt;br /&gt;
you get to choose which one to score.&lt;br /&gt;
&lt;br /&gt;
Possibilities are:&lt;br /&gt;
&lt;br /&gt;
;Pair&lt;br /&gt;
:  2 identical fruits&lt;br /&gt;
;Three of a kind&lt;br /&gt;
:  3 identical fruits&lt;br /&gt;
;Full house&lt;br /&gt;
:  3 identical fruits and 2 other identical fruits&lt;br /&gt;
;Four of a kind&lt;br /&gt;
:  4 identical fruits&lt;br /&gt;
;Straight&lt;br /&gt;
:  5 different fruits&lt;br /&gt;
;Yums&lt;br /&gt;
:  5 identical fruits&lt;br /&gt;
&lt;br /&gt;
You may reroll, ONCE,&lt;br /&gt;
as many dice as you&lt;br /&gt;
wish.&lt;br /&gt;
&lt;br /&gt;
== Score == &lt;br /&gt;
Circle the next free box for the skewer you made.&lt;br /&gt;
&lt;br /&gt;
Score Hearts (in other words points) and Bonus tokens&lt;br /&gt;
depending on the skewer you made. If the heart track is full, take the remainder in stars; the end of the game triggers.&lt;br /&gt;
&lt;br /&gt;
If no skewer scores, mark off a &amp;quot;catch-up&amp;quot; space - you&#039;ll get the associated bonus.&lt;br /&gt;
&lt;br /&gt;
For every cross rolled, the other players cross off a free scoring box of their choice. They get the bonuses but not the points.&lt;br /&gt;
&lt;br /&gt;
Bonuses are:&lt;br /&gt;
&lt;br /&gt;
;Reroll token&lt;br /&gt;
:  Spend a reroll token to reroll dice an extra time&lt;br /&gt;
;Stars&lt;br /&gt;
:  Stars are spent in the buy round, or are each a point at the end of the game&lt;br /&gt;
;Red Die&lt;br /&gt;
:  Spend before rolling to add the red die to your roll. The red die has a wild marshmallow face instead of a cross.&lt;br /&gt;
&lt;br /&gt;
== Buy ==&lt;br /&gt;
Buy a Yums card to obtain powerful&lt;br /&gt;
effects during your next turns.&lt;br /&gt;
&lt;br /&gt;
Choose a card from the display, paying stars based on it&#039;s position. Cards slide down to fill.&lt;br /&gt;
&lt;br /&gt;
Types of cards:&lt;br /&gt;
;Permanent cards&lt;br /&gt;
:  ongoing abilities for the rest of the game&lt;br /&gt;
;One time use&lt;br /&gt;
:  discard to get a benefit&lt;br /&gt;
;End of turn&lt;br /&gt;
:  trigger after every scoring round&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27829</id>
		<title>Gamehelpmiams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmiams&amp;diff=27829"/>
		<updated>2025-12-22T18:39:13Z</updated>

		<summary type="html">&lt;p&gt;Shubber: Created page with &amp;quot;== Object  Get the most points by rolling dice to mark off fruit skewers. The game ends when someone fills 50 hearts by marking skewers. Play until everyone has had the same number of turns, and then highest score wins.  == Flow of Play  Each turn, go through these 3 phases:  === ROLLING Roll all 5 white dice to try and make the best possible fruit skewer (aka. dice combination) If your roll would allow more than one skewer, you get to choose which one to score.  Possibi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Object&lt;br /&gt;
&lt;br /&gt;
Get the most points by rolling dice to mark off fruit skewers.&lt;br /&gt;
The game ends when someone fills 50 hearts by marking skewers.&lt;br /&gt;
Play until everyone has had the same number of turns, and then highest score wins.&lt;br /&gt;
&lt;br /&gt;
== Flow of Play&lt;br /&gt;
&lt;br /&gt;
Each turn, go through these 3 phases:&lt;br /&gt;
&lt;br /&gt;
=== ROLLING&lt;br /&gt;
Roll all 5 white dice to try and make&lt;br /&gt;
the best possible fruit skewer&lt;br /&gt;
(aka. dice combination)&lt;br /&gt;
If your roll would allow more than one skewer,&lt;br /&gt;
you get to choose which one to score.&lt;br /&gt;
&lt;br /&gt;
Possibilities are:&lt;br /&gt;
&lt;br /&gt;
;Pair&lt;br /&gt;
  :2 identical fruits&lt;br /&gt;
;Three of a kind&lt;br /&gt;
  :3 identical fruits&lt;br /&gt;
;Full house&lt;br /&gt;
  :3 identical fruits and 2 other identical fruits&lt;br /&gt;
;Four of a kind&lt;br /&gt;
  :4 identical fruits&lt;br /&gt;
;Straight&lt;br /&gt;
  :5 different fruits&lt;br /&gt;
;Yums&lt;br /&gt;
  :5 identical fruits&lt;br /&gt;
&lt;br /&gt;
You may reroll, ONCE,&lt;br /&gt;
as many dice as you&lt;br /&gt;
wish.&lt;br /&gt;
&lt;br /&gt;
== SCORING &lt;br /&gt;
Circle the next free box for the skewer you made.&lt;br /&gt;
&lt;br /&gt;
Score Hearts (in other words points) and Bonus tokens&lt;br /&gt;
depending on the skewer you made. If the heart track is full, take the remainder in stars; the end of the game triggers.&lt;br /&gt;
&lt;br /&gt;
If no skewer scores, mark off a &amp;quot;catch-up&amp;quot; space - you&#039;ll get the associated bonus.&lt;br /&gt;
&lt;br /&gt;
For every cross rolled, the other players cross off a free scoring box of their choice. They get the bonuses but not the points.&lt;br /&gt;
&lt;br /&gt;
Bonuses are:&lt;br /&gt;
&lt;br /&gt;
;Reroll token&lt;br /&gt;
  :Spend a reroll token to reroll dice an extra time&lt;br /&gt;
;Stars&lt;br /&gt;
  :Stars are spent in the buy round, or are each a point at the end of the game&lt;br /&gt;
;Red Die&lt;br /&gt;
  :Spend before rolling to add the red die to your roll. The red die has a wild marshmallow face instead of a cross.&lt;br /&gt;
&lt;br /&gt;
== BUY&lt;br /&gt;
Buy a Yums card to obtain powerful&lt;br /&gt;
effects during your next turns.&lt;br /&gt;
&lt;br /&gt;
Choose a card from the display, paying stars based on it&#039;s position. Cards slide down to fill.&lt;br /&gt;
&lt;br /&gt;
Types of cards:&lt;br /&gt;
;Permanent cards&lt;br /&gt;
  :ongoing abilities for the rest of the game&lt;br /&gt;
;One time use&lt;br /&gt;
  :discard to get a benefit&lt;br /&gt;
;End of turn&lt;br /&gt;
  :trigger after every scoring round&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagentavenue&amp;diff=27461</id>
		<title>Gamehelpagentavenue</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagentavenue&amp;diff=27461"/>
		<updated>2025-12-01T18:51:09Z</updated>

		<summary type="html">&lt;p&gt;Shubber: &amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME FLOW ==&lt;br /&gt;
&lt;br /&gt;
Every turn, you&#039;ll do the following:&lt;br /&gt;
&lt;br /&gt;
=== STEP 1 : PLAY ===&lt;br /&gt;
Play 2 cards from your hand in the center of the table, 1 face up and 1&lt;br /&gt;
face down. They must have different card names.&lt;br /&gt;
Draw cards from the agent deck until you have 4 cards in&lt;br /&gt;
hand.&lt;br /&gt;
&lt;br /&gt;
Optional: Before you play cards, you may choose a card from your hand&lt;br /&gt;
and discard it face down in front of you to draw a new one. You can do&lt;br /&gt;
this multiple times on the same turn, but only 4 times in the entire game.&lt;br /&gt;
&lt;br /&gt;
=== STEP 2 : RECRUIT ===&lt;br /&gt;
The opponent must recruit 1 of the 2 agent cards you have played and put it face up in front of them. You must now&lt;br /&gt;
recruit the other agent card by putting it face up in front of you.&lt;br /&gt;
&lt;br /&gt;
Then both players move their meeple on the board. To move your&lt;br /&gt;
meeple, look at the agent you have just recruited. Check how many agent&lt;br /&gt;
cards with that same name you have in play, including the one you have&lt;br /&gt;
just recruited.&lt;br /&gt;
* If you have only 1, look at its 1st icon on the top.&lt;br /&gt;
* If you have 2, look at its 2nd icon in the center instead.&lt;br /&gt;
* If you have 3 or more, look at its 3rd icon on the bottom instead.&lt;br /&gt;
Move your meeple forward (clockwise) on the board by the indicated&lt;br /&gt;
number of spaces. If the number is negative, move it backward (counterclockwise) instead. If the number is zero or if the icon doesn’t contain&lt;br /&gt;
any number, don’t move it at all. &lt;br /&gt;
&lt;br /&gt;
Your opponent does the same with&lt;br /&gt;
their meeple.&lt;br /&gt;
&lt;br /&gt;
=== STEP 3 : END ===&lt;br /&gt;
After both meeples have moved, check whether the game ends:&lt;br /&gt;
# If a player catches their opponent’s meeple, they win the game. To do so, the position of their own meeple must reach or exceed the position of their opponent’s meeple.&lt;br /&gt;
# If a player has 3 Codebreakers in play, they win the game. &lt;br /&gt;
# If a player has 3 Daredevils in play, they lose the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running out of cards&#039;&#039;&#039;: If neither player&lt;br /&gt;
won or lost the game and the agent deck&lt;br /&gt;
is empty and your opponent has less&lt;br /&gt;
than 2 cards in hand, the game ends&lt;br /&gt;
(because your opponent can’t play next&lt;br /&gt;
turn). In that case, the player who is closer to catching their opponent’s meeple&lt;br /&gt;
wins the game.&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the player whose&lt;br /&gt;
turn it is (the active player) wins the&lt;br /&gt;
game. This occurs in the following cases:&lt;br /&gt;
* Both players fulfill a condition to win the game.&lt;br /&gt;
* Both players fulfill a condition to lose the game.&lt;br /&gt;
* Any player fulfills a condition to win the game and a condition to lose the game.&lt;br /&gt;
* Players “run out of cards” (see above) and both meeples are located at equal distance from each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== REMINDERS &amp;amp; CLARIFICATIONS ==&lt;br /&gt;
* During the Play step, the 2 cards you play from your hand (1 face up and 1 face down) must have different card names. In the rare case that all the cards in your hand have the same card name, it is allowed to play 2 identical cards.&lt;br /&gt;
* If the agent deck is empty, you can’t discard an agent card from your hand to draw a new one.&lt;br /&gt;
* If the agent deck is empty, you draw no more agent cards and continue playing.&lt;br /&gt;
* There is no upper limit to the number of agent cards you can have in play or in hand.&lt;br /&gt;
* During the Recruit step, if you recruit your 4th, 5th, or 6th agent of the same name, you treat it as your 3rd.&lt;br /&gt;
* You can win the game only during the End step, not during the Recruit step. If your opponent recruits their 3rd Codebreaker, you continue playing until the End step. If you catch their meeple during the same turn, the player whose turn it is (the active player) wins the game.&lt;br /&gt;
* If you catch your opponent’s meeple but it “escapes” forward during the same turn, it doesn’t count as you catching it.&lt;br /&gt;
* To catch your opponent’ meeple, you don’t necessarily have to reach exactly its position. If the position of your meeple exceeds the position of their meeple, it counts as you catching it.&lt;br /&gt;
* If your opponent’s meeple moves backward and their position is now the same as yours or behind yours, it counts as you catching it.&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindmgmt&amp;diff=27414</id>
		<title>Gamehelpmindmgmt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindmgmt&amp;diff=27414"/>
		<updated>2025-11-25T01:40:06Z</updated>

		<summary type="html">&lt;p&gt;Shubber: /* The Rogue Agents&amp;#039; Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Mind MGMT, one player plays as The Recruiter while all other players play as Rogue Agents who are attempting to stop The Recruiter&#039;s evil plans.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Recruiter:&#039;&#039;&#039; Wins by either collecting a specific number of new recruits (9 for the Training Mission, 12 for the full game) or by evading the Rogue Agents until time runs out (14:00 for Training, 16:00 for the full game).&lt;br /&gt;
* &#039;&#039;&#039;The Rogue Agents:&#039;&#039;&#039; Win by finding and capturing the Recruiter before time runs out.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
The recruiter starts on any space. They receive 3 feature cards. Then they take 4 more steps, recruiting as they go.j&lt;br /&gt;
&lt;br /&gt;
The game is then played in rounds, with each side taking two turns per round in this order:&lt;br /&gt;
# Recruiter&#039;s first turn&lt;br /&gt;
# Rogue Agents&#039; first turn (activating 2 agents)&lt;br /&gt;
# Recruiter&#039;s second turn&lt;br /&gt;
# Rogue Agents&#039; second turn (activating the other 2 agents)&lt;br /&gt;
&lt;br /&gt;
== The Recruiter&#039;s Turn ==&lt;br /&gt;
&lt;br /&gt;
The Recruiter plays in secret, tracking their movement on a hidden map. On their turn, they will:&lt;br /&gt;
* &#039;&#039;&#039;Take one action:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Step:&#039;&#039;&#039; Move to an adjacent location on their secret map.&lt;br /&gt;
** &#039;&#039;&#039;Mind Slip:&#039;&#039;&#039; Use a special, one-time movement ability.&lt;br /&gt;
* &#039;&#039;&#039;Contact Recruits:&#039;&#039;&#039; If the Recruiter moves to a location with a Feature that matches one of their secret Feature cards, they secretly gain a recruit.&lt;br /&gt;
* &#039;&#039;&#039;Advance the Time Token:&#039;&#039;&#039; Move the token one space on the time track. At certain points (Alert icons), the Recruiter must reveal how many recruits they&#039;ve gained in the last two turns.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Full Game&#039;&#039;&#039;, the Recruiter also controls four **Immortals** on the board to block the Rogue Agents and help gather more recruits.&lt;br /&gt;
&lt;br /&gt;
== The Rogue Agents&#039; Turn ==&lt;br /&gt;
&lt;br /&gt;
The Rogue Agents work together, moving their agent figures on the main game board. On their turn, two agents get to activate. Each activated agent can:&lt;br /&gt;
* &#039;&#039;&#039;Move:&#039;&#039;&#039; Move up to two spaces.&lt;br /&gt;
* &#039;&#039;&#039;Take one action:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ask:&#039;&#039;&#039; Choose a feature in their current location and ask the Recruiter if they have ever visited a location with that feature. You cannot choose a feature that appears on any Immortal&#039;s location. If so, the Recruiter must place a &amp;quot;STEP&amp;quot; token on one such location on the board.&lt;br /&gt;
** &#039;&#039;&#039;Reveal:&#039;&#039;&#039; If an agent is on a location with a STEP token, they can ask the Recruiter &#039;&#039;when&#039;&#039; they were there. The Recruiter replaces the token with a &amp;quot;Confirmed Mental Note&amp;quot; showing the exact time.&lt;br /&gt;
** &#039;&#039;&#039;Capture:&#039;&#039;&#039; If an agent believes they are in the same location as the Recruiter, they can attempt to capture them. If they&#039;re correct, the Rogue Agents win. If not, the game continues.&lt;br /&gt;
** &#039;&#039;&#039;Shakedown (Full Game only):&#039;&#039;&#039; An agent on the same space as an Immortal can try to guess one of the Recruiter&#039;s secret Feature cards.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, all agents are stood back up, ready for the next round of investigation.&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindmgmt&amp;diff=27413</id>
		<title>Gamehelpmindmgmt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmindmgmt&amp;diff=27413"/>
		<updated>2025-11-25T01:31:04Z</updated>

		<summary type="html">&lt;p&gt;Shubber: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Mind MGMT, one player plays as The Recruiter while all other players play as Rogue Agents who are attempting to stop The Recruiter&#039;s evil plans.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Recruiter:&#039;&#039;&#039; Wins by either collecting a specific number of new recruits (9 for the Training Mission, 12 for the full game) or by evading the Rogue Agents until time runs out (14:00 for Training, 16:00 for the full game).&lt;br /&gt;
* &#039;&#039;&#039;The Rogue Agents:&#039;&#039;&#039; Win by finding and capturing the Recruiter before time runs out.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
The recruiter starts on any space. They receive 3 feature cards. Then they take 4 more steps, recruiting as they go.j&lt;br /&gt;
&lt;br /&gt;
The game is then played in rounds, with each side taking two turns per round in this order:&lt;br /&gt;
# Recruiter&#039;s first turn&lt;br /&gt;
# Rogue Agents&#039; first turn (activating 2 agents)&lt;br /&gt;
# Recruiter&#039;s second turn&lt;br /&gt;
# Rogue Agents&#039; second turn (activating the other 2 agents)&lt;br /&gt;
&lt;br /&gt;
== The Recruiter&#039;s Turn ==&lt;br /&gt;
&lt;br /&gt;
The Recruiter plays in secret, tracking their movement on a hidden map. On their turn, they will:&lt;br /&gt;
* &#039;&#039;&#039;Take one action:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Step:&#039;&#039;&#039; Move to an adjacent location on their secret map.&lt;br /&gt;
** &#039;&#039;&#039;Mind Slip:&#039;&#039;&#039; Use a special, one-time movement ability.&lt;br /&gt;
* &#039;&#039;&#039;Contact Recruits:&#039;&#039;&#039; If the Recruiter moves to a location with a Feature that matches one of their secret Feature cards, they secretly gain a recruit.&lt;br /&gt;
* &#039;&#039;&#039;Advance the Time Token:&#039;&#039;&#039; Move the token one space on the time track. At certain points (Alert icons), the Recruiter must reveal how many recruits they&#039;ve gained in the last two turns.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Full Game&#039;&#039;&#039;, the Recruiter also controls four **Immortals** on the board to block the Rogue Agents and help gather more recruits.&lt;br /&gt;
&lt;br /&gt;
== The Rogue Agents&#039; Turn ==&lt;br /&gt;
&lt;br /&gt;
The Rogue Agents work together, moving their agent figures on the main game board. On their turn, two agents get to activate. Each activated agent can:&lt;br /&gt;
* &#039;&#039;&#039;Move:&#039;&#039;&#039; Move up to two spaces.&lt;br /&gt;
* &#039;&#039;&#039;Take one action:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ask:&#039;&#039;&#039; Choose a feature in their current location and ask the Recruiter if they have ever visited a location with that feature. If so, the Recruiter must place a &amp;quot;STEP&amp;quot; token on one such location on the board.&lt;br /&gt;
** &#039;&#039;&#039;Reveal:&#039;&#039;&#039; If an agent is on a location with a STEP token, they can ask the Recruiter &#039;&#039;when&#039;&#039; they were there. The Recruiter replaces the token with a &amp;quot;Confirmed Mental Note&amp;quot; showing the exact time.&lt;br /&gt;
** &#039;&#039;&#039;Capture:&#039;&#039;&#039; If an agent believes they are in the same location as the Recruiter, they can attempt to capture them. If they&#039;re correct, the Rogue Agents win. If not, the game continues.&lt;br /&gt;
** &#039;&#039;&#039;Shakedown (Full Game only):&#039;&#039;&#039; An agent on the same space as an Immortal can try to guess one of the Recruiter&#039;s secret Feature cards.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, all agents are stood back up, ready for the next round of investigation.&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_agestofrobinhood&amp;diff=24307</id>
		<title>Tips agestofrobinhood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_agestofrobinhood&amp;diff=24307"/>
		<updated>2025-03-06T22:38:00Z</updated>

		<summary type="html">&lt;p&gt;Shubber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Royal Favor ==&lt;br /&gt;
&lt;br /&gt;
Royal Favor is a track from 7 Justice to 7 Order, without a 0 (i.e. the step past 1 Justice is 1 Order).&lt;br /&gt;
&lt;br /&gt;
The aim of the game is the have 5 or more Justice/Order between Ballads, or the most at the end of 3.&lt;br /&gt;
&lt;br /&gt;
Robin Hood produces Justice by:&lt;br /&gt;
* Placing a Camp using the Recruit Plot&lt;br /&gt;
* Using the Inspire Deed in Revolting Parishes&lt;br /&gt;
* Robbing Tribute Carriages or the Treasury&lt;br /&gt;
* Having 3 or more Revolting Parishes (0-4 Submissive) at the end of a Ballad&lt;br /&gt;
* ... and Traveler and Event effects&lt;br /&gt;
&lt;br /&gt;
The Sheriff produces Order by:&lt;br /&gt;
* Returning Carriages to Nottingham; 2 Order for Tribute Carriages&lt;br /&gt;
* Capturing Robin Hood&lt;br /&gt;
* Removing Camps, by using the Capture Plot or Disperse Deed&lt;br /&gt;
* Having 5-7 Submissive Parishes (0-2 Revolt) at the end of a Ballad&lt;br /&gt;
* ... and Traveler and Event effects&lt;br /&gt;
&lt;br /&gt;
== Dice values ==&lt;br /&gt;
;White d6 faces &lt;br /&gt;
: -2, -1, -1, 0, +1, +2&lt;br /&gt;
&lt;br /&gt;
;Green d6 faces &lt;br /&gt;
: -1, -1, 0, +1, +2, +3&lt;br /&gt;
&lt;br /&gt;
== Queen Eleanor == &lt;br /&gt;
&lt;br /&gt;
This Fortune Event lets the Sheriff put a Noble Knight into the Victims, and then if there are 4+ Victims, the Royal Favor goes towards Order, otherwise towards Justice. Worth considering when you decide about which Traveller effect to do.&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_agestofrobinhood&amp;diff=24294</id>
		<title>Tips agestofrobinhood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_agestofrobinhood&amp;diff=24294"/>
		<updated>2025-03-05T02:12:50Z</updated>

		<summary type="html">&lt;p&gt;Shubber: /* Dice values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dice values ==&lt;br /&gt;
;White d6 faces &lt;br /&gt;
: -2, -1, -1, 0, +1, +2&lt;br /&gt;
&lt;br /&gt;
;Green d6 faces &lt;br /&gt;
: -1, -1, 0, +1, +2, +3&lt;br /&gt;
&lt;br /&gt;
== Queen Eleanor == &lt;br /&gt;
&lt;br /&gt;
This Fortune Event lets the Sheriff put a Noble Knight into the Victims, and then if there are 4+ Victims, the Royal Favor goes towards Order, otherwise towards Justice. Worth considering when you decide about which Traveller effect to do.&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_agestofrobinhood&amp;diff=24273</id>
		<title>Tips agestofrobinhood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_agestofrobinhood&amp;diff=24273"/>
		<updated>2025-03-03T20:13:58Z</updated>

		<summary type="html">&lt;p&gt;Shubber: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dice values ==&lt;br /&gt;
;White d6 faces &lt;br /&gt;
: -2, -1, -1, 0, +1, +2&lt;br /&gt;
&lt;br /&gt;
;Green d6 faces &lt;br /&gt;
: -1, -1, 0, +1, +2, +3&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_agestofrobinhood&amp;diff=24272</id>
		<title>Tips agestofrobinhood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_agestofrobinhood&amp;diff=24272"/>
		<updated>2025-03-03T20:10:15Z</updated>

		<summary type="html">&lt;p&gt;Shubber: Created page with &amp;quot;Dice values: White d6 faces -2, -1, -1, 0, +1, +2 Green d6 faces -1, -1, 0, +1, +2, +3&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dice values:&lt;br /&gt;
White d6 faces -2, -1, -1, 0, +1, +2&lt;br /&gt;
Green d6 faces -1, -1, 0, +1, +2, +3&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrovesolitaire&amp;diff=23766</id>
		<title>Gamehelpgrovesolitaire</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrovesolitaire&amp;diff=23766"/>
		<updated>2025-01-15T22:50:34Z</updated>

		<summary type="html">&lt;p&gt;Shubber: Created page with &amp;quot;Grow your grove and pick as much fruit as you can by playing cards so that the fruit trees overlap other trees bearing the same fruit. The more trees you overlap, the greater your harvest will be.  === Set up === For each game you will only be using 9 of the 18 cards.  Draw the top card and place it face up in the middle of the play area to form the start of the Grove. Draw two cards. This is your initial hand.  === Each turn === First, play a card in any of the 4 orthog...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow your grove and pick as much fruit as you can by&lt;br /&gt;
playing cards so that the fruit trees overlap other trees&lt;br /&gt;
bearing the same fruit. The more trees you overlap, the&lt;br /&gt;
greater your harvest will be.&lt;br /&gt;
&lt;br /&gt;
=== Set up ===&lt;br /&gt;
For each game you will only be using 9 of the 18&lt;br /&gt;
cards. &lt;br /&gt;
Draw the top card and place it face up in the middle of the play&lt;br /&gt;
area to form the start of the Grove.&lt;br /&gt;
Draw two cards. This is your initial hand.&lt;br /&gt;
&lt;br /&gt;
=== Each turn ===&lt;br /&gt;
First, play a card in any of the 4 orthogonal orientations.&lt;br /&gt;
&lt;br /&gt;
* At least one tree or glade on the card must overlap a tree or glade already in the Grove.&lt;br /&gt;
* The fruit of any overlapping tree must match the fruit of the tree underneath it.&lt;br /&gt;
* If a tree overlaps a glade with a die on it then the tree’s fruit must match the die color. Any tree can overlap an empty glade.&lt;br /&gt;
* A glade can overlap any type of fruit tree or another glade.&lt;br /&gt;
&lt;br /&gt;
Then, dice will placed to indicate how much fruit has been harvested.&lt;br /&gt;
&lt;br /&gt;
Finally, draw another card from the draw deck (if available) to bring your hand back up to two cards.&lt;br /&gt;
&lt;br /&gt;
=== Dice Placement ===&lt;br /&gt;
&lt;br /&gt;
For each tree on the played card that overlaps a tree in the Grove:&lt;br /&gt;
&lt;br /&gt;
If there is no die on the covered tree, and at least one die of the matching color is available,&lt;br /&gt;
one of those matching dice will be placed on the new tree. It will be set to the total amount of fruit shown on both trees&lt;br /&gt;
(this total will be 2, 3 or 4). &lt;br /&gt;
&lt;br /&gt;
On the other hand, if there is already a die on the tree below its value is increased by the amount of fruit shown on&lt;br /&gt;
the new tree. For example, if a tree with 1 fruit overlaps a tree&lt;br /&gt;
with a die showing ‘4’, the die should increase by 1 to show a ‘5’.&lt;br /&gt;
&lt;br /&gt;
If the die value would exceed ‘6’ then it will be set to a basket of ‘10’.&lt;br /&gt;
&lt;br /&gt;
If a ‘10’ is overlapped by a matching tree then the die will be replaced with the&lt;br /&gt;
wheelbarrow token (if available, worth 15 points!).&lt;br /&gt;
&lt;br /&gt;
=== Glades ===&lt;br /&gt;
A tree may overlap a glade that has a die on it only if the tree’s fruit matches&lt;br /&gt;
the die color.  The die&#039;s value will be increased as normal.&lt;br /&gt;
&lt;br /&gt;
If a glade overlaps a tree (or another glade) that has a die on it, place the die,&lt;br /&gt;
without changing its value, on the overlapping glade.&lt;br /&gt;
&lt;br /&gt;
If a glade overlaps a tree (or another glade) without a die on it then do not&lt;br /&gt;
place a die on the overlapping glade.&lt;br /&gt;
&lt;br /&gt;
=== The Squirrel ===&lt;br /&gt;
&#039;&#039;Once per game&#039;&#039; you may place a card such that an overlapping tree’s&lt;br /&gt;
fruit does NOT match that of the tree (or die color on a glade)&lt;br /&gt;
underneath it.&lt;br /&gt;
If the tree or glade underneath has a die on it, it&#039;s removed.&lt;br /&gt;
&lt;br /&gt;
Place the Squirrel token on the overlapping tree.&lt;br /&gt;
Note that a tree with the squirrel on it cannot then be overlapped by&lt;br /&gt;
another tree or a glade.&lt;br /&gt;
&lt;br /&gt;
=== Game end ===&lt;br /&gt;
Once you have placed the final card the game ends.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Any dice that are on a glade do not score.&lt;br /&gt;
All the remaining dice in your Grove are added to get your final score.&lt;br /&gt;
If the Squirrel is in your grove then subtract 1 from your score and also&lt;br /&gt;
subtract 1 for each die that is on an adjacent (not diagonally) tree to the&lt;br /&gt;
Squirrel (so you will be subtracting between 1 and 5 points).&lt;br /&gt;
A score of 50 is considered a win.&lt;br /&gt;
&lt;br /&gt;
== Recipe Challenge ==&lt;br /&gt;
During setup, two recipes will be selected, which will have a scoring condition and a score target. The aim is to beat the sum of the two target scores.&lt;br /&gt;
&lt;br /&gt;
The game is played following the standard rules.&lt;br /&gt;
At the end of the game add any bonus points, and apply any modifiers&lt;br /&gt;
received, to your dice score to get your final harvest score. If this equals or&lt;br /&gt;
exceeds the Target Score, you win!&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpamyitis&amp;diff=9371</id>
		<title>Gamehelpamyitis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpamyitis&amp;diff=9371"/>
		<updated>2021-09-10T18:03:17Z</updated>

		<summary type="html">&lt;p&gt;Shubber: /* Rules summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Victory ==&lt;br /&gt;
&lt;br /&gt;
The player with the most victory points (VP) wins the game.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thank you [http://boardgamegeek.com/user/sdetoni Steven] for this game help (original file is [http://boardgamegeek.com/filepage/64197/synopses-of-amyitis-rules there]).&lt;br /&gt;
&lt;br /&gt;
Game starts, and recycles the 3 phases, setup, action, maintenance, until:&lt;br /&gt;
&lt;br /&gt;
* 4 or less garden tiles are left after a maintenance phase for 3/4 players.&lt;br /&gt;
&lt;br /&gt;
* 3 or less garden tiles are left after a maintenance phase for 2 players.&lt;br /&gt;
&lt;br /&gt;
===Setup Phase===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shuffle all Craftsmen cards and Layout as below.&lt;br /&gt;
&lt;br /&gt;
* 2 players: 2 groups of three cards.&lt;br /&gt;
* 3 players: 3 groups of three cards.&lt;br /&gt;
* 4 players: 4 groups of three cards.&lt;br /&gt;
&lt;br /&gt;
Players with Bankers earn Income (1 coin, 2 coins, or 2 coins &amp;amp; 2 VPs).&lt;br /&gt;
&lt;br /&gt;
===Action Phase===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Place cube on Pass space; each time that player Passes afterward, he&lt;br /&gt;
earns 1 coin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchasing Workers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recruit a Craftsman from a set; the first in a set (3 horizontal cards) costs no coins, the second cost 1 coin, and the third costs 2 coins. Turn over card to display coin upon chosen card, which signifies the cost of the next card.&lt;br /&gt;
&lt;br /&gt;
Merchant: Take 1 camel into the players supply.&lt;br /&gt;
&lt;br /&gt;
Engineer: Place 1 cube of a player on an irrigation marker and get 2 VPs. The cube placement must trace an unbroken path of irrigation cubes to the river.&lt;br /&gt;
&lt;br /&gt;
Priest: Place 1 cube of a player into one Temple’s line of petitioners (each Temple will earn something in the Maintenance Phase). Place cube from left and shift all other cubes to the right. Cubes that drop off from the right are placed back into supply.&lt;br /&gt;
&lt;br /&gt;
Farmer: Place 1 cube of a player on the left most open field space and take that Resource into Supply. If that Resource is Wine, the field is cleared and whoever had a majority of cubes in that field gets a Gardener card if one is available. If tied, the cube colour furthest to the right wins the gardener card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading/Caravanning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Move the Caravan by paying at least 1 Camel token and moving as many spaces as Camels paid plus up to as many spaces as allowed by the current Caravan card.&lt;br /&gt;
&lt;br /&gt;
A Caravan cannot be moved to a place where a player cannot fulfil the demands of that city.&lt;br /&gt;
&lt;br /&gt;
If the Caravan moves into Babylon either 1 Resource token must be given up for 3 VPs or 2 resource tokens can be given for 6 VPs; that player also places one irrigation cube.&lt;br /&gt;
&lt;br /&gt;
In some cities a player can hire Bankers and Caravaneers, as well as expand their Palace (bonus one-time VPs are added when cards are purchased). Pay the required resource (wine, as a wild, can be substituted for any other resource) to acquire these upgrade cards.&lt;br /&gt;
&lt;br /&gt;
In four of the cities there are Plants available. Some Plants are better than others and cost more (i.e. 2 resource tokens instead of 1).&lt;br /&gt;
&lt;br /&gt;
There are four levels to the Hanging Gardens, with level 1 Plants being able to be planted on its first level.&lt;br /&gt;
&lt;br /&gt;
Level 2 Plants may also be planted in level 1 Hanging Gardens.&lt;br /&gt;
&lt;br /&gt;
Gardeners can improve a Plant’s quality, allowing level 1 Plants to be planted on the Wonder’s second level or even its third; or allowing a level 2 Plant to be planted on the third level. That is, 1 or more gardener cards can be used on a plant to increases its quality.&lt;br /&gt;
&lt;br /&gt;
The Hanging Gardens’ fourth level requires a level 3 plant only.&lt;br /&gt;
&lt;br /&gt;
As soon as Plants are paid for, they are planted.&lt;br /&gt;
&lt;br /&gt;
The player who bought the Plant gains the prizes on the Wonder’s tile.&lt;br /&gt;
&lt;br /&gt;
A player who controls the irrigation around that tile (i.e. the most number of their colour cubes) scores VPs equal to the Plant’s initial level (not including spent gardener cards). If there is tie, then no VPs are given.&lt;br /&gt;
&lt;br /&gt;
Neutral grey cubes are added to empty irrigation spots of adjacent planted tile areas.&lt;br /&gt;
&lt;br /&gt;
Once bonuses and VPs have been award, the plant card is turned over in the caravan board to show a different plant on offer for that city/area.&lt;br /&gt;
&lt;br /&gt;
===Maintenance Phase===&lt;br /&gt;
&lt;br /&gt;
Temple Procession is controlled by the last player in the round; they place 1 cube of that players colour into one of the Temples of their choice, and 1 neutral cube into each of the other temples (i.e. 2 grey cubes total).&lt;br /&gt;
&lt;br /&gt;
Temples provide benefits to 1 player in a 2 player game, or 2 players in a 3-4 player game; ties for majority are broken by whose cube is closest to the right/exit.&lt;br /&gt;
&lt;br /&gt;
Award bonuses for each temple:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ishtar 1st Gets choice of a camel token or a coin.&lt;br /&gt;
2nd Gets what the 1st place didn’t want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marduk 1st Gets 2 VPs.&lt;br /&gt;
2nd Gets 1 VPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tammouz 1st Gets to add a clue to the resource field of their choice.&lt;br /&gt;
2nd Gets to swap one of their resource tokens from supply, but not for wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players check goods in their Supply for resource spoilage and adjust the token number they can keep between major game rounds.&lt;br /&gt;
&lt;br /&gt;
Level 0,1 Caravaneers can keep up to 2 resource tokens.&lt;br /&gt;
&lt;br /&gt;
Level 2 Caravaneers can keep up to 4 resource tokens.&lt;br /&gt;
&lt;br /&gt;
The Starting Player card is passed clockwise. Re-shuffle craftsmen cards; go to setup phase to complete another game round.&lt;br /&gt;
&lt;br /&gt;
===End Game===&lt;br /&gt;
&lt;br /&gt;
Game ends when the follow conditions are met for the number people playing.&lt;br /&gt;
&lt;br /&gt;
2 Players: When 3 garden tiles are left or less at the end of major game round.&lt;br /&gt;
&lt;br /&gt;
5 or 6 Wonder tiles gained add additional 5 VPs,&lt;br /&gt;
7 Wonder tiles gained, add 10 VPs.&lt;br /&gt;
&lt;br /&gt;
3 Players: When 4 garden tiles are left or less at the end of major game round.&lt;br /&gt;
&lt;br /&gt;
4 or 5 Wonder tiles gained add additional 5 VPs,&lt;br /&gt;
6 Wonder tiles gained, add 10 VPs.&lt;br /&gt;
&lt;br /&gt;
4 Players: When 4 garden tiles are left or less at the end of major game round.&lt;br /&gt;
&lt;br /&gt;
3 or 4 Wonder tiles gained add additional 5 VPs,&lt;br /&gt;
5 Wonder tiles gained, add 10 VPs.&lt;br /&gt;
&lt;br /&gt;
Each player scores 1 additional VP for each resource token remaining in his stock (nothing for the camels and the coins).&lt;br /&gt;
&lt;br /&gt;
Total points = Current VPs&lt;br /&gt;
&lt;br /&gt;
+ Resources Token Left&lt;br /&gt;
&lt;br /&gt;
+ Bonus for number of garden tiles planted.&lt;/div&gt;</summary>
		<author><name>Shubber</name></author>
	</entry>
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