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	<updated>2026-10-28T20:17:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpplanetunknown&amp;diff=20652</id>
		<title>Gamehelpplanetunknown</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpplanetunknown&amp;diff=20652"/>
		<updated>2024-04-04T15:09:37Z</updated>

		<summary type="html">&lt;p&gt;Sl8rgames: spacing fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game continues until the tiles run out or a player can&#039;t place a tile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The start player may rotate the space station as much as they desire until one of the depots is facing them and likewise a depot is facing each of the other players&lt;br /&gt;
&lt;br /&gt;
Each player now drafts 1 tile from the depot which faces them&lt;br /&gt;
&lt;br /&gt;
All players place their tile according to placement rules (and add a meteorite token if the corresponding symbol is present)&lt;br /&gt;
&lt;br /&gt;
All players advance the corresponding resource trackers based on the tile selected. Trackers may be advanced in whatever order the player prefers.&lt;br /&gt;
&lt;br /&gt;
Pass the start player marker and start a new round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tile Placement===&lt;br /&gt;
&lt;br /&gt;
The first tile of the game must be placed so an edge touches a border.&lt;br /&gt;
&lt;br /&gt;
Additional tiles must be orthogonally adjacent to pre-existing tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap other tiles and neither can they fully cover/replace each other.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot hang over the edge of the grid.&lt;br /&gt;
&lt;br /&gt;
Tiles have to sit so they are aligned with the printed grid, but can be rotated or flipped prior to placement.&lt;br /&gt;
&lt;br /&gt;
Lifepods and Rovers CAN have tiles placed on them, but the object is then removed permanently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resource Tracks===&lt;br /&gt;
&lt;br /&gt;
Each resource tracks provides a unique benefit. You claim the benefit once your resource marker reaches an icon on the track. Two icons are shared by all tracks:&lt;br /&gt;
&lt;br /&gt;
.Victory Points (gold medals) - Players receive points at the end of the game for the highest victory point medal reached on each track.&lt;br /&gt;
&lt;br /&gt;
.Synergy Boosts (multi-color swirls) - Immediately move the resource marker up one step on any resource track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Civ Track (black)===&lt;br /&gt;
&lt;br /&gt;
.Civ Milestone (dome) - Take all the Civ Cards of the depicted level, look through them, and pick one to keep.&lt;br /&gt;
&lt;br /&gt;
If the card states IMMEDIATE, you get these bonuses straight away, otherwise you&#039;ll get them later.&lt;br /&gt;
&lt;br /&gt;
If the card states END GAME, it is kept secret and revealed at end game.&lt;br /&gt;
&lt;br /&gt;
If more than one player reaches the same milestone in the same round, they should select them in clockwise order from the current start player.&lt;br /&gt;
&lt;br /&gt;
If playing with modules, there is a chance that when you reach a milestone there are no cards to claim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Water Track (blue)===&lt;br /&gt;
&lt;br /&gt;
If a square of the tile with water resource is placed on planetary ice, the track advances, otherwise no advancement is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Biomass Track (green)===&lt;br /&gt;
&lt;br /&gt;
.Biomass Milestone (tree) - Gain a Biomass Patch to place immediately following normal placement rules.&lt;br /&gt;
&lt;br /&gt;
Biomass Patches do NOT advance the track, but do help to fill in spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rover Track (red)===&lt;br /&gt;
&lt;br /&gt;
.Rover Milestone (vehicle) - Place a rover token onto the tile which triggered it. It may be placed on a meteorite if desired. It does not need to be placed on the red portion of the tile.&lt;br /&gt;
&lt;br /&gt;
.Movement Space (number) - Move your rover(s) a combined amount equal to the space&#039;s number (so a 3 could move 1 rover 3 spaces or 2 rovers 2 and 1 spaces respectively). Rovers move orthogonally and can move on both tile spaces and empty spaces. When a Rover shares a space with either a Lifepod or Meteor, the component is collected.&lt;br /&gt;
&lt;br /&gt;
If something is placed onto the rover, the rover is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tech Track (gray)===&lt;br /&gt;
&lt;br /&gt;
This track unlocks permanent abilities for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Level 1: Adjacency placement restrictions no longer apply.&lt;br /&gt;
&lt;br /&gt;
Level 2: Store Biomass Patches to be placed at End Game.&lt;br /&gt;
&lt;br /&gt;
Level 3: +1 for Rover Movement.&lt;br /&gt;
&lt;br /&gt;
Level 4: Double Water advancement. Water must still be placed on ice to trigger the advancement. Double advancement only applies if triggered by tile placement.&lt;br /&gt;
&lt;br /&gt;
Level 5: Immune against Meteors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Energy (tan)===&lt;br /&gt;
&lt;br /&gt;
There is no track for Energy, instead pick any other track to advance, with the following limitations:&lt;br /&gt;
&lt;br /&gt;
You may pick the other resource shared on the energy resource&#039;s tile (Remember this track still advances naturally, so in effect gets to advance twice).&lt;br /&gt;
&lt;br /&gt;
You may pick a resource bordering the energy terrain (tan area spanning 1 or more tile) that includes the tile just placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;End Game&#039;&#039;&#039; ===&lt;br /&gt;
The final round is triggered when either the last tile is removed from any of the depots or a player cannot place a tile.&lt;br /&gt;
&lt;br /&gt;
If a tile cannot be placed, the player still chooses a tile from the depot and advances the trackers as normal, without adding the tile to their planet.&lt;br /&gt;
&lt;br /&gt;
After all players have advanced their trackers, any biomass patches should be placed and any end game bonuses should be activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
Score each row and column based on the medal number attached to it if it is complete, so all spaces have a terrain tile in them and no spaces have a Meteor token on them. Complete rows &amp;amp; columns are worth 1-3 points.&lt;br /&gt;
&lt;br /&gt;
Score the highest medal passed or reached on each track.&lt;br /&gt;
&lt;br /&gt;
Score 1 point per Lifepod collected and 1 point per 3 Meteor token collected. Lifepods destroyed by tile placement are not scored.&lt;br /&gt;
&lt;br /&gt;
Score End Game Civ cards.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the least empty spaces wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Asymmetric Planets&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tartarus ====&lt;br /&gt;
Be warned: Not only can a rover not cross the chasm orthogonally, it can only cross diagonally at two specific corners (the chasm is faded a little).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Asymmetric Corporations ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flux Industries ====&lt;br /&gt;
&amp;quot;Improve the flux track&amp;quot; (Tech level 3): only applies to the Civ, Water, Biomass, and Rover tracks:&lt;br /&gt;
&lt;br /&gt;
- Civ: choose from cards one civ level higher than the milestone&lt;br /&gt;
&lt;br /&gt;
- Water: gain two synergy boosts instead of one&lt;br /&gt;
&lt;br /&gt;
- Biomass: gain two biomass patches instead of one&lt;br /&gt;
&lt;br /&gt;
- Rover: gain one extra movement for your rover&lt;/div&gt;</summary>
		<author><name>Sl8rgames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrailblazers&amp;diff=20651</id>
		<title>Gamehelptrailblazers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrailblazers&amp;diff=20651"/>
		<updated>2024-04-04T14:54:21Z</updated>

		<summary type="html">&lt;p&gt;Sl8rgames: TLDR for scoring, because &amp;quot;Trail Marker&amp;quot; was rather confusing - hopefully this can help newer players get up to speed quicker!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Gain the most points over 4 rounds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Start of Round===&lt;br /&gt;
&lt;br /&gt;
In the first three rounds only, after hand cards are dealt, each player picks one of their three camp cards to use this round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The round is made up of three turns&lt;br /&gt;
&lt;br /&gt;
Each turn, you choose two cards from your hand to play, then pass the rest of your hand on to the next player (Left 1/3, Right 2/4)&lt;br /&gt;
&lt;br /&gt;
After the three turns, you will have two cards left which will just be discarded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Card Placement===&lt;br /&gt;
&lt;br /&gt;
Cards may be played orthogonally adjacent to or overlapping other cards&lt;br /&gt;
&lt;br /&gt;
Camp cards cannot be overlapped&lt;br /&gt;
&lt;br /&gt;
Trails are NOT required to match or be continuous&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===In-Game &amp;amp; End-Game Goals===&lt;br /&gt;
&lt;br /&gt;
There are four goals randomly created at the start, two for in-game and two for end-game&lt;br /&gt;
&lt;br /&gt;
In-game goals can be claimed during the game, multiple players can claim the same goal but ensure to mark when they were claimed as earlier claims score more points, goals scored at the same time score the same rank, once all the ranks of a goal are claimed no more claims can be made&lt;br /&gt;
&lt;br /&gt;
End-Game goals are scored in a similar fashion, except these are scored at end of fourth round and will typically be ranked on how well you did something, rather than when you did it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the fourth round&lt;br /&gt;
&lt;br /&gt;
In-Game and End-Game goals are scored based on the player rank on them&lt;br /&gt;
&lt;br /&gt;
Each Camp will score its colour/type loop&lt;br /&gt;
&lt;br /&gt;
Each Camp is only interested in ONE route type&lt;br /&gt;
&lt;br /&gt;
Brown Hiking / Orange Biking / Blue Kayaking&lt;br /&gt;
&lt;br /&gt;
A Route only counts as a Loop if it begins and ends at the Camp i.e. one clear exit and one clear entrance&lt;br /&gt;
&lt;br /&gt;
Each Camp can house multiple Loops&lt;br /&gt;
&lt;br /&gt;
Each loop scores based on each Trail Marker feature it passes as you&#039;d travel it, if you pass a feature twice, count it twice&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player who achieved the most goals wins!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Summarised by https://boardgamearena.com/player?id=90078516&lt;br /&gt;
&lt;br /&gt;
=== Trail Scoring (TLDR) ===&lt;br /&gt;
Tiles are only scored if they&#039;re part of a completed trail&lt;br /&gt;
&lt;br /&gt;
Score 1 point for each 1x1 (half a tile aka &amp;quot;Trail Marker&amp;quot;) a trail passes through (if it passes through multiple times, each time is worth a point)&lt;br /&gt;
&lt;br /&gt;
(^ One 2x1 tile can generate multiple points)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Since we&#039;re adding attribution here, apparently, this TLDR is brought to you by [https://boardgamearena.com/player?id=91993923 sl8rgames] (with many thanks to [https://boardgamearena.com/player?id=94554368 jestaoz] who made this all clear)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Sl8rgames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpplanetunknown&amp;diff=20638</id>
		<title>Gamehelpplanetunknown</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpplanetunknown&amp;diff=20638"/>
		<updated>2024-04-03T14:30:21Z</updated>

		<summary type="html">&lt;p&gt;Sl8rgames: Add clarification on Flux industries Tech level 3 - Improve the flux track&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game continues until the tiles run out or a player can&#039;t place a tile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
The start player may rotate the space station as much as they desire until one of the depots is facing them and likewise a depot is facing each of the other players&lt;br /&gt;
&lt;br /&gt;
Each player now drafts 1 tile from the depot which faces them&lt;br /&gt;
&lt;br /&gt;
All players place their tile according to placement rules (and add a meteorite token if the corresponding symbol is present)&lt;br /&gt;
&lt;br /&gt;
All players advance the corresponding resource trackers based on the tile selected. Trackers may be advanced in whatever order the player prefers.&lt;br /&gt;
&lt;br /&gt;
Pass the start player marker and start a new round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tile Placement===&lt;br /&gt;
&lt;br /&gt;
The first tile of the game must be placed so an edge touches a border.&lt;br /&gt;
&lt;br /&gt;
Additional tiles must be orthogonally adjacent to pre-existing tiles.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot overlap other tiles and neither can they fully cover/replace each other.&lt;br /&gt;
&lt;br /&gt;
Tiles cannot hang over the edge of the grid.&lt;br /&gt;
&lt;br /&gt;
Tiles have to sit so they are aligned with the printed grid, but can be rotated or flipped prior to placement.&lt;br /&gt;
&lt;br /&gt;
Lifepods and Rovers CAN have tiles placed on them, but the object is then removed permanently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resource Tracks===&lt;br /&gt;
&lt;br /&gt;
Each resource tracks provides a unique benefit. You claim the benefit once your resource marker reaches an icon on the track. Two icons are shared by all tracks:&lt;br /&gt;
&lt;br /&gt;
.Victory Points (gold medals) - Players receive points at the end of the game for the highest victory point medal reached on each track.&lt;br /&gt;
&lt;br /&gt;
.Synergy Boosts (multi-color swirls) - Immediately move the resource marker up one step on any resource track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Civ Track (black)===&lt;br /&gt;
&lt;br /&gt;
.Civ Milestone (dome) - Take all the Civ Cards of the depicted level, look through them, and pick one to keep.&lt;br /&gt;
&lt;br /&gt;
If the card states IMMEDIATE, you get these bonuses straight away, otherwise you&#039;ll get them later.&lt;br /&gt;
&lt;br /&gt;
If the card states END GAME, it is kept secret and revealed at end game.&lt;br /&gt;
&lt;br /&gt;
If more than one player reaches the same milestone in the same round, they should select them in clockwise order from the current start player.&lt;br /&gt;
&lt;br /&gt;
If playing with modules, there is a chance that when you reach a milestone there are no cards to claim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Water Track (blue)===&lt;br /&gt;
&lt;br /&gt;
If a square of the tile with water resource is placed on planetary ice, the track advances, otherwise no advancement is made.&lt;br /&gt;
&lt;br /&gt;
===Biomass Track (green)===&lt;br /&gt;
&lt;br /&gt;
.Biomass Milestone (tree) - Gain a Biomass Patch to place immediately following normal placement rules.&lt;br /&gt;
&lt;br /&gt;
Biomass Patches do NOT advance the track, but do help to fill in spaces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rover Track (red)===&lt;br /&gt;
&lt;br /&gt;
.Rover Milestone (vehicle) - Place a rover token onto the tile which triggered it. It may be placed on a meteorite if desired. It does not need to be placed on the red portion of the tile.&lt;br /&gt;
&lt;br /&gt;
.Movement Space (number) - Move your rover(s) a combined amount equal to the space&#039;s number (so a 3 could move 1 rover 3 spaces or 2 rovers 2 and 1 spaces respectively). Rovers move orthogonally and can move on both tile spaces and empty spaces. When a Rover shares a space with either a Lifepod or Meteor, the component is collected.&lt;br /&gt;
&lt;br /&gt;
If something is placed onto the rover, the rover is destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tech Track (gray)===&lt;br /&gt;
&lt;br /&gt;
This track unlocks permanent abilities for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Level 1: Adjacency placement restrictions no longer apply.&lt;br /&gt;
&lt;br /&gt;
Level 2: Store Biomass Patches to be placed at End Game.&lt;br /&gt;
&lt;br /&gt;
Level 3: +1 for Rover Movement.&lt;br /&gt;
&lt;br /&gt;
Level 4: Double Water advancement. Water must still be placed on ice to trigger the advancement. Double advancement only applies if triggered by tile placement.&lt;br /&gt;
&lt;br /&gt;
Level 5: Immune against Meteors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Energy (tan)===&lt;br /&gt;
&lt;br /&gt;
There is no track for Energy, instead pick any other track to advance, with the following limitations:&lt;br /&gt;
&lt;br /&gt;
You may pick the other resource shared on the energy resource&#039;s tile (Remember this track still advances naturally, so in effect gets to advance twice).&lt;br /&gt;
&lt;br /&gt;
You may pick a resource bordering the energy terrain (tan area spanning 1 or more tile) that includes the tile just placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;End Game&#039;&#039;&#039; ===&lt;br /&gt;
The final round is triggered when either the last tile is removed from any of the depots or a player cannot place a tile.&lt;br /&gt;
&lt;br /&gt;
If a tile cannot be placed, the player still chooses a tile from the depot and advances the trackers as normal, without adding the tile to their planet.&lt;br /&gt;
&lt;br /&gt;
After all players have advanced their trackers, any biomass patches should be placed and any end game bonuses should be activated.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
Score each row and column based on the medal number attached to it if it is complete, so all spaces have a terrain tile in them and no spaces have a Meteor token on them. Complete rows &amp;amp; columns are worth 1-3 points.&lt;br /&gt;
&lt;br /&gt;
Score the highest medal passed or reached on each track.&lt;br /&gt;
&lt;br /&gt;
Score 1 point per Lifepod collected and 1 point per 3 Meteor token collected. Lifepods destroyed by tile placement are not scored.&lt;br /&gt;
&lt;br /&gt;
Score End Game Civ cards.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the player with the least empty spaces wins!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Asymmetric Planets&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
==== Tartarus ====&lt;br /&gt;
Be warned: Not only can a rover not cross the chasm orthogonally, it can only cross diagonally at two specific corners (the chasm is faded a little).&lt;br /&gt;
&lt;br /&gt;
=== Asymmetric Corporations ===&lt;br /&gt;
&lt;br /&gt;
==== Flux Industries ====&lt;br /&gt;
&amp;quot;Improve the flux track&amp;quot; (Tech level 3): only applies to the Civ, Water, Biomass, and Rover tracks:&lt;br /&gt;
&lt;br /&gt;
- Civ: choose from cards one civ level higher than the milestone&lt;br /&gt;
&lt;br /&gt;
- Water: gain two synergy boosts instead of one&lt;br /&gt;
&lt;br /&gt;
- Biomass: gain two biomass patches instead of one&lt;br /&gt;
&lt;br /&gt;
- Rover: gain one extra movement for your rover&lt;/div&gt;</summary>
		<author><name>Sl8rgames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=12660</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=12660"/>
		<updated>2022-04-15T18:34:08Z</updated>

		<summary type="html">&lt;p&gt;Sl8rgames: /* Spring (Easter Eggs) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of the Game ==&lt;br /&gt;
&lt;br /&gt;
Architects gradually develop their three streets by building houses, identified by their numbers.&lt;br /&gt;
&lt;br /&gt;
Houses will be grouped into housing estates, but only fully-completed ones count at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Parks and pools help to improve the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Architects can raise the quality of their constructions in order to promote their estates’ value.&lt;br /&gt;
&lt;br /&gt;
All of this while trying to be the first to complete the City Plans!&lt;br /&gt;
&lt;br /&gt;
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination. &lt;br /&gt;
&lt;br /&gt;
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right.&lt;br /&gt;
The same number can never appear twice in the same street (except for the &amp;quot;Bis&amp;quot; effect).&lt;br /&gt;
&lt;br /&gt;
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.&lt;br /&gt;
&lt;br /&gt;
If a chosen house number cannot be played because the it cannot fit anywhere while preserving ascending order, this is marked as a &#039;&#039;&#039;building permit refusal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The player’s chosen combination also allows them to perform an &#039;&#039;&#039;effect&#039;&#039;&#039;. Players may perform the effect only if they did not receive a building permit refusal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; performing an effect is optional.&lt;br /&gt;
&lt;br /&gt;
Once all players have built their houses and carried out effects, a new turn begins. &lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Surveyor ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.&lt;br /&gt;
 &lt;br /&gt;
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Completed housing estates are necessary to fulfill City Plans and may be split further, as long as they have not previously fulfilled a City Plan).&lt;br /&gt;
&lt;br /&gt;
==== Real Estate Agent ====&lt;br /&gt;
&lt;br /&gt;
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a  Real Estate column and cross off the top-most, lowest-numbered space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, each completed estate (size 2, 3, 4, etc...) scores as many points as the smallest, unchecked number from its corresponding column.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a park. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; The player crosses off one of the trees at the end of the street. Parks must be crossed off on the same street that the house number is written. Parks are crossed off, left-to-right in ascending order.&lt;br /&gt;
&lt;br /&gt;
==== Pool Manufacturer ====&lt;br /&gt;
&lt;br /&gt;
Allows a player to score points when building houses that have a planned pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; If a player writes the house number associated with the Pool Manufacturer effect in a house with a planned pool, then the pool is built. Cross off the top-most, lowest-numbered space in their pools column.&lt;br /&gt;
&lt;br /&gt;
==== Temp Agency ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score&#039;&#039;&#039;: For each use of the Temp Agency, cross off one box from the Temp Agency column. At the end of the game, the player who crossed off the most Temp Agency boxes scores 7 points. The next highest scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.&lt;br /&gt;
&lt;br /&gt;
==== Bis ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to duplicate a house number on any street. The new house must be directly adjacent, to the left or right of the house with the same number. &lt;br /&gt;
Duplicate houses can never be separated by fences. When duplicating a number, write &amp;quot;bis&amp;quot; next to the number in the new house. A house can be duplicated multiple times, and the duplicated number does not have to be associated with the number/effect combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Cross off the top-most, lowest-numbered space in the &amp;quot;bis&amp;quot; column. At the end of the game, &#039;&#039;&#039;subtract&#039;&#039;&#039; the smallest, unchecked number from the final score.&lt;br /&gt;
&lt;br /&gt;
=== City Plans ===&lt;br /&gt;
&lt;br /&gt;
A City Plan presents a goal set by the City to its architects, as in building a certain number of housing estates with mandated sizes.&lt;br /&gt;
&lt;br /&gt;
The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the &amp;quot;Project&amp;quot; side of the City Plan card in the corresponding box (n°1, 2, or 3) in their Plans column. Turn over the City Plan to its &amp;quot;Approved&amp;quot; side. &lt;br /&gt;
&lt;br /&gt;
A player can only score each City Plan once.&lt;br /&gt;
&lt;br /&gt;
Other players who later achieve the same City Plan score the lower point amount.&lt;br /&gt;
&lt;br /&gt;
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.&lt;br /&gt;
&lt;br /&gt;
When an estate or a house has been used for a Plan, it cannot fulfill another City Plan. The player&lt;br /&gt;
marks out the fence above each house to indicate it has already fulfilled a City Plan. However, a pool used for a City Plan does not invalidate its corresponding house for another plan.&lt;br /&gt;
&lt;br /&gt;
==== Housing Estates Plans ====&lt;br /&gt;
&lt;br /&gt;
To fulfill these City Plans, the player must complete all of the required housing estates.&lt;br /&gt;
&lt;br /&gt;
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.&lt;br /&gt;
&lt;br /&gt;
=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;br /&gt;
&lt;br /&gt;
Add up the points for City Plans, parks on each street, pools, temps, and completed estates. Then subtract the points from the &amp;quot;Bis&amp;quot; column and the Building Permit Refusal column.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
=== Distribution of cards ===&lt;br /&gt;
&lt;br /&gt;
==== Effect side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*9x Pool Manufacturer cards&lt;br /&gt;
*9x Temp Agency cards&lt;br /&gt;
*9x &amp;quot;Bis&amp;quot; cards&lt;br /&gt;
*18x Landscaper cards&lt;br /&gt;
*18x Real Estate cards&lt;br /&gt;
*18x Surveyor cards&lt;br /&gt;
&lt;br /&gt;
==== House Number side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*3x 1,2,14,15&lt;br /&gt;
*4x 3,13&lt;br /&gt;
*5x 4,12&lt;br /&gt;
*6x 5,11&lt;br /&gt;
*7x 6,10&lt;br /&gt;
*8x 7,9&lt;br /&gt;
*9x 8&lt;br /&gt;
&lt;br /&gt;
=== Expert Rules and advanced variant: ===&lt;br /&gt;
&lt;br /&gt;
1. The Roundabout is an additional action.  By placing a roundabout on your street, you can have one set of numbers to the right of the roundabout (0 to 17) and one set to the left (0 to 17). Creating a roundabout uses a house space, and automatically adds a gate to the right and left of the roundabout. You can build up to two roundabouts, and fill in the lowest scored circle in the red section of the scorepad marked with an asterisk—roubdabouts incur negative points.&lt;br /&gt;
&lt;br /&gt;
2. In the advanced variant, you only see the 3 cards with numbers on them. choose one and you will then be presented with the actions listed on the other two cards and you can choose one.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== Ice Cream Truck ===&lt;br /&gt;
&lt;br /&gt;
Own the best ice cream truck in the neighborhood! Score the most points by filling house numbers in the order that the truck moves.&lt;br /&gt;
&lt;br /&gt;
There is one ice cream truck for each street; any truck can move on a turn. The top street&#039;s truck moves from right to left. The middle street&#039;s truck moves from left to right. The first time you number a house on the bottom street, you can choose which direction the bottom street&#039;s truck moves. &lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
An ice cream truck drives only once through their street, and all missed ice cream orders are therefore lost.&lt;br /&gt;
&lt;br /&gt;
When you write a number in a house, the truck drives from its current location to that house, unless it has already passed it. This is represented by a line in the street from the ice cream truck&#039;s starting point to that house. If the house just numbered has an ice cream cone, circle it and cross off any other ice cream cones passed on the truck’s trip.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You earn one point for each scoop of ice cream circled during the game.&lt;br /&gt;
&lt;br /&gt;
If you are the first to circle or cross off the last ice cream cone on a street, you earn a bonus of one point for each ice cream cone circled in that street. All other players must cross off this bonus, but can keep selling ice cream cones on that street.&lt;br /&gt;
&lt;br /&gt;
When you start numbering the bottom street, pick the ice cream truck you want on either side and cross off the other. Only one bonus applies for this street, even if different players move in opposite directions.&lt;br /&gt;
&lt;br /&gt;
=== Christmas Lights ===&lt;br /&gt;
&lt;br /&gt;
Decorate the streets for Christmas with the longest lights possible.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To decorate the houses, you must write numbers in consecutive order in the streets. When two adjacent numbers are consecutive, you can connect them with a string of Christmas lights.&lt;br /&gt;
&lt;br /&gt;
A Bis number is considered consecutive to the identical number next to it.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You can have multiples strings of lights in one street but at the end of the game, only the longest string of lights in each street will score additional points.&lt;br /&gt;
&lt;br /&gt;
For each street, earn as many points as there are houses connected by the longest string of lights.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
2 4 [empty] 6-7-8-8bis-9 11-12-13&lt;br /&gt;
&lt;br /&gt;
This would end up scoring five points for the six through nine chain of lights and nothing for the 11-13.&lt;br /&gt;
&lt;br /&gt;
==== City Plans ====&lt;br /&gt;
&lt;br /&gt;
Build two estates of three houses without any string of lights.&lt;br /&gt;
&lt;br /&gt;
Build two estates of six houses connected to each other by a single string of lights.&lt;br /&gt;
&lt;br /&gt;
Connect all the houses of one street with a single string of lights.&lt;br /&gt;
&lt;br /&gt;
=== Spring (Easter Eggs) ===&lt;br /&gt;
&lt;br /&gt;
Find eggs and circle them with a number to collect them.&lt;br /&gt;
&lt;br /&gt;
6,9,16 - circle one egg&lt;br /&gt;
&lt;br /&gt;
0,8,10 - circle (up to) two eggs&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To collect an egg, write a 0, 6, 8, 9, 10, or 16 on the house containing the egg(s). &lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
Count the total number of eggs collected:&lt;br /&gt;
: 6 eggs: 5 points&lt;br /&gt;
: 10 eggs: 10 points&lt;br /&gt;
: 14 eggs: 20 points&lt;br /&gt;
: 18 eggs: 25 points&lt;/div&gt;</summary>
		<author><name>Sl8rgames</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=12659</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=12659"/>
		<updated>2022-04-15T18:33:40Z</updated>

		<summary type="html">&lt;p&gt;Sl8rgames: Welcome To... Spring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of the Game ==&lt;br /&gt;
&lt;br /&gt;
Architects gradually develop their three streets by building houses, identified by their numbers.&lt;br /&gt;
&lt;br /&gt;
Houses will be grouped into housing estates, but only fully-completed ones count at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Parks and pools help to improve the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Architects can raise the quality of their constructions in order to promote their estates’ value.&lt;br /&gt;
&lt;br /&gt;
All of this while trying to be the first to complete the City Plans!&lt;br /&gt;
&lt;br /&gt;
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination. &lt;br /&gt;
&lt;br /&gt;
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right.&lt;br /&gt;
The same number can never appear twice in the same street (except for the &amp;quot;Bis&amp;quot; effect).&lt;br /&gt;
&lt;br /&gt;
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.&lt;br /&gt;
&lt;br /&gt;
If a chosen house number cannot be played because the it cannot fit anywhere while preserving ascending order, this is marked as a &#039;&#039;&#039;building permit refusal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The player’s chosen combination also allows them to perform an &#039;&#039;&#039;effect&#039;&#039;&#039;. Players may perform the effect only if they did not receive a building permit refusal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; performing an effect is optional.&lt;br /&gt;
&lt;br /&gt;
Once all players have built their houses and carried out effects, a new turn begins. &lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
&lt;br /&gt;
==== Surveyor ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.&lt;br /&gt;
 &lt;br /&gt;
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Completed housing estates are necessary to fulfill City Plans and may be split further, as long as they have not previously fulfilled a City Plan).&lt;br /&gt;
&lt;br /&gt;
==== Real Estate Agent ====&lt;br /&gt;
&lt;br /&gt;
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a  Real Estate column and cross off the top-most, lowest-numbered space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, each completed estate (size 2, 3, 4, etc...) scores as many points as the smallest, unchecked number from its corresponding column.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a park. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; The player crosses off one of the trees at the end of the street. Parks must be crossed off on the same street that the house number is written. Parks are crossed off, left-to-right in ascending order.&lt;br /&gt;
&lt;br /&gt;
==== Pool Manufacturer ====&lt;br /&gt;
&lt;br /&gt;
Allows a player to score points when building houses that have a planned pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; If a player writes the house number associated with the Pool Manufacturer effect in a house with a planned pool, then the pool is built. Cross off the top-most, lowest-numbered space in their pools column.&lt;br /&gt;
&lt;br /&gt;
==== Temp Agency ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score&#039;&#039;&#039;: For each use of the Temp Agency, cross off one box from the Temp Agency column. At the end of the game, the player who crossed off the most Temp Agency boxes scores 7 points. The next highest scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.&lt;br /&gt;
&lt;br /&gt;
==== Bis ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to duplicate a house number on any street. The new house must be directly adjacent, to the left or right of the house with the same number. &lt;br /&gt;
Duplicate houses can never be separated by fences. When duplicating a number, write &amp;quot;bis&amp;quot; next to the number in the new house. A house can be duplicated multiple times, and the duplicated number does not have to be associated with the number/effect combination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Cross off the top-most, lowest-numbered space in the &amp;quot;bis&amp;quot; column. At the end of the game, &#039;&#039;&#039;subtract&#039;&#039;&#039; the smallest, unchecked number from the final score.&lt;br /&gt;
&lt;br /&gt;
=== City Plans ===&lt;br /&gt;
&lt;br /&gt;
A City Plan presents a goal set by the City to its architects, as in building a certain number of housing estates with mandated sizes.&lt;br /&gt;
&lt;br /&gt;
The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the &amp;quot;Project&amp;quot; side of the City Plan card in the corresponding box (n°1, 2, or 3) in their Plans column. Turn over the City Plan to its &amp;quot;Approved&amp;quot; side. &lt;br /&gt;
&lt;br /&gt;
A player can only score each City Plan once.&lt;br /&gt;
&lt;br /&gt;
Other players who later achieve the same City Plan score the lower point amount.&lt;br /&gt;
&lt;br /&gt;
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.&lt;br /&gt;
&lt;br /&gt;
When an estate or a house has been used for a Plan, it cannot fulfill another City Plan. The player&lt;br /&gt;
marks out the fence above each house to indicate it has already fulfilled a City Plan. However, a pool used for a City Plan does not invalidate its corresponding house for another plan.&lt;br /&gt;
&lt;br /&gt;
==== Housing Estates Plans ====&lt;br /&gt;
&lt;br /&gt;
To fulfill these City Plans, the player must complete all of the required housing estates.&lt;br /&gt;
&lt;br /&gt;
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.&lt;br /&gt;
&lt;br /&gt;
=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;br /&gt;
&lt;br /&gt;
Add up the points for City Plans, parks on each street, pools, temps, and completed estates. Then subtract the points from the &amp;quot;Bis&amp;quot; column and the Building Permit Refusal column.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
=== Distribution of cards ===&lt;br /&gt;
&lt;br /&gt;
==== Effect side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*9x Pool Manufacturer cards&lt;br /&gt;
*9x Temp Agency cards&lt;br /&gt;
*9x &amp;quot;Bis&amp;quot; cards&lt;br /&gt;
*18x Landscaper cards&lt;br /&gt;
*18x Real Estate cards&lt;br /&gt;
*18x Surveyor cards&lt;br /&gt;
&lt;br /&gt;
==== House Number side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*3x 1,2,14,15&lt;br /&gt;
*4x 3,13&lt;br /&gt;
*5x 4,12&lt;br /&gt;
*6x 5,11&lt;br /&gt;
*7x 6,10&lt;br /&gt;
*8x 7,9&lt;br /&gt;
*9x 8&lt;br /&gt;
&lt;br /&gt;
=== Expert Rules and advanced variant: ===&lt;br /&gt;
&lt;br /&gt;
1. The Roundabout is an additional action.  By placing a roundabout on your street, you can have one set of numbers to the right of the roundabout (0 to 17) and one set to the left (0 to 17). Creating a roundabout uses a house space, and automatically adds a gate to the right and left of the roundabout. You can build up to two roundabouts, and fill in the lowest scored circle in the red section of the scorepad marked with an asterisk—roubdabouts incur negative points.&lt;br /&gt;
&lt;br /&gt;
2. In the advanced variant, you only see the 3 cards with numbers on them. choose one and you will then be presented with the actions listed on the other two cards and you can choose one.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== Ice Cream Truck ===&lt;br /&gt;
&lt;br /&gt;
Own the best ice cream truck in the neighborhood! Score the most points by filling house numbers in the order that the truck moves.&lt;br /&gt;
&lt;br /&gt;
There is one ice cream truck for each street; any truck can move on a turn. The top street&#039;s truck moves from right to left. The middle street&#039;s truck moves from left to right. The first time you number a house on the bottom street, you can choose which direction the bottom street&#039;s truck moves. &lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
An ice cream truck drives only once through their street, and all missed ice cream orders are therefore lost.&lt;br /&gt;
&lt;br /&gt;
When you write a number in a house, the truck drives from its current location to that house, unless it has already passed it. This is represented by a line in the street from the ice cream truck&#039;s starting point to that house. If the house just numbered has an ice cream cone, circle it and cross off any other ice cream cones passed on the truck’s trip.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You earn one point for each scoop of ice cream circled during the game.&lt;br /&gt;
&lt;br /&gt;
If you are the first to circle or cross off the last ice cream cone on a street, you earn a bonus of one point for each ice cream cone circled in that street. All other players must cross off this bonus, but can keep selling ice cream cones on that street.&lt;br /&gt;
&lt;br /&gt;
When you start numbering the bottom street, pick the ice cream truck you want on either side and cross off the other. Only one bonus applies for this street, even if different players move in opposite directions.&lt;br /&gt;
&lt;br /&gt;
=== Christmas Lights ===&lt;br /&gt;
&lt;br /&gt;
Decorate the streets for Christmas with the longest lights possible.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
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To decorate the houses, you must write numbers in consecutive order in the streets. When two adjacent numbers are consecutive, you can connect them with a string of Christmas lights.&lt;br /&gt;
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A Bis number is considered consecutive to the identical number next to it.&lt;br /&gt;
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==== Scoring ====&lt;br /&gt;
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You can have multiples strings of lights in one street but at the end of the game, only the longest string of lights in each street will score additional points.&lt;br /&gt;
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For each street, earn as many points as there are houses connected by the longest string of lights.&lt;br /&gt;
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==== Example ====&lt;br /&gt;
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2 4 [empty] 6-7-8-8bis-9 11-12-13&lt;br /&gt;
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This would end up scoring five points for the six through nine chain of lights and nothing for the 11-13.&lt;br /&gt;
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==== City Plans ====&lt;br /&gt;
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Build two estates of three houses without any string of lights.&lt;br /&gt;
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Build two estates of six houses connected to each other by a single string of lights.&lt;br /&gt;
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Connect all the houses of one street with a single string of lights.&lt;br /&gt;
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=== Spring (Easter Eggs) ===&lt;br /&gt;
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Find eggs and circle them with a number to collect them.&lt;br /&gt;
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6,9,16 - circle one egg&lt;br /&gt;
0,8,10 - circle (up to) two eggs&lt;br /&gt;
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==== Gameplay ====&lt;br /&gt;
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To collect an egg, write a 0, 6, 8, 9, 10, or 16 on the house containing the egg(s). &lt;br /&gt;
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==== Scoring ====&lt;br /&gt;
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Count the total number of eggs collected:&lt;br /&gt;
: 6 eggs: 5 points&lt;br /&gt;
: 10 eggs: 10 points&lt;br /&gt;
: 14 eggs: 20 points&lt;br /&gt;
: 18 eggs: 25 points&lt;/div&gt;</summary>
		<author><name>Sl8rgames</name></author>
	</entry>
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