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	<updated>2026-10-25T10:13:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24209</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24209"/>
		<updated>2025-02-26T14:32:57Z</updated>

		<summary type="html">&lt;p&gt;Snapper67: /* Score the Passage of Time: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a dice from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
=== Daimyo Actions === &lt;br /&gt;
&lt;br /&gt;
You can spend your Daimyo seals to exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. The gardeners do not reactivate after the final round.&lt;br /&gt;
&lt;br /&gt;
Round will advance, the game ends after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
==== Score the Passage of Time: ====&lt;br /&gt;
If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;br /&gt;
Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.&lt;/div&gt;</summary>
		<author><name>Snapper67</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24200</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24200"/>
		<updated>2025-02-26T03:37:45Z</updated>

		<summary type="html">&lt;p&gt;Snapper67: /* Score the Passage of Time: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a dice from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
=== Daimyo Actions === &lt;br /&gt;
&lt;br /&gt;
You can spend your Daimyo seals to exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. The gardeners do not reactivate after the final round.&lt;br /&gt;
&lt;br /&gt;
Round will advance, the game ends after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
===== Score the Passage of Time:  =====&lt;br /&gt;
If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;br /&gt;
Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.&lt;/div&gt;</summary>
		<author><name>Snapper67</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24199</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24199"/>
		<updated>2025-02-26T03:34:49Z</updated>

		<summary type="html">&lt;p&gt;Snapper67: /* End of Game Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a dice from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
=== Daimyo Actions === &lt;br /&gt;
&lt;br /&gt;
You can spend your Daimyo seals to exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. The gardeners do not reactivate after the final round.&lt;br /&gt;
&lt;br /&gt;
Round will advance, the game ends after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
==== Score Remaining Resources: ====&lt;br /&gt;
&lt;br /&gt;
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
* For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
&lt;br /&gt;
===== Score the Passage of Time:  =====&lt;br /&gt;
A. If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
&lt;br /&gt;
==== Score Clan Members: ====&lt;br /&gt;
# In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
#* 1 Clan Point at the Gate.&lt;br /&gt;
#* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
#* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
#* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
# In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
# In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;/div&gt;</summary>
		<author><name>Snapper67</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24194</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24194"/>
		<updated>2025-02-25T16:34:28Z</updated>

		<summary type="html">&lt;p&gt;Snapper67: /* End of Game Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a dice from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
=== Daimyo Actions === &lt;br /&gt;
&lt;br /&gt;
You can spend your Daimyo seals to exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. The gardeners do not reactivate after the final round.&lt;br /&gt;
&lt;br /&gt;
Round will advance, the game ends after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score Remaining Resources&lt;br /&gt;
## For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
## For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
# Score the Passage of Time:  A. If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
# Score Clan Members&lt;br /&gt;
## In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
##* 1 Clan Point at the Gate.&lt;br /&gt;
##* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
##* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
##* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
## In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
## In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;/div&gt;</summary>
		<author><name>Snapper67</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24193</id>
		<title>Gamehelpthewhitecastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthewhitecastle&amp;diff=24193"/>
		<updated>2025-02-25T16:34:01Z</updated>

		<summary type="html">&lt;p&gt;Snapper67: Added end game scroing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Players take turns placing dice, the round ends when each player has placed 3 dice.&lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Play is resolved in this order.&lt;br /&gt;
&lt;br /&gt;
# Choose a dice from either end of any of the bridges and choose the location to activate with that die.&lt;br /&gt;
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins.  &lt;br /&gt;
# If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.&lt;br /&gt;
# Perform the main action of your die.&lt;br /&gt;
&lt;br /&gt;
=== Placement Areas ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castle &#039;&#039;&#039; Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Outside the Walls &#039;&#039;&#039; Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Personal Domain &#039;&#039;&#039; Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.&lt;br /&gt;
&lt;br /&gt;
=== Principal Actions ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Gardener &#039;&#039;&#039; Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Courtier &#039;&#039;&#039; Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Warrior &#039;&#039;&#039; Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game. &lt;br /&gt;
&lt;br /&gt;
=== Daimyo Actions === &lt;br /&gt;
&lt;br /&gt;
You can spend your Daimyo seals to exchange resources at 2-1, or coins at 1-1.&lt;br /&gt;
&lt;br /&gt;
=== End of Round ===&lt;br /&gt;
&lt;br /&gt;
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track. &lt;br /&gt;
&lt;br /&gt;
If dice are left on bridges gardeners will reactivate. The gardeners do not reactivate after the final round.&lt;br /&gt;
&lt;br /&gt;
Round will advance, the game ends after round 3.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Scoring ===&lt;br /&gt;
&lt;br /&gt;
# Score Remaining Resources&lt;br /&gt;
## For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).&lt;br /&gt;
## For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.&lt;br /&gt;
# Score t h e Passage of Time:  A. If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).&lt;br /&gt;
# Score Clan Members&lt;br /&gt;
## In the Castle: Each Courtier that is in the Castle grants Clan Points  depending on the location they are in:&lt;br /&gt;
##* 1 Clan Point at the Gate.&lt;br /&gt;
##* 3 Clan Points if they are on the first floor (Stewards).&lt;br /&gt;
##* 6 Clan Points if they are on the second floor (Diplomats)&lt;br /&gt;
##* 10 Clan Points if they are on the third floor (Daimyo).&lt;br /&gt;
## In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.&lt;br /&gt;
## In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.&lt;/div&gt;</summary>
		<author><name>Snapper67</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprussianrailroads&amp;diff=4413</id>
		<title>Gamehelprussianrailroads</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprussianrailroads&amp;diff=4413"/>
		<updated>2020-05-20T18:00:57Z</updated>

		<summary type="html">&lt;p&gt;Snapper67: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The number of rounds left is indicated by the number on the board revealed as the engineer tiles move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Points are scored &#039;&#039;at the end of every round&#039;&#039; based on the extent of the different coloured tracks along each railroad &#039;as far as your locomotive can reach&#039; and the progress of the marker on the industry track. There are also some minor points earned from taking some of the engineer actions and some based on turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Points per segment: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Track !! Points &lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Brown&lt;br /&gt;
| 2(3)&lt;br /&gt;
|-&lt;br /&gt;
| Natural&lt;br /&gt;
| 4(6)&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| 7(10)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a ? token that will revalue the brown, natural and white tracks to the numbers in brackets. There are also doubler tiles that will double the value of each track that reaches a single section (can only be placed on the first railroad). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Points are scored &#039;&#039;at the end of the game&#039;&#039; for hiring the most engineers and for end game bonus cards. Note you must hire at least one engineer to qualify for the most engineers second place.  Tie breaker: engineer with the highest number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tracks can only be laid along the railroad in colour order. Black &amp;gt; grey &amp;gt; brown &amp;gt; natural &amp;gt; white. Only one track can be placed on each railroad space. So you must move your black along to be able to move your grey and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some of the railroad spaces provide advantages when you reach them. Some of these only require track of a certain colour to reach the space, others require track and the locomotive to reach the space (indicated by the + locomotive icon).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The locomotive and factory tiles are double sided. All locomotives of each level have the same factory action on the reverse. You can only buy the least powerful locomotive level, so only a certain factory action will be available to start with. However once players start to discard locomotives as they replace them with more powerful ones later on then there will be more choice of factory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The factory actions on the back of the locomotives are:&lt;br /&gt;
# Score the number of engineers you have&lt;br /&gt;
# Build a locomotive or factory&lt;br /&gt;
# Perform a single worker action a second time&lt;br /&gt;
# Place two doublers&lt;br /&gt;
# Advance industry one space&lt;br /&gt;
# Gain 1 rouble&lt;br /&gt;
# Advance 2 tracks of any colour&lt;br /&gt;
# Score the sum of best 2 locomotive&lt;br /&gt;
# Take any end game bonus card or score 10 points immediately&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Factory actions are performed when the industry marker passes the factory and can be performed twice if the second industry marker is on the track as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Four of the advantage spaces have a ? icon and there are 7 ? tokens to choose from:&lt;br /&gt;
* Advance 4 tracks of any colour&lt;br /&gt;
* Advance 5 industry&lt;br /&gt;
* Place 3 doublers&lt;br /&gt;
* Re-evaluate the track scores&lt;br /&gt;
* Place the second industry marker on the industry track&lt;br /&gt;
* Place the Kiev medal&lt;br /&gt;
* Use the effect of a ? card and take an end game bonus card to score at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five ? cards to choose from with the last ? token:&lt;br /&gt;
* Place 1 doubler, advance industry once, advance 1 black rail once, and choose one of these 3 effects to do again&lt;br /&gt;
* Take the engineer and 1 rouble from this card&lt;br /&gt;
* Build a factory and advance industry twice&lt;br /&gt;
* Take the black worker &lt;br /&gt;
* Take the #9 locomotive from this card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The black worker is a permanent extra worker that, when used on an action space providing black rail advancement, gives an additional black rail advancement.&lt;br /&gt;
&lt;br /&gt;
End Game Bonus Cards&lt;br /&gt;
* score 15 points.&lt;br /&gt;
* score 10 points per completed railroad (max. 30 points).&lt;br /&gt;
* score 4 points per factory in your industry track (max. 20 points).&lt;br /&gt;
* score 20 points if you have 4, 5, or 6 doublers above the Trans-siberian. If you have 7 or 8 doublers, score 30 points.&lt;br /&gt;
* add the numbers on your locomotives and score that many points.&lt;br /&gt;
* this card counts as an additional engineer when determining the player with the most engineers.&lt;br /&gt;
* score the sum of the 3 spaces reached by your black tracks.&lt;br /&gt;
* score 10 points per extra worker you acquired during the game. This includes both extra workers of your color and the black worker (max. 30 points).&lt;br /&gt;
* score 7 points per token on your board (max. 28 points).&lt;br /&gt;
* score 6 points per hired engineer. (The engineer from the End Bonus card, seen above, does not count for this.)&lt;/div&gt;</summary>
		<author><name>Snapper67</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphawaii&amp;diff=4400</id>
		<title>Gamehelphawaii</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphawaii&amp;diff=4400"/>
		<updated>2020-05-19T18:19:23Z</updated>

		<summary type="html">&lt;p&gt;Snapper67: Changed formatting to change how sections appear on BGA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overview: You are the chieftain of a kingdom (your placemat) with up to five villages (rows). You buy or go to the islands to get place tiles that you put in your villages. There are five rounds and you get a decreasing amount of resources each round with which to acquire place tiles. Its a many-paths-to-victory kind of game. (It has been described as Stone Age without the dice).&lt;br /&gt;
&lt;br /&gt;
There are three kinds of resources:&lt;br /&gt;
1) Feet - let you move around the board, or travel to the islands or go to the cove to catch fish.&lt;br /&gt;
2) Clam shells - let you buy place tiles from the board&lt;br /&gt;
3) Fruit - can be used in place of feet or clam shells in all-or-nothing fashion. If you substitute for feet, you must substitute the entire moving cost. If you substitute for clams, you must substitute the entire purchase price.&lt;br /&gt;
&lt;br /&gt;
Moving: Your chieftains start at the beach and it costs nothing to return there from the board. Each movement in from the beach costs one foot. Moving up, down, right, left or diagonal on the board costs one foot per space. Staying on a space costs one foot. &lt;br /&gt;
&lt;br /&gt;
To go to the islands, you use your boats and feet. The closest island costs three feet and the farthest costs six. You have to have the feet as well as the space on the boats for the feet. You get an immediate victory point bonus for going to the islands but you do not get a price token (more about that later). Also, you get the level 2 version of whatever place tile or item you are getting on the islands.&lt;br /&gt;
&lt;br /&gt;
For instance, to go to the six foot island, you would need either: &lt;br /&gt;
A) two three-feet boats and six feet resources or &lt;br /&gt;
B) you would need the four-foot boat (which comes with a prepaid foot) and the two-foot boat as well as five feet resources. That is the advantage of the pre-paid foot on the four-foot boat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Purchasing: ==&lt;br /&gt;
&lt;br /&gt;
To buy some thing from the board: Select the price token (round colored circle with number inside) on the space with the place tile or item you want. If there is more than one place tile available on that space, you will be given a choice of which one you want. The movement cost will be in feet and the purchase price will be in clam shells but you can substitute either or both with fruit if you have it. You gain the price token for the round. There must be an available price token in order to purchase something from that space.&lt;br /&gt;
&lt;br /&gt;
You can pay double to get the level 2 version, which for most tiles is double effect. &lt;br /&gt;
&lt;br /&gt;
You place it in the village (row) of your choice. You must be able to place it in order to purchase it. &lt;br /&gt;
&lt;br /&gt;
A)  You can only have one of each type of place tile in each village. For instance, you cannot have a foot (1) hut and a foot (2) hut in the same village but you can have a coconut fruit (1) tree and a breadfruit (2) tree in the same village. &lt;br /&gt;
B)  You can have only one god in each village. You can only have one of each type of god in your whole kingdom and the god vp effects are kingdom-wide. &lt;br /&gt;
B)  Each village must begin with a hut. The huts have a picture of a hut on them: foot hut, clam hut, spear hut, exchange hut, and long hut.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Base resources ===&lt;br /&gt;
Base resources are on the round indicator. They decrease with each succeeding round. Everyone gets the base resources at the beginning of the round. Any unused resources can be used in the next round.&lt;br /&gt;
&lt;br /&gt;
=== In-play resource bonuses ===&lt;br /&gt;
*The third, fourth and fifth villages give you 1, 2 and 3 clams respectively when you purchase Kahunas (Hawaiian priests) for them. &lt;br /&gt;
*When you purchase for your kingdom the second, third and fourth Tikis, you are granted 1, 2, and 3 feet, respectively.&lt;br /&gt;
*One or two of the island treasures are four fruit resources.&lt;br /&gt;
&lt;br /&gt;
=== Resource Generators: === &lt;br /&gt;
generate resources at the beginning of the next round.&lt;br /&gt;
 &lt;br /&gt;
*Fruit level ones - one fruit&lt;br /&gt;
*Fruit level twos - two fruit&lt;br /&gt;
*Clam hut level one - one clam&lt;br /&gt;
*Clam hut level two - two clams&lt;br /&gt;
*Foot hut level one - one foot&lt;br /&gt;
*Foot hut level two - two feet&lt;br /&gt;
*Irrigation level two - one resource of your choice&lt;br /&gt;
*Ku god - level one and two - one foot&lt;br /&gt;
*Kane god level one - one clam&lt;br /&gt;
*Kane god level two - two clams&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Converter huts ===&lt;br /&gt;
Whenever you spend resources, a level 1 converter hut allows you to substitute one resource of your choice. So, for instance, you could move one space and buy something that has four price token on it with four fruit for the token and one clamshell being substituted for the one foot movement. Another example, you could go to the first island for two feet and one clamshell using a level 1 boat. The converter level 2 hut is the same but with any two resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Victory Points ==&lt;br /&gt;
&lt;br /&gt;
=== In-play VP&#039;s: ===&lt;br /&gt;
&lt;br /&gt;
*Going to the islands gives you a vp bonus.&lt;br /&gt;
*Some of the treasures on the islands are 5 vp&#039;s.&lt;br /&gt;
*Spear huts and the Ku god give you a bonus whenever you take a price token with crossed spears. Level 1 is 1 pt. bonus, Level 2 is two pt. bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Round-End VP&#039;s: ===&lt;br /&gt;
&lt;br /&gt;
There is a large sheild on the round indicator at the bottom. If the sum of price tokens and fish are greater than the number on the sheild, then you get a bonus. There is a large bonus for the player with highest sum score, a moderate bonus for the second highest and a token bonus for everyone else whose sum was greater than the sheild. Surfer place tiles lower the sheild value for qualifying for the bonus but surfers do not contribute to your sum when comparing to other players.&lt;br /&gt;
 &lt;br /&gt;
Lono god level 1 gives you 2 vp&#039;s if you qualify for the bonus, and Lono god level 2 gives you 4 vp&#039;s if you qualify for the bonus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game-End VP&#039;s: ===&lt;br /&gt;
A) Each village whose size does not extend to the Tikis (rightmost place tile of a row must intersect with the leftmost column of a Tiki) is ignored for end-game scoring - its place tiles do not count and neither does its Kahuna. The villages below it are not affected - each village must reach the leftmost Tiki independently.&lt;br /&gt;
B) The Kahunas on the first, second, third, fourth and fifth villages scores the player five, five, ten, ten and fifteen points respectively. &lt;br /&gt;
B) A hula dancer in a village scores one point for each place tile in her village including herself. A level 2 hula dancer scores two points instead of one for each place tile in her village including herself.&lt;br /&gt;
C) Irrigation gives you pts for each type of fruit you have in that particular village: Breadfruit, guava, coconuts and bananas.&lt;br /&gt;
D) The Long Hut level 2 is worth five points. The long hut level one just takes up space making it easier to reach the Kahunas but does not, itself, score points.&lt;br /&gt;
E) The Laka god in your kingdom scores one pt for each fruit symbol on your place tiles in all of the villages which is the whole kingdom. Laka god level 2 scores two points for each fruit symbol.&lt;br /&gt;
F) Kanaloa god scores two pts for each boat and each surfer on all the villages in the kingdom. Kanaloa 2 scores 4 pts for each boat and surfer.&lt;/div&gt;</summary>
		<author><name>Snapper67</name></author>
	</entry>
</feed>