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	<updated>2026-09-29T02:14:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpschottentotten&amp;diff=26284</id>
		<title>Gamehelpschottentotten</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpschottentotten&amp;diff=26284"/>
		<updated>2025-08-25T21:44:35Z</updated>

		<summary type="html">&lt;p&gt;Snekse: Initial rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must perform these two actions in order:&lt;br /&gt;
&lt;br /&gt;
# **Play a Card:** Choose one card from your hand and place it face-up on your side of any Stone that doesn&#039;t yet have three cards on your side. Once a card is placed, it cannot be moved.&lt;br /&gt;
# **Draw a Card:** Draw the top card of the deck to replenish your hand. If the deck is empty, you continue playing without drawing cards.&lt;br /&gt;
&lt;br /&gt;
== Claiming a Stone ==&lt;br /&gt;
&lt;br /&gt;
* After you play a card but **before** you draw a new one, you may claim one or more Stones.&lt;br /&gt;
* To claim a Stone, your three-card combination (formation) on that Stone must be stronger than your opponent&#039;s.&lt;br /&gt;
* Generally, a Stone can only be claimed once a player has placed all three of their cards for that Stone.&lt;br /&gt;
* You can, however, claim a Stone even if your opponent has not yet played all three cards, but only if you can **prove** they cannot possibly form a stronger combination. This proof must be based only on cards already played on the table (your own hand does not count as proof).&lt;br /&gt;
* When you successfully claim a Stone, move it to your side of the border. No more cards may be played on this Stone.&lt;br /&gt;
&lt;br /&gt;
== Card Formations ==&lt;br /&gt;
&lt;br /&gt;
Combinations of cards are called formations. They are ranked from strongest to weakest:&lt;br /&gt;
&lt;br /&gt;
# **Color-Run:** Three cards of the **same color** with **consecutive** strengths (e.g., a red 7, red 8, and red 9).&lt;br /&gt;
# **Three of a Kind:** Three cards of the **same strength** (e.g., a 4, a 4, and a 4).&lt;br /&gt;
# **Color:** Three cards of the **same color** (e.g., three green cards).&lt;br /&gt;
# **Run:** Three cards with **consecutive** strengths of any color (e.g., a blue 5, a red 6, and a yellow 7).&lt;br /&gt;
# **Sum:** Any other combination of three cards.&lt;br /&gt;
&lt;br /&gt;
== Tie-Breakers ==&lt;br /&gt;
&lt;br /&gt;
* If two competing formations are of the same type (e.g., both are a &amp;quot;Color&amp;quot;), the one with the **highest total strength** (the sum of the card values) wins.&lt;br /&gt;
* If the strength totals are also tied, the player who played their third card to the Stone **first** wins the Stone.&lt;br /&gt;
&lt;br /&gt;
== End of the Game &amp;amp; Scoring ==&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when a player achieves either of the following victory conditions:&lt;br /&gt;
* Controls *three adjacent Stones*.&lt;br /&gt;
* Controls a total of *five Stones* anywhere along the border.&lt;br /&gt;
&lt;br /&gt;
The first player to achieve one of these conditions wins the game.&lt;br /&gt;
&lt;br /&gt;
For multi-round play:&lt;br /&gt;
* The winner receives **5 victory points**.&lt;br /&gt;
* The opponent receives **1 victory point for each Stone** they control.&lt;/div&gt;</summary>
		<author><name>Snekse</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptapestry&amp;diff=10474</id>
		<title>Gamehelptapestry</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptapestry&amp;diff=10474"/>
		<updated>2021-12-08T15:49:21Z</updated>

		<summary type="html">&lt;p&gt;Snekse: /* Income Turns */  - fixed spacing new line / carriage returns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Tapestry, you&#039;ll be guiding your civilization through time to write the story of their glorious civilization. In order to do that, you&#039;ll be advancing on various tracks representing their progress and knowledge in four key concepts - exploration, technology, military, and science - as they come up with new innovations. This will allow you to score points, expand and control the board, and gain other abilities. The player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Each player has the following resources:&lt;br /&gt;
* Money, represented by a yellow money bag. This mostly used to advance on the technology track.&lt;br /&gt;
* Workers, represented by a gray meeple. This is mostly used to advance on the science track.&lt;br /&gt;
* Food, represented by a brown mushroom. This is mostly used to advance on the exploration track.&lt;br /&gt;
* Culture, represented by a red star. This is mostly used to advance on the military track.&lt;br /&gt;
* Income buildings, which are the same colors as the above four items. These start the game on players&#039; boards, but can later can be moved to each player&#039;s capital city to acquire the income bonuses underneath and to gain points or resources in your capital.&lt;br /&gt;
* Tapestry cards, which are green. These can be played at specific points in the game for a bonus effect or ability.&lt;br /&gt;
* Land tiles. This can be played onto the main board using an Explore action.&lt;br /&gt;
* Space tiles, which are deep blue. These give a specific ability once activated.&lt;br /&gt;
* Technology cards, which are yellow. These can be invented and upgraded for various abilities.&lt;br /&gt;
* Outposts, represented by columns of your player color. These are placed on the board to show you have control of a territory using a Conquer action.&lt;br /&gt;
* Tokens, represented by cubes. These track your progress on the different tracks. Your civilization may use these tokens for other things, and will describe how they are used in more detail.&lt;br /&gt;
&lt;br /&gt;
All of the above items are public knowledge except for tapestry cards.&lt;br /&gt;
&lt;br /&gt;
Each player has three boards:&lt;br /&gt;
* The left board is your civilization board. This describes the background of your civilization and any abilities or special actions they may have.&lt;br /&gt;
* The center board is your income board. This tracks how many resources you have, which tapestry cards you&#039;ve played, which buildings you have yet to build, and the bonuses associated with any buildings already built.&lt;br /&gt;
* The right board is your capital city. Buildings that are already built go here.&lt;br /&gt;
&lt;br /&gt;
The central board contains the following:&lt;br /&gt;
* The game score (not shown on the BGA interface - look at the player panels for this instead).&lt;br /&gt;
* The four primary tracks - technology, science, exploration, and military, as well as the actions for each step on the track.&lt;br /&gt;
* The game map. At the beginning of the game, this contains just a few islands, but can be added to as the game progresses.&lt;br /&gt;
* Achievements, which are to the lower left of the game map. These are extra accomplishments that award points if you are among the first to complete them.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, you are dealt two random civilization boards. Choose one of them and follow any setup instructions shown on them.&lt;br /&gt;
&lt;br /&gt;
In a 2 or 3 player game, you are also dealt two capital city boards. Choose one of them. This board has a number on it - place two of your outposts on that numbered space on the game map. (In a 4 or 5 player game, you are only dealt one of these and claim it automatically.)&lt;br /&gt;
&lt;br /&gt;
All other setup components are automated by BGA.&lt;br /&gt;
&lt;br /&gt;
== Game Flow / What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
Tapestry takes place over multiple rounds. In most rounds, you&#039;ll advance on one of the four tracks by paying a resource cost - the exact cost depends on the track and the position you are advancing to (each is broken into four tiers with increasing costs). Afterwards, you&#039;ll take the actions associated with your new position on that track. Some spaces have an optional bonus attached to it, which you can pay additional resources to activate.&lt;br /&gt;
&lt;br /&gt;
On other turns, usually those in which you don&#039;t have enough resources to advance on a track, you&#039;ll instead take an income turn. On these turns, you&#039;ll apply any civilization abilities (if they exist), play tapestry cards, upgrade technologies, and gain income. Your first turn of the game will always be an income turn, and your fifth income turn will be your last action of the game.&lt;br /&gt;
&lt;br /&gt;
=== The Exploration Track / Exploring Tiles ===&lt;br /&gt;
&lt;br /&gt;
The exploration track specializes in adding new tiles to the map. Many of the spaces involve collecting or placing land tiles. When you explore new land, you place one of the land tiles onto the board and gain the resource or bonus pictured on it. You may freely rotate the tile before placing it. For each side of the tile that has at least one land type matching a space already on the board, gain 1 VP.&lt;br /&gt;
&lt;br /&gt;
The end of the Exploration Track also allows you to get space tiles. Once you gain these, just follow the instructions on them for an immediate bonus.&lt;br /&gt;
&lt;br /&gt;
=== The Military Track / Conquering Tiles ===&lt;br /&gt;
&lt;br /&gt;
The military track specializes in gaining control of the map. Many of the spaces involve conquering a tile. To do this, place one of your outposts on a space adjacent to one you already control, then roll both conquer dice. One of these gives you points, and another can give your resources - choose one of them as your bonus.&lt;br /&gt;
&lt;br /&gt;
You can conquer territories controlled by an opponent this way - if you do, topple their outpost sideways. However, there is a specific tapestry card called a Trap that can reverse the effect of this, so be careful! (You still get the conquer bonus if this happens, you just don&#039;t gain control of the territory.) Also note that at no point can there ever be more than two pieces of any type on any space, so certain spaces will become &amp;quot;safe&amp;quot; as a result.&lt;br /&gt;
&lt;br /&gt;
=== The Technology Track / Technologies ===&lt;br /&gt;
&lt;br /&gt;
The technology track specializes in inventing and upgrading technologies. Many of the spaces involve the technology cards. When you first invent a technology, pick up one of the three face up technology cards next to the board, or the top card of that deck, and put one of them on the bottom row of your technology cards. Multiple cards can be in any given row.&lt;br /&gt;
&lt;br /&gt;
At certain points, you&#039;ll be able to upgrade this technology by moving it to the next row. When you move it to the middle row, gain the benefit pictured within the circle of your card. Once there, it can be upgraded again to gain the benefit pictured in the square, but this upgrade can only be performed if you or the players next to you have reached a particular space on a track.&lt;br /&gt;
&lt;br /&gt;
Note that certain technologies involve placing a landmark building - see the rules on landmarks for more details about how that works.&lt;br /&gt;
&lt;br /&gt;
=== The Science Track / The Science Die ===&lt;br /&gt;
&lt;br /&gt;
The science track specializes in assisting in advancing on other tracks. Many of the spaces involve the science die. When you activate these, roll this die - you may then advance on the indicated track. Early spaces on this just advance your position on this track without gaining any benefits from it, but later ones do gain the benefits as if you had occupied the space normally.&lt;br /&gt;
&lt;br /&gt;
Later spaces on the track allow you to either repeat the effects of a specific track or change their position on it, which work the same way as above.&lt;br /&gt;
&lt;br /&gt;
=== Buildings / Your Capital City ===&lt;br /&gt;
&lt;br /&gt;
Buildings can be separated into two categories, income buildings and landmark buildings. Income buildings are usually gained from a track and will help gain income usable on that track or points that are easier to gain from actions on it; these always occupy just one unit of space. Landmark buildings are gained from being the first player on different tiers of the track or from specific technologies and occupy a larger amount of space on them (a 2x2 square at minimum).&lt;br /&gt;
&lt;br /&gt;
When you place a building, it goes on any blank space on your capital city. Landmark buildings can be placed so they rest only partially on the board (as long as they occupy at least one space on it), but otherwise have the same rules for placement. Spaces with a red dot can&#039;t have a building on them, but for all other purposes are considered already filled in.&lt;br /&gt;
&lt;br /&gt;
Once any 3x3 block within the capital is completely filled with buildings (and reserved space), gain any resource. Also, each completed row and column will award extra points during an income turn.&lt;br /&gt;
&lt;br /&gt;
=== Income Turns ===&lt;br /&gt;
&lt;br /&gt;
Income turns are typically taken when you have run out of resources to take advance turns. When you do these, the following things happen, in this order:&lt;br /&gt;
* Activate any civilization-based abilities on your civilization board (if any exist).&lt;br /&gt;
* Play a tapestry card. These can either be one-time effects or an ability that persists until the next time you take an income turn or play a new tapestry card that replaces it. (Skip this step on the first and last income turn of the game.)&lt;br /&gt;
* If you are the first player among you and your neighbors to play a tapestry card in this position, gain resources.&lt;br /&gt;
* Upgrade one of your technologies.&lt;br /&gt;
* Gain all points as shown from revealed income buildings. More specifically...&lt;br /&gt;
&lt;br /&gt;
- Your yellow buildings (markets) will give you points for how many technology cards you have, in any position.&lt;br /&gt;
&lt;br /&gt;
- Your gray buildings (houses) will give you points for each row and each column in your capital city that is complete.&lt;br /&gt;
&lt;br /&gt;
- Your red buildings (armories) will give you points for each space you control on the map.&lt;br /&gt;
&lt;br /&gt;
- Your brown buildings (farms) and the last space of each track will give you points with no extra conditions or variables.&lt;br /&gt;
&lt;br /&gt;
* Gain resources as shown from revealed income buildings. (Skip this step on the last income turn of the game.)&lt;br /&gt;
&lt;br /&gt;
Note that the first turn of the game will always be an income turn (but will usually require no interaction on your part), and you may not take any further actions after your fifth and final income turn.&lt;br /&gt;
&lt;br /&gt;
== End Of The Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all players have taken their fifth income turn. This can happen asynchronously and not all players will have the same number of turns or stop performing actions at the same time. The player with the most points at the end of the game wins!&lt;/div&gt;</summary>
		<author><name>Snekse</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaido&amp;diff=5093</id>
		<title>Gamehelptokaido</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptokaido&amp;diff=5093"/>
		<updated>2020-07-27T20:26:55Z</updated>

		<summary type="html">&lt;p&gt;Snekse: /* Objective of the game */ The previous gameplay link was not for this game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective of the game ==&lt;br /&gt;
The players are travelers in Japan. They follow the prestigious Tokaido and try to make this journey as rich an experience as possible. They will pass through magnificent countryside, taste delicious culinary specialties, purchase souvenirs, benefit from the virtues of hot springs, and have unforgettable encounters.&lt;br /&gt;
&lt;br /&gt;
==Playing the game==&lt;br /&gt;
The player whose Traveler is farthest behind on the road is the player who takes the next turn.&lt;br /&gt;
&lt;br /&gt;
This player must move his Traveler forward to the open space (dot) of his choice, freely passing over one or more open spaces.&lt;br /&gt;
&lt;br /&gt;
Once he has moved his Traveler, the player receives the benefit corresponding to this type of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Some of the spaces on the board are doubled. Double spaces are used only in games with 4 or 5 players.&lt;br /&gt;
&lt;br /&gt;
==Description of the spaces==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Standard Option for &#039;&#039;&#039;B&#039;&#039;&#039;ase Game / Additional Option for &#039;&#039;&#039;E&#039;&#039;&#039;xpansion Game)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player draws one Encounter card and receives a bonus:&lt;br /&gt;
::* Annaibito - Draw the indicated panoramas, if completed draw a panoramas of your choice.&lt;br /&gt;
::* Kuge - Gain 3 coins.&lt;br /&gt;
::* Miko - Add 1 point and 1 coin to the Temple (from the bank)&lt;br /&gt;
::* Samurai - Gain 3 points.&lt;br /&gt;
::* Shokunin - Draw a Souvenir card and score those points.&lt;br /&gt;
:: &#039;&#039;New Encounters Promo Cards&#039;&#039;&lt;br /&gt;
::* &#039;&#039;Itamae - Pay a coin to draw a meal card add it if you don&#039;t own it and score 6 points.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;Kitoushi - Pay a coin to chose a Panoramas and score the corresponding points.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;Saru - Draw a Hot Spring card and score those points.&#039;&#039;&lt;br /&gt;
::* &#039;&#039;Takuhatsuso - Pay a coin and score 4 points.&#039;&#039;&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Pay 1 coin and draw a Calligraphy card (counts for &#039;&#039;Chatterbox&#039;&#039; accomplishment) and gains end game bonuses:&lt;br /&gt;
::* Contemplation - 3 points for each completed Panorama and 1 point per Cherry Tree.&lt;br /&gt;
::* Fasting - Score 3 points for each uneaten meal at the Inn.&lt;br /&gt;
::* Foresight - 2 points per coin.&lt;br /&gt;
::* Nostalgia - 2 points for each Legendary Object and 1 point per Souvenir.&lt;br /&gt;
::* Patience - Score 6 points if you are the last to arrive in the last in, otherwise score 2 points.&lt;br /&gt;
::* Perfection - 2 points for each Accomplishment and 1 point for each Calligraphy card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Farm===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player earns 3 coins.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Player gambles 2 coins; (X= Loses coins, 1= Recovers coins, 2/3/3/4= Gains double that many coins).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hot Springs===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player takes a Hot Spring card. These cards are worth 2 or 3 points.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Pay 1 coin for a Bath House card worth 4 points (counts for &#039;&#039;Bather&#039;&#039; accomplishment).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Panorama===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) There are three Panorama types and are made of 3 (Field), 4 (Mountain), or 5 (Sea) sections.&lt;br /&gt;
: When a player stops on a Panorama they take the first Panorama of that type that they do not have (value from 1-5) and scores that many points. Each traveler can create only a single panorama of each type and when completed can no longer stop on the spaces corresponding to that type.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) A player may instead take a Cherry Tree and gain 2 points and 1 coin. (&#039;&#039;There are 6 Cherry Tree cards.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player must donate 1, 2, or 3 coins to the temple and scores 1 point for each donated coin.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Pay 1 coin to take one of the available Amulet cards.&lt;br /&gt;
::* Vitality - Take another turn when in the lead.&lt;br /&gt;
::* Fortune - Roll the fortune die and gain 0-4 coins.&lt;br /&gt;
::* Health - Take both options at your location.&lt;br /&gt;
::* Friendship - Share a single space occupied by another traveler.&lt;br /&gt;
::* Hospitality - When stoppping at the Inn pay 0 coins for a card.&lt;br /&gt;
::* Devotion - When buying something, donate the coins spent to the Temple and earn points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Village===&lt;br /&gt;
&lt;br /&gt;
:(&#039;&#039;&#039;B&#039;&#039;&#039;) The player draws 3 Souvenir cards and can purchase 1-3 of these cards for 1-3 coins. There are four different types of Souvenirs and are grouped in sets. The first type of Souvenir in each set is worth 1 point, the next different type of Souvenir is 3 points, then 5 and 7 points.&lt;br /&gt;
:(&#039;&#039;&#039;E&#039;&#039;&#039;) Acquire a Legendary Object (counts for &#039;&#039;Collector&#039;&#039; accomplishment) for 1-3 coins:&lt;br /&gt;
:* Shodo &amp;amp; Emaki - For 1 coin, gain 1 point for each Souvenir or Legendary Object. Gain 1 point for each Souvenir thereafter.&lt;br /&gt;
:* Buppatsu &amp;amp; Ema - For 2 coins this counts as a different Souvenir type, 5 types in a set is worth 9 points.&lt;br /&gt;
:* Murasame &amp;amp; Masamune - For 3 coins, gain 8 points.&lt;br /&gt;
&lt;br /&gt;
===Inns===&lt;br /&gt;
&lt;br /&gt;
: All Travelers must stop at each Inn, they may not leave until all players have arrived at that Inn.&lt;br /&gt;
: The Inns allow players to buy one unique Meal card for 1-3 coins that are worth 6 points. &lt;br /&gt;
: When the first traveler arrives at an Inn, they draw as many Meal cards as there are players, plus 1.&lt;br /&gt;
: As players arrive at the Inn they may buy a Meal card to add to their collection, hidden from other players.&lt;br /&gt;
:* &#039;&#039;A traveler cannot taste the same culinary specialty twice during their journey.&#039;&#039;&lt;br /&gt;
:* &#039;&#039;A traveler can never purchase more than one Meal card per Inn.&#039;&#039;&lt;br /&gt;
:* &#039;&#039;A traveler is never obliged to purchase a Meal card.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== End of the journey ==&lt;br /&gt;
When all of the Travelers have arrived in Edo at the last Inn, the game ends.&lt;br /&gt;
&lt;br /&gt;
The travelers score additional points depending on their ranking as donors to the Temple:&lt;br /&gt;
* The most generous donor scores 10 points.&lt;br /&gt;
* The second scores 7 points.&lt;br /&gt;
* The third scores 4 points.&lt;br /&gt;
* All other donors score 2 points.&lt;br /&gt;
&lt;br /&gt;
Award the following achievement cards to the appropriate travelers. Each achievement card is worth 3 points. If players are tied for an achievement, then they each receive the 3 points.&lt;br /&gt;
* Gourmet - the player with the highest total face value of Meal cards.&lt;br /&gt;
* Collector - the player with the most Souvenir cards.&lt;br /&gt;
* Bather - the player with the most Hot Spring cards.&lt;br /&gt;
* Chatterbox - the player with the most Encounter cards.&lt;br /&gt;
&lt;br /&gt;
Note: There are 3 other achievement cards that are awarded during game play. One for each different type of panorama and each is awarded to the player that is first to complete the specific panorama.&lt;br /&gt;
&lt;br /&gt;
Note: If players are tied after the final scoring, then the player with the most achievement cards wins.&lt;br /&gt;
&lt;br /&gt;
== Description of the Travelers ==&lt;br /&gt;
&#039;&#039; &#039;&#039;&#039;Name&#039;&#039;&#039; (starting coins)  Special powers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Base Game===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Chuubei&#039;&#039;&#039; (4) At intermediate inns, before meal, draws encounter card&lt;br /&gt;
* &#039;&#039;&#039;Kinko&#039;&#039;&#039; (7) At inns, buys meals at 1 coin discount&lt;br /&gt;
* &#039;&#039;&#039;Hiroshige&#039;&#039;&#039; (3) At intermediate inns, before meal, acquires panorama card of choice&lt;br /&gt;
* &#039;&#039;&#039;Hirotada&#039;&#039;&#039; (8) At temple spaces, may take 1 coin from the bank and donate it to the temple, scoring 1 point; does this in addition to normal temple action&lt;br /&gt;
* &#039;&#039;&#039;&#039;Mitsukuni&#039;&#039;&#039; (6) Earns 1 additional point per hot spring and achievement card&lt;br /&gt;
* &#039;&#039;&#039;Sasayakko&#039;&#039;&#039; (5) At village spaces, when purchasing at least two souvenirs, the cheapest is free; must have enough coins to pay for both at full price&lt;br /&gt;
* &#039;&#039;&#039;Satsuki&#039;&#039;&#039; (2) At inns, selects one meal card at random from the set of meal cards; may take it for free or purchase another at full price&lt;br /&gt;
* &#039;&#039;&#039;Umegae&#039;&#039;&#039; (5) At encounter spaces, gains 1 coin and 1 point before drawing encounter card&lt;br /&gt;
* &#039;&#039;&#039;Yoshiyasu&#039;&#039;&#039; (9) At encounter spaces, draws two encounter cards and keeps one; places other on bottom of deck&lt;br /&gt;
* &#039;&#039;&#039;Zen-emon&#039;&#039;&#039; (6) At village spaces, may purchase one souvenir for 1 coin instead of full price&lt;br /&gt;
&lt;br /&gt;
===Crossroads===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daigoro&#039;&#039;&#039; (3) At intermediate inns, before meal, draws souvenir card&lt;br /&gt;
* &#039;&#039;&#039;Gotozaemon&#039;&#039;&#039; (0) At panorama spaces, gains 1 additional coin&lt;br /&gt;
* &#039;&#039;&#039;Jirocho&#039;&#039;&#039; (5) At intermediate inns, before meal, may gamble 1 coin; player throws the fortune die and follows normal rules for gambling&lt;br /&gt;
* &#039;&#039;&#039;Kita&#039;&#039;&#039; (4) At encounter spaces, may take both actions (draw encounter card &#039;&#039;&#039;and&#039;&#039;&#039; buy calligraphy card)&lt;br /&gt;
* &#039;&#039;&#039;Miyataka&#039;&#039;&#039; (4) At temple spaces, may take both actions (donate coins &#039;&#039;&#039;and&#039;&#039;&#039; buy amulet)&lt;br /&gt;
* &#039;&#039;&#039;Nampo&#039;&#039;&#039; (2) At inns, earns 1 point per coin value of meal eaten&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
=== Initiation ===&lt;br /&gt;
A simplified version with no Travelers and everyone starting with 7 coins.&lt;br /&gt;
=== Return Trip ===&lt;br /&gt;
Instead of starting on the left side of the board, players move right to left.&lt;br /&gt;
=== Gastronomy ===&lt;br /&gt;
The first person arriving at an Inn draws one less card, only drawing one card per player. &lt;br /&gt;
=== Preparations ===&lt;br /&gt;
When leaving the starting Inn, the last player gains two coins, the next gains one coin, the fourth and fifth players each lose a coin.&lt;br /&gt;
=== Crossroads ===&lt;br /&gt;
This expansion adds a second option at each location (other than the Inns) to choose from when stopping.&lt;br /&gt;
=== New Encounters ===&lt;br /&gt;
This adds 4 new encounters to the possibilities when on the &#039;Encounters&#039; space.&lt;/div&gt;</summary>
		<author><name>Snekse</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=5032</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=5032"/>
		<updated>2020-07-22T16:33:32Z</updated>

		<summary type="html">&lt;p&gt;Snekse: /* Pit Stop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. &lt;br /&gt;
&lt;br /&gt;
The Round marker has a white side and a black side, which allows you to immediately tell who has already played their turn this round. At the end of a round the Round marker is flipped over and a new round begins.&lt;br /&gt;
&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPEED &amp;gt; DISTANCE &amp;gt; POSITION&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Speed&#039;&#039;&#039; - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# &#039;&#039;&#039;Distance&#039;&#039;&#039; - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# &#039;&#039;&#039;Position&#039;&#039;&#039; - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Plan your turn&lt;br /&gt;
# Roll your dice and move your car.&lt;br /&gt;
&lt;br /&gt;
== Planning your turn ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. Your player board (and the summary at the top of the screen) shows what dice are available to you.&lt;br /&gt;
&lt;br /&gt;
Each die number represents a gear. With each move you make, may go up or down one gear (or stay the same with a white die). You must always be moving forward. Each die may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Corners ===&lt;br /&gt;
Corner spaces have numbers in the middle which indicate the top gear in which you can safely navigate the corner. Exceed this number and you will lose control!&lt;br /&gt;
&lt;br /&gt;
====The inside line====&lt;br /&gt;
Some spaces have dotted lines separating them, with a lower number or caution symbol next to it. The number indicates the highest gear you can use to safely move between those spaces. Exceed it and you will lose control! The caution symbol gives one extra caution result when moving (see below)&lt;br /&gt;
&lt;br /&gt;
Note that you can safely move diagonally into spaces like this, as long as you don&#039;t exceed the normal limits.&lt;br /&gt;
==== The outside line====&lt;br /&gt;
Some spaces have a caution triangle around the number. This indicates that you get an extra caution result when you pass that space in that gear.&lt;br /&gt;
&lt;br /&gt;
=== Overtaking ===&lt;br /&gt;
To enter a space adjacent to another player’s car, you must use a Gear die equal to or higher than the current Gear of the opponent’s car. &lt;br /&gt;
Once your car is beside theirs, the rest of their movement can be at any speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: if a yellow flag is out due to damage, you cannot overtake (move alongside) another player.&lt;br /&gt;
&lt;br /&gt;
==Rolling your dice and moving==&lt;br /&gt;
&lt;br /&gt;
Once you have planned your turn, you will roll your dice, either all at once (&#039;&#039;Flat Out&#039;&#039;) or one at a time. But be careful: Exceed the safe number of caution symbols (generally three), and you will lose control!&lt;br /&gt;
&lt;br /&gt;
===Flat out: All the dice at once===&lt;br /&gt;
This is the risky but brave choice: Roll your dice, and hope you get lucky. If you roll safely, you will get some &#039;&#039;focus tokens&#039;&#039; for your trouble: one per gear or coast die (not brake or boost die) you rolled. These will come in handy later!&lt;br /&gt;
&lt;br /&gt;
===One at a time===&lt;br /&gt;
Sometimes you need to play it safe. You can roll your dice one at a time, and stop at any time. This way you can stop if you are at risk of losing control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: While you are rolling your dice one at a time, you may find that you are at risk of losing control. You can spend the focus tokens you earned earlier to &#039;&#039;secure&#039;&#039; your dice. Instead of rolling them you guarantee a safe result. But each die protected in a turn has a higher cost: the first die costs one, the second another two, the third another three, etc.&lt;br /&gt;
&lt;br /&gt;
==The dice==&lt;br /&gt;
Some dice are safer than others: The white &#039;&#039;coast&#039;&#039; dice along with first and second gear only have one caution symbol on them while the other dice all have two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Braking&#039;&#039;&#039;: You can jump down extra gears by adding a red &#039;brake&#039; die to the space moved. Each red die lets you skip a gear. For example, you could go from fourth to 1st by rolling brake+brake+1, or from 6th to 4th by rolling brake+4. In this way you can move further on one turn, or end a turn in a higher gear.&lt;br /&gt;
*&#039;&#039;&#039;Boosting&#039;&#039;&#039;: Similarly, the green &#039;boost&#039; die available in some races lets you skip a gear upwards. &lt;br /&gt;
*&#039;&#039;&#039;Coasting&#039;&#039;&#039;: White &#039;coast&#039; dice let you stay in the same gear.&lt;br /&gt;
&lt;br /&gt;
==Losing Control==&lt;br /&gt;
&lt;br /&gt;
If you exceed your limit, you will lose control. &lt;br /&gt;
&lt;br /&gt;
Consult your player board to see what happens when you lose control: You might lose all speed to &#039;gear&#039; 0, or go off the track in &#039;gear&#039; 00. You might also take some damage at higher speeds and on more dangerous tiles For each black damage marker in the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear 00&#039;&#039;&#039;: In this gear you simply lose a turn: when it comes to your turn, get back on the track in &#039;gear&#039; 0. Next turn you will resume as normal, starting from gear 1 etc.&lt;br /&gt;
*&#039;&#039;&#039;Gear 0&#039;&#039;&#039;: In this gear you are just stopped in place. Next turn, just resume your movement.&lt;br /&gt;
&lt;br /&gt;
If you used the &#039;flat out&#039; die rolling option, you can change the order and locations of the dice you rolled.  You do not even have to place all of them. However, you must place your dice in a way that results in loss of control.  By changing your speed and location at the moment of loss of control, you may be able to minimize any bad effects.  Even if you lose control, you will still get your focus tokens.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
There are several damage result tokens.&lt;br /&gt;
* &#039;&#039;&#039;Lose Dice:&#039;&#039;&#039; This reduces your dice pool. You might lose a white, black, or red die (meaning you will have one less to use on your turn)&lt;br /&gt;
* &#039;&#039;&#039;Yellow Flag:&#039;&#039;&#039; This will be removed on your next move (not turn - if you have 00 yellow flag stays until you are ready to move again), but in the meantime no one is allowed to pass on the track.&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; The weather changes from rain to sun, or vice versa! If you are on the wrong kind of tires, your dice pool and caution limit will be reduced. You might want to stop to change tires.&lt;br /&gt;
* &#039;&#039;&#039;Green Flag:&#039;&#039;&#039; No damage, you&#039;re safe!&lt;br /&gt;
&lt;br /&gt;
==Pit Stop==&lt;br /&gt;
&lt;br /&gt;
If you wish you can repair all damage, and/or change tires by making a pit stop. To make a Pit Stop, you must end your turn in 1st Gear in a space with no speed or restrictions (meaning not on a corner&lt;br /&gt;
space) at the edge of the track. While you are in the pit your gear is either 0 or 00 depending on whether you chose to change types or repair damage, and you are off the track (not blocking other players’ movement). Once you return to 0 gear (as with losing control, above), you can choose which tires you want and then you will move as normal on that turn.&lt;br /&gt;
&lt;br /&gt;
==Flying Start==&lt;br /&gt;
&lt;br /&gt;
With Flying Start, you can go straight to Gear 2 instead of Gear 1 when starting from 0. &lt;br /&gt;
&lt;br /&gt;
When you resolve your move, whether rolling one by one or moving Flat Out, the result of the Gear 2 die is checked: if it&#039;s a caution symbol, your turn ends immediately. The car moves forward one space and stays in Gear 2.&lt;br /&gt;
&lt;br /&gt;
If you were going Flat Out and would have suffered a Loss of Control as well as this effect, the Loss of Control is ignored.&lt;/div&gt;</summary>
		<author><name>Snekse</name></author>
	</entry>
</feed>