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	<updated>2026-09-27T13:00:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagentavenue&amp;diff=28504</id>
		<title>Gamehelpagentavenue</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagentavenue&amp;diff=28504"/>
		<updated>2026-02-13T04:04:58Z</updated>

		<summary type="html">&lt;p&gt;Soup201: /* Card Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME FLOW ==&lt;br /&gt;
&lt;br /&gt;
Every turn, you&#039;ll do the following:&lt;br /&gt;
&lt;br /&gt;
=== STEP 1 : PLAY ===&lt;br /&gt;
Play 2 cards from your hand in the center of the table, 1 face up and 1&lt;br /&gt;
face down. They must have different card names.&lt;br /&gt;
Draw cards from the agent deck until you have 4 cards in&lt;br /&gt;
hand.&lt;br /&gt;
&lt;br /&gt;
Optional: Before you play cards, you may choose a card from your hand&lt;br /&gt;
and discard it face down in front of you to draw a new one. You can do&lt;br /&gt;
this multiple times on the same turn, but only 4 times in the entire game.&lt;br /&gt;
&lt;br /&gt;
=== STEP 2 : RECRUIT ===&lt;br /&gt;
The opponent must recruit 1 of the 2 agent cards you have played and put it face up in front of them. You must now&lt;br /&gt;
recruit the other agent card by putting it face up in front of you.&lt;br /&gt;
&lt;br /&gt;
Then both players move their meeple on the board. To move your&lt;br /&gt;
meeple, look at the agent you have just recruited. Check how many agent&lt;br /&gt;
cards with that same name you have in play, including the one you have&lt;br /&gt;
just recruited.&lt;br /&gt;
* If you have only 1, look at its 1st icon on the top.&lt;br /&gt;
* If you have 2, look at its 2nd icon in the center instead.&lt;br /&gt;
* If you have 3 or more, look at its 3rd icon on the bottom instead.&lt;br /&gt;
Move your meeple forward (clockwise) on the board by the indicated&lt;br /&gt;
number of spaces. If the number is negative, move it backward (counterclockwise) instead. If the number is zero or if the icon doesn’t contain&lt;br /&gt;
any number, don’t move it at all. &lt;br /&gt;
&lt;br /&gt;
Your opponent does the same with&lt;br /&gt;
their meeple.&lt;br /&gt;
&lt;br /&gt;
=== STEP 3 : END ===&lt;br /&gt;
After both meeples have moved, check whether the game ends:&lt;br /&gt;
# If a player catches their opponent’s meeple, they win the game. To do so, the position of their own meeple must reach or exceed the position of their opponent’s meeple.&lt;br /&gt;
# If a player has 3 Codebreakers in play, they win the game. &lt;br /&gt;
# If a player has 3 Daredevils in play, they lose the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running out of cards&#039;&#039;&#039;: If neither player&lt;br /&gt;
won or lost the game and the agent deck&lt;br /&gt;
is empty and your opponent has less&lt;br /&gt;
than 2 cards in hand, the game ends&lt;br /&gt;
(because your opponent can’t play next&lt;br /&gt;
turn). In that case, the player who is closer to catching their opponent’s meeple&lt;br /&gt;
wins the game.&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the player whose&lt;br /&gt;
turn it is (the active player) wins the&lt;br /&gt;
game. This occurs in the following cases:&lt;br /&gt;
* Both players fulfill a condition to win the game.&lt;br /&gt;
* Both players fulfill a condition to lose the game.&lt;br /&gt;
* Any player fulfills a condition to win the game and a condition to lose the game.&lt;br /&gt;
* Players “run out of cards” (see above) and both meeples are located at equal distance from each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== REMINDERS &amp;amp; CLARIFICATIONS ==&lt;br /&gt;
* During the Play step, the 2 cards you play from your hand (1 face up and 1 face down) must have different card names. In the rare case that all the cards in your hand have the same card name, it is allowed to play 2 identical cards.&lt;br /&gt;
* If the agent deck is empty, you can’t discard an agent card from your hand to draw a new one.&lt;br /&gt;
* If the agent deck is empty, you draw no more agent cards and continue playing.&lt;br /&gt;
* There is no upper limit to the number of agent cards you can have in play or in hand.&lt;br /&gt;
* During the Recruit step, if you recruit your 4th, 5th, or 6th agent of the same name, you treat it as your 3rd.&lt;br /&gt;
* You can win the game only during the End step, not during the Recruit step. If your opponent recruits their 3rd Codebreaker, you continue playing until the End step. If you catch their meeple during the same turn, the player whose turn it is (the active player) wins the game.&lt;br /&gt;
* If you catch your opponent’s meeple but it “escapes” forward during the same turn, it doesn’t count as you catching it.&lt;br /&gt;
* To catch your opponent’ meeple, you don’t necessarily have to reach exactly its position. If the position of your meeple exceeds the position of their meeple, it counts as you catching it.&lt;br /&gt;
* If your opponent’s meeple moves backward and their position is now the same as yours or behind yours, it counts as you catching it.&lt;br /&gt;
&lt;br /&gt;
=== Card Inventory ===&lt;br /&gt;
There are 38 agent cards in total, categorized as follows:&lt;br /&gt;
&lt;br /&gt;
*Double Agent: 6 &lt;br /&gt;
* Saboteur: 6 &lt;br /&gt;
* Enforcer: 6 &lt;br /&gt;
* Daredevil: 6 &lt;br /&gt;
* Codebreaker: 6&lt;br /&gt;
* Mole card back: 1&lt;/div&gt;</summary>
		<author><name>Soup201</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagentavenue&amp;diff=28503</id>
		<title>Gamehelpagentavenue</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagentavenue&amp;diff=28503"/>
		<updated>2026-02-13T04:04:30Z</updated>

		<summary type="html">&lt;p&gt;Soup201: /* Card Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME FLOW ==&lt;br /&gt;
&lt;br /&gt;
Every turn, you&#039;ll do the following:&lt;br /&gt;
&lt;br /&gt;
=== STEP 1 : PLAY ===&lt;br /&gt;
Play 2 cards from your hand in the center of the table, 1 face up and 1&lt;br /&gt;
face down. They must have different card names.&lt;br /&gt;
Draw cards from the agent deck until you have 4 cards in&lt;br /&gt;
hand.&lt;br /&gt;
&lt;br /&gt;
Optional: Before you play cards, you may choose a card from your hand&lt;br /&gt;
and discard it face down in front of you to draw a new one. You can do&lt;br /&gt;
this multiple times on the same turn, but only 4 times in the entire game.&lt;br /&gt;
&lt;br /&gt;
=== STEP 2 : RECRUIT ===&lt;br /&gt;
The opponent must recruit 1 of the 2 agent cards you have played and put it face up in front of them. You must now&lt;br /&gt;
recruit the other agent card by putting it face up in front of you.&lt;br /&gt;
&lt;br /&gt;
Then both players move their meeple on the board. To move your&lt;br /&gt;
meeple, look at the agent you have just recruited. Check how many agent&lt;br /&gt;
cards with that same name you have in play, including the one you have&lt;br /&gt;
just recruited.&lt;br /&gt;
* If you have only 1, look at its 1st icon on the top.&lt;br /&gt;
* If you have 2, look at its 2nd icon in the center instead.&lt;br /&gt;
* If you have 3 or more, look at its 3rd icon on the bottom instead.&lt;br /&gt;
Move your meeple forward (clockwise) on the board by the indicated&lt;br /&gt;
number of spaces. If the number is negative, move it backward (counterclockwise) instead. If the number is zero or if the icon doesn’t contain&lt;br /&gt;
any number, don’t move it at all. &lt;br /&gt;
&lt;br /&gt;
Your opponent does the same with&lt;br /&gt;
their meeple.&lt;br /&gt;
&lt;br /&gt;
=== STEP 3 : END ===&lt;br /&gt;
After both meeples have moved, check whether the game ends:&lt;br /&gt;
# If a player catches their opponent’s meeple, they win the game. To do so, the position of their own meeple must reach or exceed the position of their opponent’s meeple.&lt;br /&gt;
# If a player has 3 Codebreakers in play, they win the game. &lt;br /&gt;
# If a player has 3 Daredevils in play, they lose the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running out of cards&#039;&#039;&#039;: If neither player&lt;br /&gt;
won or lost the game and the agent deck&lt;br /&gt;
is empty and your opponent has less&lt;br /&gt;
than 2 cards in hand, the game ends&lt;br /&gt;
(because your opponent can’t play next&lt;br /&gt;
turn). In that case, the player who is closer to catching their opponent’s meeple&lt;br /&gt;
wins the game.&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the player whose&lt;br /&gt;
turn it is (the active player) wins the&lt;br /&gt;
game. This occurs in the following cases:&lt;br /&gt;
* Both players fulfill a condition to win the game.&lt;br /&gt;
* Both players fulfill a condition to lose the game.&lt;br /&gt;
* Any player fulfills a condition to win the game and a condition to lose the game.&lt;br /&gt;
* Players “run out of cards” (see above) and both meeples are located at equal distance from each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== REMINDERS &amp;amp; CLARIFICATIONS ==&lt;br /&gt;
* During the Play step, the 2 cards you play from your hand (1 face up and 1 face down) must have different card names. In the rare case that all the cards in your hand have the same card name, it is allowed to play 2 identical cards.&lt;br /&gt;
* If the agent deck is empty, you can’t discard an agent card from your hand to draw a new one.&lt;br /&gt;
* If the agent deck is empty, you draw no more agent cards and continue playing.&lt;br /&gt;
* There is no upper limit to the number of agent cards you can have in play or in hand.&lt;br /&gt;
* During the Recruit step, if you recruit your 4th, 5th, or 6th agent of the same name, you treat it as your 3rd.&lt;br /&gt;
* You can win the game only during the End step, not during the Recruit step. If your opponent recruits their 3rd Codebreaker, you continue playing until the End step. If you catch their meeple during the same turn, the player whose turn it is (the active player) wins the game.&lt;br /&gt;
* If you catch your opponent’s meeple but it “escapes” forward during the same turn, it doesn’t count as you catching it.&lt;br /&gt;
* To catch your opponent’ meeple, you don’t necessarily have to reach exactly its position. If the position of your meeple exceeds the position of their meeple, it counts as you catching it.&lt;br /&gt;
* If your opponent’s meeple moves backward and their position is now the same as yours or behind yours, it counts as you catching it.&lt;br /&gt;
&lt;br /&gt;
=== Card Inventory ===&lt;br /&gt;
There are 38 agent cards** in total, categorized as follows:&lt;br /&gt;
&lt;br /&gt;
*Double Agent: 6 &lt;br /&gt;
* Saboteur: 6 &lt;br /&gt;
* Enforcer: 6 &lt;br /&gt;
* Daredevil: 6 &lt;br /&gt;
* Codebreaker: 6&lt;br /&gt;
* Mole card back: 1&lt;/div&gt;</summary>
		<author><name>Soup201</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagentavenue&amp;diff=28502</id>
		<title>Gamehelpagentavenue</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagentavenue&amp;diff=28502"/>
		<updated>2026-02-13T03:59:34Z</updated>

		<summary type="html">&lt;p&gt;Soup201: /* REMINDERS &amp;amp; CLARIFICATIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== GAME FLOW ==&lt;br /&gt;
&lt;br /&gt;
Every turn, you&#039;ll do the following:&lt;br /&gt;
&lt;br /&gt;
=== STEP 1 : PLAY ===&lt;br /&gt;
Play 2 cards from your hand in the center of the table, 1 face up and 1&lt;br /&gt;
face down. They must have different card names.&lt;br /&gt;
Draw cards from the agent deck until you have 4 cards in&lt;br /&gt;
hand.&lt;br /&gt;
&lt;br /&gt;
Optional: Before you play cards, you may choose a card from your hand&lt;br /&gt;
and discard it face down in front of you to draw a new one. You can do&lt;br /&gt;
this multiple times on the same turn, but only 4 times in the entire game.&lt;br /&gt;
&lt;br /&gt;
=== STEP 2 : RECRUIT ===&lt;br /&gt;
The opponent must recruit 1 of the 2 agent cards you have played and put it face up in front of them. You must now&lt;br /&gt;
recruit the other agent card by putting it face up in front of you.&lt;br /&gt;
&lt;br /&gt;
Then both players move their meeple on the board. To move your&lt;br /&gt;
meeple, look at the agent you have just recruited. Check how many agent&lt;br /&gt;
cards with that same name you have in play, including the one you have&lt;br /&gt;
just recruited.&lt;br /&gt;
* If you have only 1, look at its 1st icon on the top.&lt;br /&gt;
* If you have 2, look at its 2nd icon in the center instead.&lt;br /&gt;
* If you have 3 or more, look at its 3rd icon on the bottom instead.&lt;br /&gt;
Move your meeple forward (clockwise) on the board by the indicated&lt;br /&gt;
number of spaces. If the number is negative, move it backward (counterclockwise) instead. If the number is zero or if the icon doesn’t contain&lt;br /&gt;
any number, don’t move it at all. &lt;br /&gt;
&lt;br /&gt;
Your opponent does the same with&lt;br /&gt;
their meeple.&lt;br /&gt;
&lt;br /&gt;
=== STEP 3 : END ===&lt;br /&gt;
After both meeples have moved, check whether the game ends:&lt;br /&gt;
# If a player catches their opponent’s meeple, they win the game. To do so, the position of their own meeple must reach or exceed the position of their opponent’s meeple.&lt;br /&gt;
# If a player has 3 Codebreakers in play, they win the game. &lt;br /&gt;
# If a player has 3 Daredevils in play, they lose the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Running out of cards&#039;&#039;&#039;: If neither player&lt;br /&gt;
won or lost the game and the agent deck&lt;br /&gt;
is empty and your opponent has less&lt;br /&gt;
than 2 cards in hand, the game ends&lt;br /&gt;
(because your opponent can’t play next&lt;br /&gt;
turn). In that case, the player who is closer to catching their opponent’s meeple&lt;br /&gt;
wins the game.&lt;br /&gt;
&lt;br /&gt;
In the event of a tie, the player whose&lt;br /&gt;
turn it is (the active player) wins the&lt;br /&gt;
game. This occurs in the following cases:&lt;br /&gt;
* Both players fulfill a condition to win the game.&lt;br /&gt;
* Both players fulfill a condition to lose the game.&lt;br /&gt;
* Any player fulfills a condition to win the game and a condition to lose the game.&lt;br /&gt;
* Players “run out of cards” (see above) and both meeples are located at equal distance from each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== REMINDERS &amp;amp; CLARIFICATIONS ==&lt;br /&gt;
* During the Play step, the 2 cards you play from your hand (1 face up and 1 face down) must have different card names. In the rare case that all the cards in your hand have the same card name, it is allowed to play 2 identical cards.&lt;br /&gt;
* If the agent deck is empty, you can’t discard an agent card from your hand to draw a new one.&lt;br /&gt;
* If the agent deck is empty, you draw no more agent cards and continue playing.&lt;br /&gt;
* There is no upper limit to the number of agent cards you can have in play or in hand.&lt;br /&gt;
* During the Recruit step, if you recruit your 4th, 5th, or 6th agent of the same name, you treat it as your 3rd.&lt;br /&gt;
* You can win the game only during the End step, not during the Recruit step. If your opponent recruits their 3rd Codebreaker, you continue playing until the End step. If you catch their meeple during the same turn, the player whose turn it is (the active player) wins the game.&lt;br /&gt;
* If you catch your opponent’s meeple but it “escapes” forward during the same turn, it doesn’t count as you catching it.&lt;br /&gt;
* To catch your opponent’ meeple, you don’t necessarily have to reach exactly its position. If the position of your meeple exceeds the position of their meeple, it counts as you catching it.&lt;br /&gt;
* If your opponent’s meeple moves backward and their position is now the same as yours or behind yours, it counts as you catching it.&lt;br /&gt;
&lt;br /&gt;
=== Card Inventory ===&lt;br /&gt;
There are **38 agent cards** in total, categorized as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;   **Double Agent:** 6 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;   **Saboteur:** 6 ]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;   **Enforcer:** 6 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;   **Daredevil:** 6 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;   **Codebreaker:** 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;   **Sentinel:** 6 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;   **Sidekick:** 1 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;   **Mole card back:** 1&lt;/div&gt;</summary>
		<author><name>Soup201</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquantum&amp;diff=27558</id>
		<title>Gamehelpquantum</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquantum&amp;diff=27558"/>
		<updated>2025-12-07T14:54:15Z</updated>

		<summary type="html">&lt;p&gt;Soup201: Added purpose of research.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ship Abilities ==&lt;br /&gt;
&lt;br /&gt;
* Each type of ship has a unique special ability that can be used once per turn.&lt;br /&gt;
* An individual ship die can only use ONE ability per turn, even if the number on the die is changed.&lt;br /&gt;
* Using a ship ability does not count as an action (although TRANSPORT(2) and MANEUVER(5) are used during a movement action).&lt;br /&gt;
* Ship abilities can only be used on your turn, and only by ships on the map.&lt;br /&gt;
* A ship number cannot be changed while moving it (for example, before rolling for combat).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; max-width:54rem;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!style=&amp;quot;text-align:left; width:auto;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|[[File:Quantum_die_1_strike.png|right]]&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039; - BATTLESTATION - &#039;&#039;mighty weapons of destruction&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;STRIKE: attack a space next to the battlestation&#039;&#039;&#039;&lt;br /&gt;
* Strike gives you a single free move/attack of 1 space that must include an attack.&lt;br /&gt;
* It is possible to move/attack normally and also use strike for a second attack on the same turn.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|[[File:Quantum_die_2_transport.png|right]]&lt;br /&gt;
|&#039;&#039;&#039;2&#039;&#039;&#039; - FLAGSHIP - &#039;&#039;command and control centers&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;TRANSPORT: carry an adjacent ship as you move&#039;&#039;&#039;&lt;br /&gt;
# Place one of your ships that is in any surrounding space on top of the flagship.&lt;br /&gt;
# Then use the flagship’s move action to move the flagship 1 or 2 spaces.&lt;br /&gt;
# Finally, place the transported ship in any empty surrounding space.&lt;br /&gt;
* A flagship cannot attack if it transports, but a transported ship CAN move and attack normally after it is dropped off.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|[[File:Quantum_die_3_warp.png|right]]&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039; - DESTROYER - &#039;&#039;mainstay gunships of a fleet&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;WARP: swap places with another one of your ships on the map&#039;&#039;&#039;&lt;br /&gt;
* Warp does not count as the destroyer’s move&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|[[File:Quantum_die_4_modify.png|right]]&lt;br /&gt;
|&#039;&#039;&#039;4&#039;&#039;&#039; - FRIGATE - &#039;&#039;workhorse utility ships&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;MODIFY: change to a 3 or 5&#039;&#039;&#039;&lt;br /&gt;
* After you modify, you can’t use the ship’s new ability this turn, since modify was the ship’s ability use for the turn.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|[[File:Quantum_die_5_maneuver.png|right]]&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039; - INTERCEPTOR - &#039;&#039;stealthy fighters&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;MANEUVER: travel diagonally&#039;&#039;&#039;&lt;br /&gt;
* Activating maneuver during your move action lets you go to any surrounding space as you move.&lt;br /&gt;
* This means you can travel diagonally as part or all of your movement.&lt;br /&gt;
* You CAN attack diagonally. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align:top;&amp;quot;|[[File:Quantum_die_6_scout.png|right]]&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039; - SCOUT - &#039;&#039;long-range patrol ships&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;FREE RECONFIGURE: re-roll the ship&#039;&#039;&#039;&lt;br /&gt;
* If you roll a 6, roll again until you get a new number.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Void ==&lt;br /&gt;
&lt;br /&gt;
* At the start of your turn, for each of your ship dice on the void map tile, you gain +1 research.&lt;br /&gt;
* Gaining research from the void does not use up any of your actions or special ability uses for your turn.&lt;br /&gt;
* Ships that earn you +1 research from the void can move and use special abilities normally that turn.&lt;br /&gt;
&lt;br /&gt;
== Advance Cards ==&lt;br /&gt;
&lt;br /&gt;
* See small &amp;quot;see deck&amp;quot; links near the card selection rows.&lt;br /&gt;
* When research reaches 6, you can pick an advance card.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
* See the tiny map link on the bottom-right of the game board for up to date maps.&lt;br /&gt;
* &#039;&#039;&#039;[https://x.boardgamearena.net/data/themereleases/current/games/quantum/200826-0854/img/maps_page.html Maps as of 2022-01-01]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Quantum Entanglement ==&lt;br /&gt;
&lt;br /&gt;
* Quantum entanglement has to do with the possibility of placing 2 or more of your cubes on the same planet:&lt;br /&gt;
** You can normally have only &#039;&#039;&#039;one&#039;&#039;&#039; of your quantum cubes on a planet. &lt;br /&gt;
** However, if the &#039;&#039;&#039;only&#039;&#039;&#039; available space on the entire map is on a planet where you already have a cube, then you can place multiple cubes there. &lt;br /&gt;
** When you construct with quantum entanglement, add 3 to the planet number for each cube you already have there.&lt;br /&gt;
** &#039;&#039;Remember – quantum entanglement can only happen if you have no other choice for placing a quantum cube.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
* Near the end of a game, the only place you can construct a quantum cube is on a size 8 planet where you already have a quantum cube.&lt;br /&gt;
* Quantum entanglement would increase the planet number to 11 (8+3) for the purposes of constructing the second cube there.&lt;br /&gt;
&lt;br /&gt;
=== Infamy ===&lt;br /&gt;
&lt;br /&gt;
* When you are placing cubes because you reached infamy (dominance = 6), the same placement rules apply.&lt;br /&gt;
** &#039;&#039;You can place on a planet where you already have a cube – but only if you have no other options.&#039;&#039;&lt;br /&gt;
** There are no other special rules for placing a quantum entanglement cube via infamy.&lt;/div&gt;</summary>
		<author><name>Soup201</name></author>
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