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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=StephBXL</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-29T22:50:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_azul&amp;diff=30110</id>
		<title>Tips azul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_azul&amp;diff=30110"/>
		<updated>2026-06-07T04:39:45Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: typos and form&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You are trying to get a bingo.&lt;br /&gt;
&lt;br /&gt;
Be strategic when making a move that will end the game. Sometimes you might be better off putting tiles in your bottom (discard) row and scoring extra points in the next round before filling the last spot in a row.&lt;br /&gt;
&lt;br /&gt;
Try to get a full set of at least one colour - an extra 10 pts can make a big difference at the end! (Only in 4 player games - in 2 player games, the tiles will likely not refill, so it is very unlikely to get a full color)&lt;br /&gt;
&lt;br /&gt;
Most games are 5 rounds long.  Don&#039;t make long plans that require many tiles in the bottom two rows; you won&#039;t finish them. With that assumption - always try and put tiles every round in your top 3 rows.&lt;br /&gt;
&lt;br /&gt;
The order in which you fill tiles in different rounds matters.  Filling adjacent tiles first gives more points, even if you end up with the same board at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Pay attention to what colors are going to be left at the end of a round.  Especially in two player games, not getting stuck with a lot of negatives is as important as getting bonuses.&lt;br /&gt;
&lt;br /&gt;
Starting with the middle columns in earlier rounds gives you more options for later rounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Detailed Notes from this post(https://forum.boardgamearena.com/viewtopic.php?t=25344):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) Getting two of a diagonal and then the one in between is better than doing two in a vert and then the next one over (1+1+4 vs 1+2+2). Similarly, getting the top 3 of a column on turn 1 and then the top 3 of a column on turn two is actually *not* optimal. Doing it that way nets you 1+2+3, then 2+4+5 = 17. If instead I do Col1/Col2/Col2 in the first round, and then Col2/Col1/Col1 in the second, I get 1+1+2,then 5+4+5=18. The same concept scales all over. Building those ledge/cutouts to drop a square into can be slightly better than purely vertical if you&#039;re smart about it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Agree with the above statement about always filling the first three rows. Worry about those first and then figure out the 4th/5th as a bonus. Better to leave those one extra round and get the top 3 filled every time than the reverse, even if it completes a vert. Simultaneously, preventing your opp from filling a top 3 row on any specific round is a massive advantage. Preventing them from filling each of the top 3 on different turns is almost a guaranteed win. That&#039;s the most effective way to play defense. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) On the first turn, I almost always initially focus on the 3rd row as it&#039;s the hardest &amp;quot;mandatory&amp;quot; one to fill. Plan for how you attack that one, and then let the first two rows fall into place. Per the tip above, it&#039;s actually not that important to get the first three rows in a single column, just ensure that you fill them (and try to focus on two or three specific columns to create those cutouts). Then with the excess, fire at the bottom two. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) It&#039;s worth remembering that you really only need to fill 2ish on each the 4th and 5th rows, filling a row every other turn. So pick which ones you start wisely. Also worth remembering how many of each tiles are out if you&#039;re going to start a bottom row color. If 9 of a color are available in the first round, it&#039;s a bad idea to put 1 of that color on your 5 line at the end of the round, even if it costs you lots of floor points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) obviously everyone focuses on the middle 3 columns to start the game, but sometimes the board is low in Blue/White/Yellow. In this case, it&#039;s *much* preferable to hammer out the first column rather than the 5th column. Why? Because of the slant of the colors on the board means you&#039;re chasing the same color for multiple lines at once. If you attack the 5th column, getting a 1W/2B/3R on round 1 and start to move right to left, you&#039;re now looking for 4Y while also looking for 3Y. Meanwhile on round 3, you&#039;re probably still trying to fill the 5Blue while also doing the 3Blue or 4Blue. I see so many games where the guy who starts building on the right edge is chasing the same color for 3 rows at a time and is totally DOA, scoring a single point for stragglers in the bottom right corner. Meanwhile, building left to right means that instead of chasing the end of your 4Y + a new 3Y on turn 2, you&#039;re chasing the end of 4R and 5Bk + a new 3W + 2Blue + 1Bk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5a) The same applies for which way to build your diagonal in (1). If you build it so you need 1 and 2 of a color on your next turn, you&#039;re making it harder for yourself. Instead, so the 1st/2nd row of a color in turn 1, then you&#039;re looking for different options when you&#039;re more locked in to what you have to chase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) Now I start the game assuming I will fill in all of the first three rows.  For those rows, when I pick tiles and place them I don&#039;t care if they are beside each other.  That means initially my top half of the board looks crazy as I place tiles randomly, and I have low points.  But then I do the fillers and my points shoot right up.  So yes - try to place the top half so that you are grouping together.  But don&#039;t be afraid to grab a 3 pile and place in the third row even if it touches nothing.    Ideally by round 5 all three rows are filled and you have fully caught up (or surpassed) in points.  Typically I only manage to get two rows, but three is not uncommon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7) Now for rows 4/5 and going for complete columns or complete colours.  For the column you only need to consider row 4/5.  Just assume you will get 1/2/3 by the end.  So when you choose what column to go for only look at 4/5.  For me the &amp;quot;choice&amp;quot; of the column is usually opportunistic.  Are there a lot of factories with 2 tiles of the same colour - good chance you can get row 4 with two pickups.  Is there a factory with 3 tiles and you cannot use it for you row 3 - put it in row 5.  Can you seed the middle with a color nobody else can take a large pile of, then let it grow and you might be able to do row 4 or 5 in one pickup (rare but very satisfying).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8) Once you have one column you have a choice - do you go for a second column or for a color.  If you get the column right beside, you have a chance of getting both.  But remember - getting rows 1-3 is more important.  Only on the last round I might skip a row 1-3 if it means I can complete a colour or column.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8a) So many people do something like at the beginning of the game they pick two yellows, put them in row 2.  Having put something in the third column they then feel like they have committed themselves to taking 4 whites and 5 blacks for rows 4/5.  They will skip better choices for row 4/5 because they feel like they committed to a specific column on their first pickup.  Instead you should make your choice for row 4/5 completely independent of what row 1-3 spaces you happened to have filled in during the first round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other tips:&lt;br /&gt;
&lt;br /&gt;
9) Ideally you need to complete two rows 4 and two rows 5 in five rounds, or to rephrase you should complete each of those rows every two rounds.  Don&#039;t rush even if there is a good opportunity.  Lets say you have two red on row 5, you start the round with first pick and there is factory with three red.  Pick up those three red and put them in row 3.  It is so tempting to complete the hard-to-do row 5.  But row 3 is more important.  Look at it this way:  Normally you will either need to do two pickups to do row 3 or two pickups to complete row 5.  If there is an opportunity to do something in one pickup, do row 3 first.  Because you NEED to complete row 3 this round and you don&#039;t need to complete row 5 this round (barring last round).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10) Sometimes there will be something you need, lets say 2 blues.  It is available.  But look around at the other player&#039;s tables.  Are any of them likely to pick up those two blues?  There are times that you can take a justified risk and pick something else this round, knowing that the two blues will still be there next time it is your turn.  Often when I see someone else make a non-obvious pickup I realize it is because they expect the thing they skipped to still be there next round (and there is an opportunity for you to thwart them).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11) Sometimes there is value in taking a risk.  Lets say you need 2 blues.  There is one in the middle and one in a factory.  The safe thing is to to pick the one in the middle this round, and the one in the factory next round.  A riskier play is to pick a different colour from that factory that you need, thereby throwing the second blue in the middle.  If you are reasonably sure no one else will take it, then you can get them both in one pickup.  Seeding the middle to pick up what you want is a risk but it can pay off.  Why spend two moves to pick up a total of two tiles, when you can spend those two moves to pick up three tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12) Remember that picking up more tiles is generally better than fewer tiles.  Ideally rows 1 and 2 are always a single pickup.  If you can keep First Token you can do row 3 in a single pickup at least once or twice in the game, at most two.  Row 4 is ideally 2 pickups, Row 5 is 2-3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13) A three player game has 7 factories, 28 tiles.  Evenly distributed that is 9.3 tiles each.  Two player games have 10 tiles each.  Four player games have 9 each.   So during a round if you pick up more than 9 tiles you are ahead, as generally more tiles picked up means more tiles placed.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13a) There are 15 places (empty spots) to put tiles that you pick up (left side of the board).  Be aware, lets say you start a round and there are only 8 empty spaces on the left side of your board.  You are in danger of having a full board and getting too many tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14) Broadly speaking during a round you want as many pickups as you can.  By picking up from the middle you do not combine pile, which can extended the total number of pickups and allow you to pick up more times.  By picking from a factory, you are combining multiple piles of a certain colour which reduces the total number of pickups and also makes the pile richer for other players.  While there are many specific reasons not do to this, if everything else is equal then pick from the center rather than a factory.  Later in the round you can calculate the most likely number of pickups left and you can see if picking from a factory or the center will result in you getting another pickup or not.  Even more, calculating this way is key to figuring out who is going to get a pile of 7 tile in the center that they have to throw on the floor - and whether you can influence who gets it.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpreforest&amp;diff=29081</id>
		<title>Gamehelpreforest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpreforest&amp;diff=29081"/>
		<updated>2026-03-22T09:37:16Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Contents&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# [[Overview]]&lt;br /&gt;
# [[Turn Actions]]&lt;br /&gt;
# [[Cards &amp;amp; Region]]&lt;br /&gt;
# [[Rounds &amp;amp; Visitors]]&lt;br /&gt;
# [[Game End]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Overview&#039;&#039;&#039; ===&lt;br /&gt;
In Reforest, you grow a thriving Pacific Northwest forest by playing and stacking plant cards in your region (mountain elevation). Build synergies, manage plant height and shade tolerance, and attract visiting animals to score the most points over 3 rounds.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Turn Actions&#039;&#039;&#039; ===&lt;br /&gt;
Choose one of the following:&lt;br /&gt;
&lt;br /&gt;
===== A) Gather Plants =====&lt;br /&gt;
Draw up to 2 plant cards from the deck and/or the Nursery and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
* The Nursery refills between turns.&lt;br /&gt;
* After your turn, discard down to 7 cards if needed.&lt;br /&gt;
&lt;br /&gt;
===== B) Play a Plant =====&lt;br /&gt;
Pay the plant’s cost by discarding cards from your hand and/or stored energy from adjacent spaces, then place the plant in your region and resolve its effects.&lt;br /&gt;
&lt;br /&gt;
* Your first plant must be played in the Low elevation.&lt;br /&gt;
* New plants must be played adjacent to an existing plant or on top of a shorter plant.&lt;br /&gt;
* Plants may only cover other plants if they are taller.&lt;br /&gt;
&lt;br /&gt;
=== Cards &amp;amp; Region ===&lt;br /&gt;
PLANT CARDS&lt;br /&gt;
&lt;br /&gt;
Each plant shows a cost, elevation limits, height, shade tolerance, point value, and effects.&lt;br /&gt;
&lt;br /&gt;
* Plants are played into your region, which has 6 spaces across Low, Middle, and High elevations.&lt;br /&gt;
* Multiple cards may be stacked in the same space.&lt;br /&gt;
* &amp;quot;Canopy&amp;quot; refers to any cards on the tops of your stacks.&lt;br /&gt;
* &amp;quot;Understory&amp;quot; refers to any face-up cards buried underneath other cards in your stacks.&lt;br /&gt;
&lt;br /&gt;
STACKING &amp;amp; COVERING&lt;br /&gt;
&lt;br /&gt;
Taller plants may be played on top of shorter ones.&lt;br /&gt;
&lt;br /&gt;
* Covering a plant gives a succession discount, reducing the cost of the new plant by the cost of the covered top card.&lt;br /&gt;
* Covered shade-intolerant plants turn into stored energy.&lt;br /&gt;
* Covered shade-tolerant plants stay in play (without effects) and still score.&lt;br /&gt;
* Stacks have no limit.&lt;br /&gt;
&lt;br /&gt;
STORED ENERGY&lt;br /&gt;
&lt;br /&gt;
Stored energy cards are face down in your region.&lt;br /&gt;
&lt;br /&gt;
* They do not count as plants.&lt;br /&gt;
* Each is worth 1 point at game end.&lt;br /&gt;
* They may be discarded to help pay for plants in adjacent spaces.&lt;br /&gt;
&lt;br /&gt;
PLANT EFFECTS&lt;br /&gt;
&lt;br /&gt;
Some plants have effects such as When Played, Passive, Reaction, or Scoring.&lt;br /&gt;
&lt;br /&gt;
* Effects are optional but must be fully resolved if used.&lt;br /&gt;
&lt;br /&gt;
=== Rounds &amp;amp; Visitors ===&lt;br /&gt;
The game is played over 3 rounds.&lt;br /&gt;
&lt;br /&gt;
* A round ends immediately when the plant deck runs out.&lt;br /&gt;
* Players compare regions to see who best meets the active Visitor goal.&lt;br /&gt;
* The winner gains that Visitor card.&lt;br /&gt;
* If tied, the Visitor carries over as an additional goal next round.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
After the third round, the game finishes at the end of the round cycle, then players score:&lt;br /&gt;
&lt;br /&gt;
* Plant values (including plants under stacks)&lt;br /&gt;
* Scoring effects on canopy plants&lt;br /&gt;
* Stored energy (1 point each)&lt;br /&gt;
* Visitor cards&lt;br /&gt;
* Elevation bonus for balanced stacks&lt;br /&gt;
* Cards left in hand (1 point per 2 cards)&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
=== Glossary ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Adjacent&#039;&#039;: Cards/stacks in spaces that share a border are adjacent to each other. All cards within the same stack are adjacent to each other. A card/stack is not adjacent to itself. &lt;br /&gt;
* &#039;&#039;Canopy&#039;&#039;: The topmost plants of their respective stacks.&lt;br /&gt;
* &#039;&#039;Draw X Card(s)&#039;&#039;: Take X cards from the deck and/or nursery. If a source is specified, draw from it instead.&lt;br /&gt;
* &#039;&#039;Draw a Visitor Card&#039;&#039;: Draw a card from the Visitor deck for its. You do not need to meet its goal requirements. &lt;br /&gt;
* &#039;&#039;Elevation&#039;&#039;: A row in a region: low, middle or high.&lt;br /&gt;
* &#039;&#039;Gather&#039;&#039;: Spend your turn to draw 2 cards.&lt;br /&gt;
* &#039;&#039;Look at&#039;&#039;: Inspect but do not draw. Does not trigger round end.&lt;br /&gt;
* &#039;&#039;Move&#039;&#039;: Move a card to a specified space. Does not count as growing a plant but can activate When Covered effects.&lt;br /&gt;
* &#039;&#039;Nursery&#039;&#039;: Three plant cards from the deck laid face up and available to be drawn. Replenished between turns.&lt;br /&gt;
* &#039;&#039;Region&#039;&#039;: A players play area. It consists of 6 spaces distributed into 3 elevation rows.&lt;br /&gt;
* &#039;&#039;Space&#039;&#039;: A zone in a region where cards can be played. Can hold any number of stacked plants and/or energy.&lt;br /&gt;
* &#039;&#039;Stack&#039;&#039;: The collection of cards (plant and/or energy) placed atop each other within a single space.&lt;br /&gt;
* &#039;&#039;Store X Card(s)&#039;&#039;: Place X cards face down under the designated stack(s) as stored energy. &lt;br /&gt;
* &#039;&#039;Stored energy&#039;&#039;: Cards placed face down in your region. They do not count as plants, have a value of 1, and can be discarded to pay for plants in adjacent spaces. You may look at your stored energy at any time.&lt;br /&gt;
* &#039;&#039;Understory&#039;&#039;: Any plants below the top card in a stack.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpreforest&amp;diff=29080</id>
		<title>Gamehelpreforest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpreforest&amp;diff=29080"/>
		<updated>2026-03-22T09:34:15Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: added official glossary to better understand text on cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Contents&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# [[Overview]]&lt;br /&gt;
# [[Turn Actions]]&lt;br /&gt;
# [[Cards &amp;amp; Region]]&lt;br /&gt;
# [[Rounds &amp;amp; Visitors]]&lt;br /&gt;
# [[Game End]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Overview&#039;&#039;&#039; ===&lt;br /&gt;
In Reforest, you grow a thriving Pacific Northwest forest by playing and stacking plant cards in your region (mountain elevation). Build synergies, manage plant height and shade tolerance, and attract visiting animals to score the most points over 3 rounds.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Turn Actions&#039;&#039;&#039; ===&lt;br /&gt;
Choose one of the following:&lt;br /&gt;
&lt;br /&gt;
===== A) Gather Plants =====&lt;br /&gt;
Draw up to 2 plant cards from the deck and/or the Nursery and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
* The Nursery refills between turns.&lt;br /&gt;
* After your turn, discard down to 7 cards if needed.&lt;br /&gt;
&lt;br /&gt;
===== B) Play a Plant =====&lt;br /&gt;
Pay the plant’s cost by discarding cards from your hand and/or stored energy from adjacent spaces, then place the plant in your region and resolve its effects.&lt;br /&gt;
&lt;br /&gt;
* Your first plant must be played in the Low elevation.&lt;br /&gt;
* New plants must be played adjacent to an existing plant or on top of a shorter plant.&lt;br /&gt;
* Plants may only cover other plants if they are taller.&lt;br /&gt;
&lt;br /&gt;
=== Cards &amp;amp; Region ===&lt;br /&gt;
PLANT CARDS&lt;br /&gt;
&lt;br /&gt;
Each plant shows a cost, elevation limits, height, shade tolerance, point value, and effects.&lt;br /&gt;
&lt;br /&gt;
* Plants are played into your region, which has 6 spaces across Low, Middle, and High elevations.&lt;br /&gt;
* Multiple cards may be stacked in the same space.&lt;br /&gt;
* &amp;quot;Canopy&amp;quot; refers to any cards on the tops of your stacks.&lt;br /&gt;
* &amp;quot;Understory&amp;quot; refers to any face-up cards buried underneath other cards in your stacks.&lt;br /&gt;
&lt;br /&gt;
STACKING &amp;amp; COVERING&lt;br /&gt;
&lt;br /&gt;
Taller plants may be played on top of shorter ones.&lt;br /&gt;
&lt;br /&gt;
* Covering a plant gives a succession discount, reducing the cost of the new plant by the cost of the covered top card.&lt;br /&gt;
* Covered shade-intolerant plants turn into stored energy.&lt;br /&gt;
* Covered shade-tolerant plants stay in play (without effects) and still score.&lt;br /&gt;
* Stacks have no limit.&lt;br /&gt;
&lt;br /&gt;
STORED ENERGY&lt;br /&gt;
&lt;br /&gt;
Stored energy cards are face down in your region.&lt;br /&gt;
&lt;br /&gt;
* They do not count as plants.&lt;br /&gt;
* Each is worth 1 point at game end.&lt;br /&gt;
* They may be discarded to help pay for plants in adjacent spaces.&lt;br /&gt;
&lt;br /&gt;
PLANT EFFECTS&lt;br /&gt;
&lt;br /&gt;
Some plants have effects such as When Played, Passive, Reaction, or Scoring.&lt;br /&gt;
&lt;br /&gt;
* Effects are optional but must be fully resolved if used.&lt;br /&gt;
&lt;br /&gt;
=== Rounds &amp;amp; Visitors ===&lt;br /&gt;
The game is played over 3 rounds.&lt;br /&gt;
&lt;br /&gt;
* A round ends immediately when the plant deck runs out.&lt;br /&gt;
* Players compare regions to see who best meets the active Visitor goal.&lt;br /&gt;
* The winner gains that Visitor card.&lt;br /&gt;
* If tied, the Visitor carries over as an additional goal next round.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
After the third round, the game finishes at the end of the round cycle, then players score:&lt;br /&gt;
&lt;br /&gt;
* Plant values (including plants under stacks)&lt;br /&gt;
* Scoring effects on canopy plants&lt;br /&gt;
* Stored energy (1 point each)&lt;br /&gt;
* Visitor cards&lt;br /&gt;
* Elevation bonus for balanced stacks&lt;br /&gt;
* Cards left in hand (1 point per 2 cards)&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
=== Glossary ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Adjacent&#039;&#039;: Cards/stacks in spaces that share a border are adjacent to each other. All cards within the same stack are adjacent to each other. A card/stack is not adjacent to itself. &lt;br /&gt;
* &#039;&#039;Canopy&#039;&#039;: The topmost plants of their respective stacks.&lt;br /&gt;
* &#039;&#039;Draw X Card(s)&#039;&#039;: Take X cards from the deck and/or nursery. If a source is specified, draw from it instead.&lt;br /&gt;
* &#039;&#039;Draw a Visitor Card&#039;&#039;: Draw a card from the Visitor deck for its. You do not need to meet its goal requirements. &lt;br /&gt;
* &#039;&#039;Elevation&#039;&#039;: A row in a region: low, middle or high.&lt;br /&gt;
* &#039;&#039;Gather&#039;&#039;: Spend your turn to draw 2 cards.&lt;br /&gt;
* &#039;&#039;Look at&#039;&#039;: Inspect but do not draw. Does not trigger round end.&lt;br /&gt;
* &#039;&#039;Move&#039;&#039;: Move a card to a specified space. Does not count as growing a plant but can activate when covered effects.&lt;br /&gt;
* &#039;&#039;Nursery&#039;&#039;: Three plant cards from the deck laid face up and available to be drawn. Replenished between turns.&lt;br /&gt;
* &#039;&#039;Region&#039;&#039;: A players play area. It consists of 6 spaces distributed into 3 elevation rows.&lt;br /&gt;
* &#039;&#039;Space&#039;&#039;: A zone in a region where cards can be played. Can hold any number of stacked plants and/or energy.&lt;br /&gt;
* &#039;&#039;Stack&#039;&#039;: The collection of cards (plant and/or energy) placed atop each other within a single space.&lt;br /&gt;
* &#039;&#039;Store X Card(s)&#039;&#039;: Place X cards face down under the designated stack(s) as stored energy. &lt;br /&gt;
* &#039;&#039;Stored energy&#039;&#039;: Cards placed face down in your region. They do not count as plants, have a value of 1 , and can be discarded to pay for plants in adjacent spaces. You may look at your stored energy at any time.&lt;br /&gt;
* &#039;&#039;Understory&#039;&#039;: Any plants below the top card in a stack.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25823</id>
		<title>Gamehelpletsgotojapan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25823"/>
		<updated>2025-07-15T20:34:16Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Game End */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are planning a 6-day (Mon - Sat) trip to Japan.&lt;br /&gt;
&lt;br /&gt;
The objective is to go around Tokyo (blue cards) and Kyoto (pink cards) and collect symbols on top of the cards for scoring.&lt;br /&gt;
&lt;br /&gt;
== Card Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Symbols on the upper left of each card get added to your collection.&lt;br /&gt;
&lt;br /&gt;
You score the VPs on the upper right of the card.&lt;br /&gt;
&lt;br /&gt;
Additionally - you score what&#039;s on the lower right of the card if you meet the condition on the lower left of the VISIBLE card (the one on TOP)&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn you will get to choose among 2 or 4 cards (refer to the tracker on the top of the game area for the number of cards you will be picking that turn). &lt;br /&gt;
&lt;br /&gt;
Blue cards represent activities in Tokyo and pink in Kyoto. Yellow cards can be either. You will be asked to pick which city they are at the end of the game before scoring.&lt;br /&gt;
&lt;br /&gt;
As you are only planning, the cards you choose do not need to be placed in any order. You can place them freely on any day and either above or below previously played card. But the maximum is always 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
Players can opt to discard a card and take a Walk instead of placing one of the cards they have to choose from. Players also gain a Research token if they choose to take a Walk.&lt;br /&gt;
&lt;br /&gt;
Key take-away - going back and forth a lot between Tokyo and Kyoto is inefficient and may cost you points at the end.&lt;br /&gt;
&lt;br /&gt;
=== Favorable Conditions ===&lt;br /&gt;
&lt;br /&gt;
Day bonuses are evaluated when the third card has been placed on a day. You earn a bonus depending on the number of tokens on the upper left of your cards that are matching that of the day.&lt;br /&gt;
&lt;br /&gt;
1 match - Mood tracker moves one to the right&lt;br /&gt;
&lt;br /&gt;
2 matches - 2 research tokens or 1 wild token. A Research token allows you to draw an extra card during the draw card phase. A Wild token allows you to move an Experience token of your choice 1 space forward during the final round.&lt;br /&gt;
&lt;br /&gt;
3 matches - a Luxury train token or an Extra Walk (no research token with this bonus)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_favcon.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mood Tracker ===&lt;br /&gt;
&lt;br /&gt;
[[File:japan_mood.png]]&lt;br /&gt;
&lt;br /&gt;
Red arrows on cards move the mood tracker to the left and green arrows move the tracker to the right. When the tracker hits the frowny or smiley faces at the end (3 moves each time), you will earn / lose the corresponding VPs on the bottom row. &lt;br /&gt;
&lt;br /&gt;
i.e. Max VPs to gain from happy mood = 20 VPs&lt;br /&gt;
Max VPs to lose = -15 VPs&lt;br /&gt;
&lt;br /&gt;
The Mood tracker returns to the middle afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
&lt;br /&gt;
You will need to place trains at the end of the game whenever you go from Tokyo to Kyoto or vice versa.&lt;br /&gt;
&lt;br /&gt;
All players have 1 Starting Train (0 VP). All regular trains cost -2 VPs. Luxury trains that you gained by matching Favorable Conditions = 2 VPs + 1 green arrow.&lt;br /&gt;
&lt;br /&gt;
=== Walks ===&lt;br /&gt;
&lt;br /&gt;
To take a walk = draw a card face down and add to your day. This is the only way to have 4 cards on the same day. &lt;br /&gt;
&lt;br /&gt;
Player chooses whether to draw from Tokyo or Kyoto. Player then decides whether to flip it over at the end of the game and gain the bonuses on the card.&lt;br /&gt;
&lt;br /&gt;
An unflipped Walk card will give you 1 Green arrow, 1 VP, and a Walk icon.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game end after 18 cards have been placed -- 3 and only 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
	1. VPs from the Experience track&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_exp.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tokens move to the right depending on the number of experience trackers that you have. You earn the highest number of VPs that you have passed.&lt;br /&gt;
&lt;br /&gt;
	2. VPs on the upper right hand corners of your cards&lt;br /&gt;
&lt;br /&gt;
	3. Visible scoring conditions for each day&lt;br /&gt;
&lt;br /&gt;
	4. VPs from the Mood tracks&lt;br /&gt;
&lt;br /&gt;
	5. VPs from Research tokens&lt;br /&gt;
&lt;br /&gt;
	6. VPs from Trains&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25822</id>
		<title>Gamehelpletsgotojapan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25822"/>
		<updated>2025-07-15T20:32:04Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Mood Tracker */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are planning a 6-day (Mon - Sat) trip to Japan.&lt;br /&gt;
&lt;br /&gt;
The objective is to go around Tokyo (blue cards) and Kyoto (pink cards) and collect symbols on top of the cards for scoring.&lt;br /&gt;
&lt;br /&gt;
== Card Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Symbols on the upper left of each card get added to your collection.&lt;br /&gt;
&lt;br /&gt;
You score the VPs on the upper right of the card.&lt;br /&gt;
&lt;br /&gt;
Additionally - you score what&#039;s on the lower right of the card if you meet the condition on the lower left of the VISIBLE card (the one on TOP)&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn you will get to choose among 2 or 4 cards (refer to the tracker on the top of the game area for the number of cards you will be picking that turn). &lt;br /&gt;
&lt;br /&gt;
Blue cards represent activities in Tokyo and pink in Kyoto. Yellow cards can be either. You will be asked to pick which city they are at the end of the game before scoring.&lt;br /&gt;
&lt;br /&gt;
As you are only planning, the cards you choose do not need to be placed in any order. You can place them freely on any day and either above or below previously played card. But the maximum is always 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
Players can opt to discard a card and take a Walk instead of placing one of the cards they have to choose from. Players also gain a Research token if they choose to take a Walk.&lt;br /&gt;
&lt;br /&gt;
Key take-away - going back and forth a lot between Tokyo and Kyoto is inefficient and may cost you points at the end.&lt;br /&gt;
&lt;br /&gt;
=== Favorable Conditions ===&lt;br /&gt;
&lt;br /&gt;
Day bonuses are evaluated when the third card has been placed on a day. You earn a bonus depending on the number of tokens on the upper left of your cards that are matching that of the day.&lt;br /&gt;
&lt;br /&gt;
1 match - Mood tracker moves one to the right&lt;br /&gt;
&lt;br /&gt;
2 matches - 2 research tokens or 1 wild token. A Research token allows you to draw an extra card during the draw card phase. A Wild token allows you to move an Experience token of your choice 1 space forward during the final round.&lt;br /&gt;
&lt;br /&gt;
3 matches - a Luxury train token or an Extra Walk (no research token with this bonus)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_favcon.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mood Tracker ===&lt;br /&gt;
&lt;br /&gt;
[[File:japan_mood.png]]&lt;br /&gt;
&lt;br /&gt;
Red arrows on cards move the mood tracker to the left and green arrows move the tracker to the right. When the tracker hits the frowny or smiley faces at the end (3 moves each time), you will earn / lose the corresponding VPs on the bottom row. &lt;br /&gt;
&lt;br /&gt;
i.e. Max VPs to gain from happy mood = 20 VPs&lt;br /&gt;
Max VPs to lose = -15 VPs&lt;br /&gt;
&lt;br /&gt;
The Mood tracker returns to the middle afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
&lt;br /&gt;
You will need to place trains at the end of the game whenever you go from Tokyo to Kyoto or vice versa.&lt;br /&gt;
&lt;br /&gt;
All players have 1 Starting Train (0 VP). All regular trains cost -2 VPs. Luxury trains that you gained by matching Favorable Conditions = 2 VPs + 1 green arrow.&lt;br /&gt;
&lt;br /&gt;
=== Walks ===&lt;br /&gt;
&lt;br /&gt;
To take a walk = draw a card face down and add to your day. This is the only way to have 4 cards on the same day. &lt;br /&gt;
&lt;br /&gt;
Player chooses whether to draw from Tokyo or Kyoto. Player then decides whether to flip it over at the end of the game and gain the bonuses on the card.&lt;br /&gt;
&lt;br /&gt;
An unflipped Walk card will give you 1 Green arrow, 1 VP, and a Walk icon.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end after 18 cards had been placed -- 3 and only 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
	1. VPs from the Experience track&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_exp.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tokens move to the right depending on the number of experience trackers that you have. You earn the highest number of VPs that you have passed.&lt;br /&gt;
&lt;br /&gt;
	2. VPs on the upper right hand corners of your cards&lt;br /&gt;
&lt;br /&gt;
	3. Visible scoring conditions for each day&lt;br /&gt;
&lt;br /&gt;
	4. VPs from the Mood tracks&lt;br /&gt;
&lt;br /&gt;
	5. VPs from Research tokens&lt;br /&gt;
&lt;br /&gt;
	6. VPs from Trains&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25821</id>
		<title>Gamehelpletsgotojapan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25821"/>
		<updated>2025-07-15T20:29:49Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Favorable Conditions */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are planning a 6-day (Mon - Sat) trip to Japan.&lt;br /&gt;
&lt;br /&gt;
The objective is to go around Tokyo (blue cards) and Kyoto (pink cards) and collect symbols on top of the cards for scoring.&lt;br /&gt;
&lt;br /&gt;
== Card Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Symbols on the upper left of each card get added to your collection.&lt;br /&gt;
&lt;br /&gt;
You score the VPs on the upper right of the card.&lt;br /&gt;
&lt;br /&gt;
Additionally - you score what&#039;s on the lower right of the card if you meet the condition on the lower left of the VISIBLE card (the one on TOP)&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn you will get to choose among 2 or 4 cards (refer to the tracker on the top of the game area for the number of cards you will be picking that turn). &lt;br /&gt;
&lt;br /&gt;
Blue cards represent activities in Tokyo and pink in Kyoto. Yellow cards can be either. You will be asked to pick which city they are at the end of the game before scoring.&lt;br /&gt;
&lt;br /&gt;
As you are only planning, the cards you choose do not need to be placed in any order. You can place them freely on any day and either above or below previously played card. But the maximum is always 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
Players can opt to discard a card and take a Walk instead of placing one of the cards they have to choose from. Players also gain a Research token if they choose to take a Walk.&lt;br /&gt;
&lt;br /&gt;
Key take-away - going back and forth a lot between Tokyo and Kyoto is inefficient and may cost you points at the end.&lt;br /&gt;
&lt;br /&gt;
=== Favorable Conditions ===&lt;br /&gt;
&lt;br /&gt;
Day bonuses are evaluated when the third card has been placed on a day. You earn a bonus depending on the number of tokens on the upper left of your cards that are matching that of the day.&lt;br /&gt;
&lt;br /&gt;
1 match - Mood tracker moves one to the right&lt;br /&gt;
&lt;br /&gt;
2 matches - 2 research tokens or 1 wild token. A Research token allows you to draw an extra card during the draw card phase. A Wild token allows you to move an Experience token of your choice 1 space forward during the final round.&lt;br /&gt;
&lt;br /&gt;
3 matches - a Luxury train token or an Extra Walk (no research token with this bonus)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_favcon.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mood Tracker ===&lt;br /&gt;
&lt;br /&gt;
[[File:japan_mood.png]]&lt;br /&gt;
&lt;br /&gt;
Red arrows on card move the mood tracker to the left and green arrows move the tracker to the right. When the tracker hit the frowny or smiley faces at the end (3 moves each time), you will earn / lose the corresponding VPs on the bottom row. &lt;br /&gt;
&lt;br /&gt;
i.e. Max VPs to gain from happy mood = 20 VPs&lt;br /&gt;
Max VPs to lose = -15 VPs&lt;br /&gt;
&lt;br /&gt;
Mood tracker returns to middle afterward.&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
&lt;br /&gt;
You will need to place trains at the end of the game whenever you go from Tokyo to Kyoto or vice versa.&lt;br /&gt;
&lt;br /&gt;
All players have 1 Starting Train (0 VP). All regular trains cost -2 VPs. Luxury trains that you gained by matching Favorable Conditions = 2 VPs + 1 green arrow.&lt;br /&gt;
&lt;br /&gt;
=== Walks ===&lt;br /&gt;
&lt;br /&gt;
To take a walk = draw a card face down and add to your day. This is the only way to have 4 cards on the same day. &lt;br /&gt;
&lt;br /&gt;
Player chooses whether to draw from Tokyo or Kyoto. Player then decides whether to flip it over at the end of the game and gain the bonuses on the card.&lt;br /&gt;
&lt;br /&gt;
An unflipped Walk card will give you 1 Green arrow, 1 VP, and a Walk icon.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end after 18 cards had been placed -- 3 and only 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
	1. VPs from the Experience track&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_exp.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tokens move to the right depending on the number of experience trackers that you have. You earn the highest number of VPs that you have passed.&lt;br /&gt;
&lt;br /&gt;
	2. VPs on the upper right hand corners of your cards&lt;br /&gt;
&lt;br /&gt;
	3. Visible scoring conditions for each day&lt;br /&gt;
&lt;br /&gt;
	4. VPs from the Mood tracks&lt;br /&gt;
&lt;br /&gt;
	5. VPs from Research tokens&lt;br /&gt;
&lt;br /&gt;
	6. VPs from Trains&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25820</id>
		<title>Gamehelpletsgotojapan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25820"/>
		<updated>2025-07-15T20:27:09Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Game Play */ precision and grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are planning a 6-day (Mon - Sat) trip to Japan.&lt;br /&gt;
&lt;br /&gt;
The objective is to go around Tokyo (blue cards) and Kyoto (pink cards) and collect symbols on top of the cards for scoring.&lt;br /&gt;
&lt;br /&gt;
== Card Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Symbols on the upper left of each card get added to your collection.&lt;br /&gt;
&lt;br /&gt;
You score the VPs on the upper right of the card.&lt;br /&gt;
&lt;br /&gt;
Additionally - you score what&#039;s on the lower right of the card if you meet the condition on the lower left of the VISIBLE card (the one on TOP)&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn you will get to choose among 2 or 4 cards (refer to the tracker on the top of the game area for the number of cards you will be picking that turn). &lt;br /&gt;
&lt;br /&gt;
Blue cards represent activities in Tokyo and pink in Kyoto. Yellow cards can be either. You will be asked to pick which city they are at the end of the game before scoring.&lt;br /&gt;
&lt;br /&gt;
As you are only planning, the cards you choose do not need to be placed in any order. You can place them freely on any day and either above or below previously played card. But the maximum is always 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
Players can opt to discard a card and take a Walk instead of placing one of the cards they have to choose from. Players also gain a Research token if they choose to take a Walk.&lt;br /&gt;
&lt;br /&gt;
Key take-away - going back and forth a lot between Tokyo and Kyoto is inefficient and may cost you points at the end.&lt;br /&gt;
&lt;br /&gt;
=== Favorable Conditions ===&lt;br /&gt;
&lt;br /&gt;
Day bonuses are evaluated when the third card had been placed in a day. You earn a bonus depending on the number of tokens on the upper left your cards matching that of the day.&lt;br /&gt;
&lt;br /&gt;
1 match - Mood tracker moves one to the right&lt;br /&gt;
&lt;br /&gt;
2 matches - 2 research tokens or 1 wild token. Research token allows you to draw an extra card during the draw card phase. Wild token allows you to move an Experience token of your choice 1 space forward during the final round.&lt;br /&gt;
&lt;br /&gt;
3 matches - a Luxury train token or an Extra Walk (no research token with this bonus)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_favcon.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mood Tracker ===&lt;br /&gt;
&lt;br /&gt;
[[File:japan_mood.png]]&lt;br /&gt;
&lt;br /&gt;
Red arrows on card move the mood tracker to the left and green arrows move the tracker to the right. When the tracker hit the frowny or smiley faces at the end (3 moves each time), you will earn / lose the corresponding VPs on the bottom row. &lt;br /&gt;
&lt;br /&gt;
i.e. Max VPs to gain from happy mood = 20 VPs&lt;br /&gt;
Max VPs to lose = -15 VPs&lt;br /&gt;
&lt;br /&gt;
Mood tracker returns to middle afterward.&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
&lt;br /&gt;
You will need to place trains at the end of the game whenever you go from Tokyo to Kyoto or vice versa.&lt;br /&gt;
&lt;br /&gt;
All players have 1 Starting Train (0 VP). All regular trains cost -2 VPs. Luxury trains that you gained by matching Favorable Conditions = 2 VPs + 1 green arrow.&lt;br /&gt;
&lt;br /&gt;
=== Walks ===&lt;br /&gt;
&lt;br /&gt;
To take a walk = draw a card face down and add to your day. This is the only way to have 4 cards on the same day. &lt;br /&gt;
&lt;br /&gt;
Player chooses whether to draw from Tokyo or Kyoto. Player then decides whether to flip it over at the end of the game and gain the bonuses on the card.&lt;br /&gt;
&lt;br /&gt;
An unflipped Walk card will give you 1 Green arrow, 1 VP, and a Walk icon.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end after 18 cards had been placed -- 3 and only 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
	1. VPs from the Experience track&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_exp.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tokens move to the right depending on the number of experience trackers that you have. You earn the highest number of VPs that you have passed.&lt;br /&gt;
&lt;br /&gt;
	2. VPs on the upper right hand corners of your cards&lt;br /&gt;
&lt;br /&gt;
	3. Visible scoring conditions for each day&lt;br /&gt;
&lt;br /&gt;
	4. VPs from the Mood tracks&lt;br /&gt;
&lt;br /&gt;
	5. VPs from Research tokens&lt;br /&gt;
&lt;br /&gt;
	6. VPs from Trains&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25819</id>
		<title>Gamehelpletsgotojapan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25819"/>
		<updated>2025-07-15T20:20:54Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Card Anatomy */ space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are planning a 6-day (Mon - Sat) trip to Japan.&lt;br /&gt;
&lt;br /&gt;
The objective is to go around Tokyo (blue cards) and Kyoto (pink cards) and collect symbols on top of the cards for scoring.&lt;br /&gt;
&lt;br /&gt;
== Card Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Symbols on the upper left of each card get added to your collection.&lt;br /&gt;
&lt;br /&gt;
You score the VPs on the upper right of the card.&lt;br /&gt;
&lt;br /&gt;
Additionally - you score what&#039;s on the lower right of the card if you meet the condition on the lower left of the VISIBLE card (the one on TOP)&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn you will get to choose from (Reference the tracker on the top of the game area for the number of cards you will be picking that turn)&lt;br /&gt;
&lt;br /&gt;
Blue cards represent activities in Tokyo and pink in Kyoto. Yellow cards can be either. You will be asked to pick which city they are at the end of the game before scoring.&lt;br /&gt;
&lt;br /&gt;
As you are only planning, the cards you choose do not need to be placed in any order. You can place them freely in any day and can be above or below previously played card. But always maximum of 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
Players can opt to discard a card and take a Walk instead of placing one of the cards they have to choose from. Player also gain a Research token if they choose to take a Walk.&lt;br /&gt;
&lt;br /&gt;
Key takeaway - going back and forth a lot between Tokyo and Kyoto is inefficient and may cost you points at the end.&lt;br /&gt;
&lt;br /&gt;
=== Favorable Conditions ===&lt;br /&gt;
&lt;br /&gt;
Day bonuses are evaluated when the third card had been placed in a day. You earn a bonus depending on the number of tokens on the upper left your cards matching that of the day.&lt;br /&gt;
&lt;br /&gt;
1 match - Mood tracker moves one to the right&lt;br /&gt;
&lt;br /&gt;
2 matches - 2 research tokens or 1 wild token. Research token allows you to draw an extra card during the draw card phase. Wild token allows you to move an Experience token of your choice 1 space forward during the final round.&lt;br /&gt;
&lt;br /&gt;
3 matches - a Luxury train token or an Extra Walk (no research token with this bonus)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_favcon.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mood Tracker ===&lt;br /&gt;
&lt;br /&gt;
[[File:japan_mood.png]]&lt;br /&gt;
&lt;br /&gt;
Red arrows on card move the mood tracker to the left and green arrows move the tracker to the right. When the tracker hit the frowny or smiley faces at the end (3 moves each time), you will earn / lose the corresponding VPs on the bottom row. &lt;br /&gt;
&lt;br /&gt;
i.e. Max VPs to gain from happy mood = 20 VPs&lt;br /&gt;
Max VPs to lose = -15 VPs&lt;br /&gt;
&lt;br /&gt;
Mood tracker returns to middle afterward.&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
&lt;br /&gt;
You will need to place trains at the end of the game whenever you go from Tokyo to Kyoto or vice versa.&lt;br /&gt;
&lt;br /&gt;
All players have 1 Starting Train (0 VP). All regular trains cost -2 VPs. Luxury trains that you gained by matching Favorable Conditions = 2 VPs + 1 green arrow.&lt;br /&gt;
&lt;br /&gt;
=== Walks ===&lt;br /&gt;
&lt;br /&gt;
To take a walk = draw a card face down and add to your day. This is the only way to have 4 cards on the same day. &lt;br /&gt;
&lt;br /&gt;
Player chooses whether to draw from Tokyo or Kyoto. Player then decides whether to flip it over at the end of the game and gain the bonuses on the card.&lt;br /&gt;
&lt;br /&gt;
An unflipped Walk card will give you 1 Green arrow, 1 VP, and a Walk icon.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end after 18 cards had been placed -- 3 and only 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
	1. VPs from the Experience track&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_exp.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tokens move to the right depending on the number of experience trackers that you have. You earn the highest number of VPs that you have passed.&lt;br /&gt;
&lt;br /&gt;
	2. VPs on the upper right hand corners of your cards&lt;br /&gt;
&lt;br /&gt;
	3. Visible scoring conditions for each day&lt;br /&gt;
&lt;br /&gt;
	4. VPs from the Mood tracks&lt;br /&gt;
&lt;br /&gt;
	5. VPs from Research tokens&lt;br /&gt;
&lt;br /&gt;
	6. VPs from Trains&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25818</id>
		<title>Gamehelpletsgotojapan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25818"/>
		<updated>2025-07-15T20:19:11Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Card Anatomy */ insert articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are planning a 6-day (Mon - Sat) trip to Japan.&lt;br /&gt;
&lt;br /&gt;
The objective is to go around Tokyo (blue cards) and Kyoto (pink cards) and collect symbols on top of the cards for scoring.&lt;br /&gt;
&lt;br /&gt;
== Card Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Symbols on the upper left of each card get added to your collection.&lt;br /&gt;
&lt;br /&gt;
You score the VPs onthe upper right of the card.&lt;br /&gt;
&lt;br /&gt;
Additionally - you score what&#039;s on the lower right of the card if you meet the condition on the lower left of the VISIBLE card (the one on TOP)&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn you will get to choose from (Reference the tracker on the top of the game area for the number of cards you will be picking that turn)&lt;br /&gt;
&lt;br /&gt;
Blue cards represent activities in Tokyo and pink in Kyoto. Yellow cards can be either. You will be asked to pick which city they are at the end of the game before scoring.&lt;br /&gt;
&lt;br /&gt;
As you are only planning, the cards you choose do not need to be placed in any order. You can place them freely in any day and can be above or below previously played card. But always maximum of 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
Players can opt to discard a card and take a Walk instead of placing one of the cards they have to choose from. Player also gain a Research token if they choose to take a Walk.&lt;br /&gt;
&lt;br /&gt;
Key takeaway - going back and forth a lot between Tokyo and Kyoto is inefficient and may cost you points at the end.&lt;br /&gt;
&lt;br /&gt;
=== Favorable Conditions ===&lt;br /&gt;
&lt;br /&gt;
Day bonuses are evaluated when the third card had been placed in a day. You earn a bonus depending on the number of tokens on the upper left your cards matching that of the day.&lt;br /&gt;
&lt;br /&gt;
1 match - Mood tracker moves one to the right&lt;br /&gt;
&lt;br /&gt;
2 matches - 2 research tokens or 1 wild token. Research token allows you to draw an extra card during the draw card phase. Wild token allows you to move an Experience token of your choice 1 space forward during the final round.&lt;br /&gt;
&lt;br /&gt;
3 matches - a Luxury train token or an Extra Walk (no research token with this bonus)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_favcon.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mood Tracker ===&lt;br /&gt;
&lt;br /&gt;
[[File:japan_mood.png]]&lt;br /&gt;
&lt;br /&gt;
Red arrows on card move the mood tracker to the left and green arrows move the tracker to the right. When the tracker hit the frowny or smiley faces at the end (3 moves each time), you will earn / lose the corresponding VPs on the bottom row. &lt;br /&gt;
&lt;br /&gt;
i.e. Max VPs to gain from happy mood = 20 VPs&lt;br /&gt;
Max VPs to lose = -15 VPs&lt;br /&gt;
&lt;br /&gt;
Mood tracker returns to middle afterward.&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
&lt;br /&gt;
You will need to place trains at the end of the game whenever you go from Tokyo to Kyoto or vice versa.&lt;br /&gt;
&lt;br /&gt;
All players have 1 Starting Train (0 VP). All regular trains cost -2 VPs. Luxury trains that you gained by matching Favorable Conditions = 2 VPs + 1 green arrow.&lt;br /&gt;
&lt;br /&gt;
=== Walks ===&lt;br /&gt;
&lt;br /&gt;
To take a walk = draw a card face down and add to your day. This is the only way to have 4 cards on the same day. &lt;br /&gt;
&lt;br /&gt;
Player chooses whether to draw from Tokyo or Kyoto. Player then decides whether to flip it over at the end of the game and gain the bonuses on the card.&lt;br /&gt;
&lt;br /&gt;
An unflipped Walk card will give you 1 Green arrow, 1 VP, and a Walk icon.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end after 18 cards had been placed -- 3 and only 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
	1. VPs from the Experience track&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_exp.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tokens move to the right depending on the number of experience trackers that you have. You earn the highest number of VPs that you have passed.&lt;br /&gt;
&lt;br /&gt;
	2. VPs on the upper right hand corners of your cards&lt;br /&gt;
&lt;br /&gt;
	3. Visible scoring conditions for each day&lt;br /&gt;
&lt;br /&gt;
	4. VPs from the Mood tracks&lt;br /&gt;
&lt;br /&gt;
	5. VPs from Research tokens&lt;br /&gt;
&lt;br /&gt;
	6. VPs from Trains&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25817</id>
		<title>Gamehelpletsgotojapan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpletsgotojapan&amp;diff=25817"/>
		<updated>2025-07-15T20:16:58Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Objective */ preposition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
You are planning a 6-day (Mon - Sat) trip to Japan.&lt;br /&gt;
&lt;br /&gt;
The objective is to go around Tokyo (blue cards) and Kyoto (pink cards) and collect symbols on top of the cards for scoring.&lt;br /&gt;
&lt;br /&gt;
== Card Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Symbols on upper left of card get add to your collection.&lt;br /&gt;
&lt;br /&gt;
You score the VPs on upper right of the card.&lt;br /&gt;
&lt;br /&gt;
Additionally - you score what&#039;s on the lower right of the card if you meet the condition on the lower left of the VISIBLE card (the one on TOP)&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Each turn you will get to choose from (Reference the tracker on the top of the game area for the number of cards you will be picking that turn)&lt;br /&gt;
&lt;br /&gt;
Blue cards represent activities in Tokyo and pink in Kyoto. Yellow cards can be either. You will be asked to pick which city they are at the end of the game before scoring.&lt;br /&gt;
&lt;br /&gt;
As you are only planning, the cards you choose do not need to be placed in any order. You can place them freely in any day and can be above or below previously played card. But always maximum of 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
Players can opt to discard a card and take a Walk instead of placing one of the cards they have to choose from. Player also gain a Research token if they choose to take a Walk.&lt;br /&gt;
&lt;br /&gt;
Key takeaway - going back and forth a lot between Tokyo and Kyoto is inefficient and may cost you points at the end.&lt;br /&gt;
&lt;br /&gt;
=== Favorable Conditions ===&lt;br /&gt;
&lt;br /&gt;
Day bonuses are evaluated when the third card had been placed in a day. You earn a bonus depending on the number of tokens on the upper left your cards matching that of the day.&lt;br /&gt;
&lt;br /&gt;
1 match - Mood tracker moves one to the right&lt;br /&gt;
&lt;br /&gt;
2 matches - 2 research tokens or 1 wild token. Research token allows you to draw an extra card during the draw card phase. Wild token allows you to move an Experience token of your choice 1 space forward during the final round.&lt;br /&gt;
&lt;br /&gt;
3 matches - a Luxury train token or an Extra Walk (no research token with this bonus)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_favcon.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mood Tracker ===&lt;br /&gt;
&lt;br /&gt;
[[File:japan_mood.png]]&lt;br /&gt;
&lt;br /&gt;
Red arrows on card move the mood tracker to the left and green arrows move the tracker to the right. When the tracker hit the frowny or smiley faces at the end (3 moves each time), you will earn / lose the corresponding VPs on the bottom row. &lt;br /&gt;
&lt;br /&gt;
i.e. Max VPs to gain from happy mood = 20 VPs&lt;br /&gt;
Max VPs to lose = -15 VPs&lt;br /&gt;
&lt;br /&gt;
Mood tracker returns to middle afterward.&lt;br /&gt;
&lt;br /&gt;
=== Trains ===&lt;br /&gt;
&lt;br /&gt;
You will need to place trains at the end of the game whenever you go from Tokyo to Kyoto or vice versa.&lt;br /&gt;
&lt;br /&gt;
All players have 1 Starting Train (0 VP). All regular trains cost -2 VPs. Luxury trains that you gained by matching Favorable Conditions = 2 VPs + 1 green arrow.&lt;br /&gt;
&lt;br /&gt;
=== Walks ===&lt;br /&gt;
&lt;br /&gt;
To take a walk = draw a card face down and add to your day. This is the only way to have 4 cards on the same day. &lt;br /&gt;
&lt;br /&gt;
Player chooses whether to draw from Tokyo or Kyoto. Player then decides whether to flip it over at the end of the game and gain the bonuses on the card.&lt;br /&gt;
&lt;br /&gt;
An unflipped Walk card will give you 1 Green arrow, 1 VP, and a Walk icon.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
Game end after 18 cards had been placed -- 3 and only 3 cards per day.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
	1. VPs from the Experience track&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;zoom:60%&amp;quot;&amp;gt;[[File:japan_exp.png]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tokens move to the right depending on the number of experience trackers that you have. You earn the highest number of VPs that you have passed.&lt;br /&gt;
&lt;br /&gt;
	2. VPs on the upper right hand corners of your cards&lt;br /&gt;
&lt;br /&gt;
	3. Visible scoring conditions for each day&lt;br /&gt;
&lt;br /&gt;
	4. VPs from the Mood tracks&lt;br /&gt;
&lt;br /&gt;
	5. VPs from Research tokens&lt;br /&gt;
&lt;br /&gt;
	6. VPs from Trains&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolstis&amp;diff=21181</id>
		<title>Gamehelpsolstis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolstis&amp;diff=21181"/>
		<updated>2024-05-15T12:28:25Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Game Round */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Game Round ==&lt;br /&gt;
&lt;br /&gt;
Reconstructing the panorama&lt;br /&gt;
On your turn, select a tile from your hand and check if a capture is taking place.&lt;br /&gt;
&lt;br /&gt;
- If the value or color of this tile matches that of one of the face-up tiles in the queue, that map in the queue is captured. If more than one tile is snappable, you can only capture one of them. The played and captured tiles are then placed on their location in the mountain panorama. If there was a face-down tile underneath the captured tile, it is turned face up.&lt;br /&gt;
&lt;br /&gt;
- Second chance: If no capture is possible with the selected tile, it is placed in the queue, face up. Then, draw a tile from the deck to attempt a new capture. If possible, a capture is made in the same way.&lt;br /&gt;
&lt;br /&gt;
- If the drawn tile still doesn&#039;t allow capture, it&#039;s added to the queue, face up, and you earn a rainbow tile. Place this tile in the empty location of your choice in your panorama.&lt;br /&gt;
&lt;br /&gt;
You finish your turn by drawing a panorama tile.&lt;br /&gt;
&lt;br /&gt;
Note: If you later retrieve a tile that corresponds to a position where a rainbow is located:&lt;br /&gt;
&lt;br /&gt;
- If the rainbow is stuck under a spirit, the panorama tile is discarded;&lt;br /&gt;
&lt;br /&gt;
- If the rainbow is free, you can move the rainbow somewhere else and place the panorama tile in its location.&lt;br /&gt;
&lt;br /&gt;
== Spirits ==&lt;br /&gt;
&lt;br /&gt;
You encounter one spirit per turn, if you have formed a square of 4 panorama tiles. During a meeting, you can:&lt;br /&gt;
&lt;br /&gt;
- Meet 1 spirit face up, next to the spirit pickaxe;&lt;br /&gt;
&lt;br /&gt;
- Draw 2 spirits face down, meet 1 of them and place the other face up next to the pickaxe.&lt;br /&gt;
&lt;br /&gt;
The spirit encountered is placed in the center of the square newly formed by the panorama tiles.&lt;br /&gt;
&lt;br /&gt;
Be careful, even if you make several squares in your panorama during the same game turn, you can only encounter one Spirit on that turn.&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
&lt;br /&gt;
When the panorama deck is depleted, players continue to take turns, as long as they can capture with a tile in hand. If you can&#039;t take a tile, you have to pass. The game ends when both players have passed.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
In your largest adjacent tile area, each panorama tile earns 1 star. Rainbow cards can be used to expand your area, but they don&#039;t earn points in this context.&lt;br /&gt;
&lt;br /&gt;
Each tile with a fire icon, which can be connected by a continuous path of tiles to the bottom line, is worth 1 star.&lt;br /&gt;
&lt;br /&gt;
Some spirits give extra stars at the end of the game.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationparis&amp;diff=20928</id>
		<title>Gamehelpnextstationparis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnextstationparis&amp;diff=20928"/>
		<updated>2024-04-30T05:06:58Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: Delete AND&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goal: Create a great tourist subway map and score the most points in Paris. If you played Next Station London or Next Station Tokyo, the basics are the same, but there are several differences.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The game is played over 4 rounds, one for each subway line that players are drawing on their map sheets.&lt;br /&gt;
&lt;br /&gt;
During a round, 5-10 cards will be flipped from the common station deck (which comprises 11 cards: 5 with blue and green background, the rest are yellow). Each station card lets each player add a line segment onto their current subway line, if possible (but a player may always pass if they choose). (See below for the construction rules.)&lt;br /&gt;
&lt;br /&gt;
At the end of each round, the subway line each player drew is scored (see below for scoring), the station deck is reshuffled, and players start drawing a new subway line. Best score wins!&lt;br /&gt;
&lt;br /&gt;
== How to play ==&lt;br /&gt;
==== Flipping cards ====&lt;br /&gt;
Each turn, a card with one of four symbols will flip up. All players will draw a straight line from their starting point to a station with this symbol, following one of the dotted guides on the board. (Note players will see the same symbol, but each has a different starting point.) If a wild symbol flips, you can pick any symbol for that station, and players don&#039;t need to pick the same symbol. Also note that drawing a new subway route is always optional; you can skip any flip of a card if you want to.&lt;br /&gt;
&lt;br /&gt;
==== Starting a new round ====&lt;br /&gt;
Continue this way until all five of the cards with blue and green background have been flipped and resolved -- note this means each round will have 5 to 10 turns. When the new round begins, start the next subway line from the next starting point. Keep going until all 4 subway lines have been filled in.&lt;br /&gt;
&lt;br /&gt;
==== Rules for drawing lines ====&lt;br /&gt;
# A subway line segment can only be drawn on the straight dashed grey lines, cannot bend, and connects exactly two stations (you can never pass through one to reach a further one).&lt;br /&gt;
# Each segment must connect to one of the two ends of the current line (unless the Railroad Switch card appears, which permits a segment to connect anywhere along the current line). If this is the first card of the round, the segment must connect to the Departure station for that line (these stations are denoted on the Map sheet with the line colors).&lt;br /&gt;
# Subway lines can&#039;t cross themselves or another line -- unless you are using the overhead crossing (see below).&lt;br /&gt;
# While a subway line can&#039;t revisit the same station (intersect itself); different train lines can visit the same station. (A station with multiple lines is called an interchange, and can score extra points!)&lt;br /&gt;
# A given segment on your sheet may not be drawn more than once.&lt;br /&gt;
&lt;br /&gt;
== Special Features ==&lt;br /&gt;
==== Overhead Crossings ====&lt;br /&gt;
Overhead crossing are where a bridge over a potential railway line. Only at these points may two lines cross each other. Bonus points are awarded for lines that go through overhead crossing (see scoring).&lt;br /&gt;
&lt;br /&gt;
==== Central Station ====&lt;br /&gt;
In the centre of the map is the central station, with all four symbols on it. A line may be drawn to this station whatever symbol is showing on the card.&lt;br /&gt;
&lt;br /&gt;
== Special Cards ==&lt;br /&gt;
==== Free Entry or Guided Tour ====&lt;br /&gt;
This wild card permits a section to be drawn to the player&#039;s choice of station. If the section goes to a monument, then an additional section may be drawn from the monument to a station of the player&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
==== Railroad Switch ====&lt;br /&gt;
Typically your new line segment must always continue from the station on either end of your track. However if a Railroad Switch card is drawn, you may draw a new line segment from any station in that round&#039;s subway track, possibly producing an additional end to use in a future round. (Note that if the Railroad Switch is flipped first or second, it will have no effect.)&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
==== Line scoring ====&lt;br /&gt;
Each line scores separately. To score a line, count the number of districts it passes through. (Districts are regions separated by yellow lines.) Then multiply this by the number of stations visited by this line in one specific district -- whichever district has the most stations for this line. Then add two points for each Parisian monument visited by the line. For example, if a line visits 5 districts, and 3 stations in one district, and visits two Parisian monuments, then that line scores (5 x 3) + 4  = 19 points. Then repeat this same process for each other lines, and add these line scores together.&lt;br /&gt;
&lt;br /&gt;
==== Interchange and Overhead Crossing scoring ====&lt;br /&gt;
An interchange is a station that is visited by more than one color line. Each 2 line, 3 line, or 4 line interchange scores 2, 5, or 9 points respectively.&lt;br /&gt;
&lt;br /&gt;
Each level crossing also scores points. 2 points for each level crossing that has one line running through it. 6 points for each level crossing that has 2 lines running through it.&lt;br /&gt;
&lt;br /&gt;
==== Objectives ====&lt;br /&gt;
If playing with objectives, each player scores 10 points per objective they completed.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbandido&amp;diff=15769</id>
		<title>Gamehelpbandido</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbandido&amp;diff=15769"/>
		<updated>2023-01-20T05:18:36Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: Make  clear from the start that this is a co-operative game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
Bandido is trying to escape! You need to cooperate with the other players to place your cards so that all tunnels are blocked and Bandido cannot break out of jail.&lt;br /&gt;
&lt;br /&gt;
After choosing the level of difficulty (middle card with 5 or 6 exits), each player takes three cards.&lt;br /&gt;
At your turn, place one of your cards to connect it to one or more cards already on the table. After you have placed your card, take a new card from the draw pile. If you can’t play, you can place your cards under the draw pile and take three new cards. Take care not to place a card that makes it impossible to block off a tunnel (in this case, the game ends and you lose).&lt;br /&gt;
&lt;br /&gt;
The game ends when you manage to block off all tunnels and you have won the game together. If one tunnel remains open after all cards have been placed, Bandido escapes and you all lose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tile distribution==&lt;br /&gt;
&lt;br /&gt;
*1 starting tile with 5 exits&lt;br /&gt;
*1 starting tile with 6 exits &lt;br /&gt;
*69 tunnel tiles:&lt;br /&gt;
**2 each basic tunnel tiles in 24 configurations&lt;br /&gt;
**3 each end tunnel tiles in 7 configurations (straight, cross, T, left facing corner, right facing corner, left turn, right turn)&lt;br /&gt;
*List of tiles: https://imgur.com/XtgLkwO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===COVID-19 Edition===&lt;br /&gt;
&lt;br /&gt;
*1 starting tile with 5 exits&lt;br /&gt;
*1 starting tile with 6 exits&lt;br /&gt;
*32 tunnel tiles:&lt;br /&gt;
**1 each basic tunnel tiles in 22 configurations&lt;br /&gt;
**2 each end tunnel tiles in 4 configurations (straight, cross, left facing corner, right facing corner)&lt;br /&gt;
**1 each end tunnel tiles in 2 configurations (right turn, left turn)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Play Style and Collaborating ===&lt;br /&gt;
There is nothing stated in the rules either for or against collaborating with your team, nor whether cards are to be held in hand (closed) or laid on the table (open). How openly you want to work together is entirely up to the group at your table in any game. Some players enjoy a fully open-hand game in which they describe their cards, discuss their options, and decide on the best course of action together. Other players enjoy a more challenging game in which cards are secret and there is no communication at all. And there are many gradations in between, such as telling your team when you have the card needed to resolve a specific situation, or when you have an end. You will quickly find which players&#039; styles suit you and which don&#039;t. Just keep in mind that this is a matter of preference; all are valid ways to play.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprollandbump&amp;diff=15169</id>
		<title>Gamehelprollandbump</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprollandbump&amp;diff=15169"/>
		<updated>2022-11-01T05:46:40Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* End of the Game */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* There are 6 stacks of 6 cards with 2 players, 9 stacks of 4 cards with 3 or 4 players, and 12 stacks of 3 with 5 players. The rest are removed from the game.&lt;br /&gt;
* There is also the joker (15 points, 5 of a kind) and the white bonus dice.&lt;br /&gt;
* Each player has 5 dice.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* At the start of your turn, if any of your dice are on cards or next to the bonus dice, you gain those cards and dice.&lt;br /&gt;
* If this is the first turn of the game, roll 3 dice. If this is the second turn, roll 4 dice. Otherwise roll all 5 dice. You may reroll any of the dice twice.&lt;br /&gt;
* After rolling, you can place your dice on any cards with a matching combination. Each dice can be used for only one combination.&lt;br /&gt;
* If you roll a combination with a larger total than that of the dice on a card, you can bump those dice and replace them with yours.&lt;br /&gt;
* The bonus dice requires no combination and dice can be placed next to it like cards. If you claim the bonus dice, roll it like other dice.&lt;br /&gt;
* You can replace one of your dice with the value of the bonus dice when claiming, but you cannot use the bonus dice in combinations. After a turn with a bonus dice, place it back in the centre.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If a stack becomes empty (not the joker), or 2 stacks with 5 players, the game ends.&lt;br /&gt;
* Each player claims all cards and the bonus dice as if they were at the start of their turn.&lt;br /&gt;
* Each card is worth the points on the card. If you have the bonus dice, roll it and score its value as points.&lt;br /&gt;
* Each card has a colour (red, yellow, blue or black). If you have 2 or more cards of a colour, score 1 point for the first card, 2 points for the second, and so on.&lt;br /&gt;
* The player with the most points wins.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&amp;diff=13287</id>
		<title>Tips rainbow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&amp;diff=13287"/>
		<updated>2022-05-17T07:40:33Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: Risks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While remembering the colors and finding ways to play your cards are both important. At it&#039;s core, this is actually a disguised game of [https://en.wikipedia.org/wiki/Nim Nim].&lt;br /&gt;
&lt;br /&gt;
When you start a fresh rainbow, always make sure to play exactly 2 cards. That way, since your opponent has 4 open spots, they will always have to leave 1, 2, or 3 spots open for your next turn. Allowing you to complete the row. &lt;br /&gt;
&lt;br /&gt;
Playing only 1 card would allow your opponent to take back the advantage by also playing a single card, leaving you with 4 open spots. Playing 3 cards on a fresh board would leave your opponent free to try to finish the rainbow on their next turn.&lt;br /&gt;
&lt;br /&gt;
If there are already 2 cards on the table only add one as you would be unable to finish in one go.&lt;br /&gt;
&lt;br /&gt;
If there are already 3 cards on the table attempt to finish in one go.&lt;br /&gt;
&lt;br /&gt;
Take into account what colors are revealed to each player.&lt;br /&gt;
&lt;br /&gt;
* If you play a card flipped, you risk an error or a shadow as you don&#039;t know what is on its back, but you gain the advantage of having seen both sides while your opponent has only seen one.&lt;br /&gt;
&lt;br /&gt;
* If you play a card without flipping, you play it safe, but reveal both sides to your opponent while you have only seen one side.&lt;br /&gt;
&lt;br /&gt;
Taking risks at the beginning is better than later as you risk loosing fewer cards. The information you thus gain might help you complete a rainbow and the information you hide might lead your opponent to an error.&lt;br /&gt;
&lt;br /&gt;
Specificaly playing colors that correspond to those you see in your opponent&#039;s hand increases their chance to make an error when they later flip those cards.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprainbow&amp;diff=13285</id>
		<title>Gamehelprainbow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprainbow&amp;diff=13285"/>
		<updated>2022-05-17T07:18:03Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* End of game */ conceding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Summary =&lt;br /&gt;
&lt;br /&gt;
Rainbow is a card game duel for two players using 9 different colored cards. Each card has 2 different colors on its front/back. &amp;lt;br/&amp;gt;&lt;br /&gt;
Players hold 3 cards in hand and cannot initially see the second color on the back side of their cards, while the opponent can see the backside of your held cards.&amp;lt;br/&amp;gt;&lt;br /&gt;
Players in turn play cards in the common area (the &amp;lt;i&amp;gt;table&amp;lt;/i&amp;gt;). &amp;lt;br/&amp;gt;&lt;br /&gt;
You can earn cards by completing a rainbow (which are 6 different colors) or causing the opponent to make errors or shadows. &amp;lt;br/&amp;gt;&lt;br /&gt;
The purpose of the game is to win more cards than your opponent. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tactics, combination skills and a good memory are what it takes to win.&lt;br /&gt;
&lt;br /&gt;
= Play =&lt;br /&gt;
&lt;br /&gt;
You can play 1 to 3 cards on your turn. &amp;lt;br/&amp;gt;&lt;br /&gt;
However, if you want to play a second or third card, you must flip a card that is already in play on the table. &amp;lt;br/&amp;gt;&lt;br /&gt;
You can pass at any time after playing a card from your hand or turning over a card from the table.  (Actually, the UI seems to require you to play a card if you flip one over.)&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White cards are wilds. More than one can be on the board.&lt;br /&gt;
&lt;br /&gt;
When playing from your hand, you can choose to play as it is or flip it over. After each card played, the turn may end if one of the following conditions are met:&amp;lt;br/&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Error&#039;&#039;&#039;︰ If two cards on the table show the same color, your opponent wins the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow&#039;&#039;&#039;︰ If you reveal a Black card on the table after playing or flipping a card, your opponent wins the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rainbow&#039;&#039;&#039;︰ If you complete the rainbow (6 different colors of cards), you win the round. &amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whoever wins the round takes all the cards in play. &amp;lt;br/&amp;gt;&lt;br /&gt;
The loser of the previous round begins the next round.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= End of game =&lt;br /&gt;
&lt;br /&gt;
When the deck runs out and the player can no longer replenish their hand, the game ends immediately. &amp;lt;br/&amp;gt;&lt;br /&gt;
The player with the most cards wins.&lt;br /&gt;
&lt;br /&gt;
When players lag behind by more than the cards left in play it becomes impossible to catch up and they can concede the game.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&amp;diff=13214</id>
		<title>Tips rainbow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&amp;diff=13214"/>
		<updated>2022-05-15T07:52:58Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While remembering the colors and finding ways to play your cards are both important. At it&#039;s core, this is actually a disguised game of [https://en.wikipedia.org/wiki/Nim Nim].&lt;br /&gt;
&lt;br /&gt;
When you start a fresh rainbow, always make sure to play exactly 2 cards. That way, since your opponent has 4 open spots, they will always have to leave 1, 2, or 3 spots open for your next turn. Allowing you to complete the row. &lt;br /&gt;
&lt;br /&gt;
Playing only 1 card would allow your opponent to take back the advantage by also playing a single card, leaving you with 4 open spots. Playing 3 cards on a fresh board would leave your opponent free to try to finish the rainbow on their next turn.&lt;br /&gt;
&lt;br /&gt;
If there are already 2 cards on the table only add one as you would be unable to finish in one go.&lt;br /&gt;
&lt;br /&gt;
If there are already 3 cards on the table attempt to finish in one go.&lt;br /&gt;
&lt;br /&gt;
Take into account what colors are revealed to each player.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwazabi&amp;diff=12346</id>
		<title>Gamehelpwazabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwazabi&amp;diff=12346"/>
		<updated>2022-03-18T20:28:24Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Cards List (with Cost) */  dice is already plural (no s)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Be the first player to get rid of all of your dice.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Each player starts with the same number of dice (default 4) and 3 cards. &lt;br /&gt;
* On your turn, roll all your dice. Draw 1 card for each card symbol rolled and give all dices with the dice symbol to players of your choice.&lt;br /&gt;
* Then, play a card with at most the number of wasabi symbols rolled. Apply its effect. It is not compulsory to play a card each turn.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The first player to have 0 dice left wins the game.&lt;br /&gt;
&lt;br /&gt;
==Cards List (with Cost)==&lt;br /&gt;
* Miss a turn (0): Choose a player. When it is supposed to be their next turn, skip it and discard this card.&lt;br /&gt;
* Reverse: (0): Gain another turn and reverse the game direction.&lt;br /&gt;
* Draw (1): Draw 3 cards from the draw pile.&lt;br /&gt;
* Hand limit 1 (1): Choose an opponent to discard their hand down to 1.&lt;br /&gt;
* Lose a dice (1): Withdraw 1 of your dice from the game. This card cannot be played if 2 dice are given by you this round.&lt;br /&gt;
* Steal a card (1): Steal a random card from an opponent&#039;s hand. If not possible, draw 1 from the deck.&lt;br /&gt;
* Exchange (2): Exchange all your cards with an opponent of your choice.&lt;br /&gt;
* Hand limit 2 (2): All opponents must discard their hand down to 2.&lt;br /&gt;
* Pass cards (2): Choose a direction. Each player (including you) passes all their cards to the player on their left or right.&lt;br /&gt;
* Pass dice (2): Choose a direction. Each player (including you) passes all their dice to the player on their left or right.&lt;br /&gt;
* Exchange dice (3): Exchange all your dice with the opponent of your choice.&lt;br /&gt;
* Lose 2 dice (3): Withdraw 2 of your dice from the game.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12345</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12345"/>
		<updated>2022-03-18T19:57:04Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* End of game */ shorten to simplify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;&#039;Rolling for resource production&#039;&#039;&#039; (obligatory): On your turn, roll 2 dice and calculate the sum. &lt;br /&gt;
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn&#039;t blocking them): 1 resource per settlement and 2 per city.&lt;br /&gt;
* If you roll a 7, no one gets any resources and players with 7 or more resources must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039;&#039; (optional): during your turn you can trade resources &lt;br /&gt;
* with all other players (&#039;&#039;domestic trade&#039;&#039;)&lt;br /&gt;
* with the bank (&#039;&#039;maritime trade&#039;&#039;) at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building&#039;&#039;&#039; (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.&lt;br /&gt;
* &#039;&#039;&#039;roads&#039;&#039;&#039; must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)&lt;br /&gt;
* &#039;&#039;&#039;settlements&#039;&#039;&#039; must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 wool (worth 1 point)&lt;br /&gt;
* &#039;&#039;&#039;cities&#039;&#039;&#039; replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)&lt;br /&gt;
* &#039;&#039;&#039;development cards&#039;&#039;&#039; cost 1 ore + 1 wool + 1 grain (they include &#039;&#039;knights&#039;&#039; that allow to move the robber to another terrain and steal a resource, &#039;&#039;progress cards&#039;&#039; that help gathering resources or building roads, and &#039;&#039;victory points&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
You can also &#039;&#039;&#039;play a development card&#039;&#039;&#039; at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Victory point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Longest road&#039;&#039;&#039;: the player with the longest continuous road at any time (at least 5 segments) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
When you have &#039;&#039;&#039;10 or more victory points during your turn&#039;&#039;&#039; (including victory points cards), reveal them and the game ends with your victory.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12344</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12344"/>
		<updated>2022-03-18T19:51:45Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Scoring */ correction of longest road rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;&#039;Rolling for resource production&#039;&#039;&#039; (obligatory): On your turn, roll 2 dice and calculate the sum. &lt;br /&gt;
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn&#039;t blocking them): 1 resource per settlement and 2 per city.&lt;br /&gt;
* If you roll a 7, no one gets any resources and players with 7 or more resources must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039;&#039; (optional): during your turn you can trade resources &lt;br /&gt;
* with all other players (&#039;&#039;domestic trade&#039;&#039;)&lt;br /&gt;
* with the bank (&#039;&#039;maritime trade&#039;&#039;) at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building&#039;&#039;&#039; (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.&lt;br /&gt;
* &#039;&#039;&#039;roads&#039;&#039;&#039; must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)&lt;br /&gt;
* &#039;&#039;&#039;settlements&#039;&#039;&#039; must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 wool (worth 1 point)&lt;br /&gt;
* &#039;&#039;&#039;cities&#039;&#039;&#039; replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)&lt;br /&gt;
* &#039;&#039;&#039;development cards&#039;&#039;&#039; cost 1 ore + 1 wool + 1 grain (they include &#039;&#039;knights&#039;&#039; that allow to move the robber to another terrain and steal a resource, &#039;&#039;progress cards&#039;&#039; that help gathering resources or building roads, and &#039;&#039;victory points&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
You can also &#039;&#039;&#039;play a development card&#039;&#039;&#039; at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Victory point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Longest road&#039;&#039;&#039;: the player with the longest continuous road at any time (at least 5 segments) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
When you have &#039;&#039;&#039;10 or more victory points during your turn&#039;&#039;&#039; (including victory points cards), reveal them and the game ends with your victory.&lt;br /&gt;
&lt;br /&gt;
If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12343</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12343"/>
		<updated>2022-03-18T19:44:27Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* End of game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;&#039;Rolling for resource production&#039;&#039;&#039; (obligatory): On your turn, roll 2 dice and calculate the sum. &lt;br /&gt;
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn&#039;t blocking them): 1 resource per settlement and 2 per city.&lt;br /&gt;
* If you roll a 7, no one gets any resources and players with 7 or more resources must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039;&#039; (optional): during your turn you can trade resources &lt;br /&gt;
* with all other players (&#039;&#039;domestic trade&#039;&#039;)&lt;br /&gt;
* with the bank (&#039;&#039;maritime trade&#039;&#039;) at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building&#039;&#039;&#039; (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.&lt;br /&gt;
* &#039;&#039;&#039;roads&#039;&#039;&#039; must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)&lt;br /&gt;
* &#039;&#039;&#039;settlements&#039;&#039;&#039; must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 wool (worth 1 point)&lt;br /&gt;
* &#039;&#039;&#039;cities&#039;&#039;&#039; replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)&lt;br /&gt;
* &#039;&#039;&#039;development cards&#039;&#039;&#039; cost 1 ore + 1 wool + 1 grain (they include &#039;&#039;knights&#039;&#039; that allow to move the robber to another terrain and steal a resource, &#039;&#039;progress cards&#039;&#039; that help gathering resources or building roads, and &#039;&#039;victory points&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
You can also &#039;&#039;&#039;play a development card&#039;&#039;&#039; at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Victory point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Longest road&#039;&#039;&#039;: the player with the longest road at any time (at least 3) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
When you have &#039;&#039;&#039;10 or more victory points during your turn&#039;&#039;&#039; (including victory points cards), reveal them and the game ends with your victory.&lt;br /&gt;
&lt;br /&gt;
If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12342</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12342"/>
		<updated>2022-03-18T19:41:26Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Gameplay */ more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;&#039;Rolling for resource production&#039;&#039;&#039; (obligatory): On your turn, roll 2 dice and calculate the sum. &lt;br /&gt;
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn&#039;t blocking them): 1 resource per settlement and 2 per city.&lt;br /&gt;
* If you roll a 7, no one gets any resources and players with 7 or more resources must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039;&#039; (optional): during your turn you can trade resources &lt;br /&gt;
* with all other players (&#039;&#039;domestic trade&#039;&#039;)&lt;br /&gt;
* with the bank (&#039;&#039;maritime trade&#039;&#039;) at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building&#039;&#039;&#039; (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.&lt;br /&gt;
* &#039;&#039;&#039;roads&#039;&#039;&#039; must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)&lt;br /&gt;
* &#039;&#039;&#039;settlements&#039;&#039;&#039; must be connected by roads to existing settlements and cost 1 brick + 1 lumber + 1 wool + 1 wool (worth 1 point)&lt;br /&gt;
* &#039;&#039;&#039;cities&#039;&#039;&#039; replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)&lt;br /&gt;
* &#039;&#039;&#039;development cards&#039;&#039;&#039; cost 1 ore + 1 wool + 1 grain (they include &#039;&#039;knights&#039;&#039; that allow to move the robber to another terrain and steal a resource, &#039;&#039;progress cards&#039;&#039; that help gathering resources or building roads, and &#039;&#039;victory points&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
You can also &#039;&#039;&#039;play a development card&#039;&#039;&#039; at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Victory point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Longest road&#039;&#039;&#039;: the player with the longest road at any time (at least 3) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.&lt;br /&gt;
&lt;br /&gt;
If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12341</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12341"/>
		<updated>2022-03-18T19:25:09Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Scoring */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, roll 2 six-sided dice and calculate the results. &lt;br /&gt;
* The terrains with that number produces resources and each player who has a settlement next to it gets 1 resource of the terrain&#039;s type if the robber isn&#039;t on it.&lt;br /&gt;
* However, if you roll a 7, no one gets any resources. Every player with 7 or more resources must discard half (rounded down) of their resource cards. You must move the robber to a new terrain and steal 1 random resource from another player who has a settlement or city next to that terrain. Your turn then ends.&lt;br /&gt;
* Otherwise, you can trade with all other players but they can only trade with you. &lt;br /&gt;
* You can also trade at 4:1 or use a harbour if you have a settlement next to it.&lt;br /&gt;
* Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.&lt;br /&gt;
* You can also play a development card at any time during your turn if it is not bought during the same turn and it is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Victory point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Longest road&#039;&#039;&#039;: the player with the longest road at any time (at least 3) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.&lt;br /&gt;
&lt;br /&gt;
If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12340</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12340"/>
		<updated>2022-03-18T19:12:33Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Scoring */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, roll 2 six-sided dice and calculate the results. &lt;br /&gt;
* The terrains with that number produces resources and each player who has a settlement next to it gets 1 resource of the terrain&#039;s type if the robber isn&#039;t on it.&lt;br /&gt;
* However, if you roll a 7, no one gets any resources. Every player with 7 or more resources must discard half (rounded down) of their resource cards. You must move the robber to a new terrain and steal 1 random resource from another player who has a settlement or city next to that terrain. Your turn then ends.&lt;br /&gt;
* Otherwise, you can trade with all other players but they can only trade with you. &lt;br /&gt;
* You can also trade at 4:1 or use a harbour if you have a settlement next to it.&lt;br /&gt;
* Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.&lt;br /&gt;
* You can also play a development card at any time during your turn if it is not bought during the same turn and it is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Victory point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Longest road&#039;&#039;&#039;: the player with the longest road at any time (at least 3) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;End&#039;&#039;&#039;: When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.&lt;br /&gt;
* If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12339</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12339"/>
		<updated>2022-03-18T18:35:51Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Setup */  clarify that resources are given for the second settlement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, roll 2 six-sided dice and calculate the results. &lt;br /&gt;
* The terrains with that number produces resources and each player who has a settlement next to it gets 1 resource of the terrain&#039;s type if the robber isn&#039;t on it.&lt;br /&gt;
* However, if you roll a 7, no one gets any resources. Every player with 7 or more resources must discard half (rounded down) of their resource cards. You must move the robber to a new terrain and steal 1 random resource from another player who has a settlement or city next to that terrain. Your turn then ends.&lt;br /&gt;
* Otherwise, you can trade with all other players but they can only trade with you. &lt;br /&gt;
* You can also trade at 4:1 or use a harbour if you have a settlement next to it.&lt;br /&gt;
* Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.&lt;br /&gt;
* You can also play a development card at any time during your turn if it is not bought during the same turn and it is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlments&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Victory point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Longest road&#039;&#039;&#039;: the player with the longest road at any time (at least 3) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;End&#039;&#039;&#039;: When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.&lt;br /&gt;
* If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12338</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=12338"/>
		<updated>2022-03-18T18:13:56Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: clarify scoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player place 2 settlements and 2 roads on the board, then receive resources for each terrain around your starting settlements with a white star.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* On your turn, roll 2 six-sided dice and calculate the results. &lt;br /&gt;
* The terrains with that number produces resources and each player who has a settlement next to it gets 1 resource of the terrain&#039;s type if the robber isn&#039;t on it.&lt;br /&gt;
* However, if you roll a 7, no one gets any resources. Every player with 7 or more resources must discard half (rounded down) of their resource cards. You must move the robber to a new terrain and steal 1 random resource from another player who has a settlement or city next to that terrain. Your turn then ends.&lt;br /&gt;
* Otherwise, you can trade with all other players but they can only trade with you. &lt;br /&gt;
* You can also trade at 4:1 or use a harbour if you have a settlement next to it.&lt;br /&gt;
* Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.&lt;br /&gt;
* You can also play a development card at any time during your turn if it is not bought during the same turn and it is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlments&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Victory point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Longest road&#039;&#039;&#039;: the player with the longest road at any time (at least 3) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;End&#039;&#039;&#039;: When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.&lt;br /&gt;
* If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplocomomo&amp;diff=12314</id>
		<title>Gamehelplocomomo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplocomomo&amp;diff=12314"/>
		<updated>2022-03-16T12:53:02Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: Explain expansions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Play ==&lt;br /&gt;
&lt;br /&gt;
Pick one of the 16 animal tiles to &amp;quot;move&amp;quot;. (See &amp;lt;i&amp;gt;Quick Movement Guide&amp;lt;/i&amp;gt; below)&lt;br /&gt;
&lt;br /&gt;
You will be able to collect all tiles matching the &amp;lt;strong&amp;gt;color&amp;lt;/strong&amp;gt; of your animal tile in the destination group, plus the one that you have chosen initially. &lt;br /&gt;
&lt;br /&gt;
Place these tiles on your board. Tiles can be placed in any of the 5 rows BUT must be placed in the left-most available spot. &lt;br /&gt;
&lt;br /&gt;
See &amp;lt;i&amp;gt;Quick Scoring Guide&amp;lt;/i&amp;gt; for placement guidance.&lt;br /&gt;
&lt;br /&gt;
Game last for 6 rounds. The player with the highest points wins the game.&lt;br /&gt;
&lt;br /&gt;
== Quick Movement Guide ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Rabbit&amp;lt;/strong&amp;gt; moves one area &amp;lt;i&amp;gt;clockwise&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Cat&amp;lt;/strong&amp;gt; moves one area &amp;lt;i&amp;gt;anticlockwise&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Eagle&amp;lt;/strong&amp;gt; moves one area &amp;lt;i&amp;gt;diagonally&amp;lt;/i&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Bear&amp;lt;/strong&amp;gt; stays in its &amp;lt;i&amp;gt;initial area.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Duck&amp;lt;/strong&amp;gt; moves &amp;lt;i&amp;gt;clockwise to the next area containing at least one other duck&amp;lt;/i&amp;gt;. If there are no other duck on the forest board, it stays in its initial area.&lt;br /&gt;
&lt;br /&gt;
== Quick Scoring Guide ==&lt;br /&gt;
&lt;br /&gt;
The symbols on the left-hand side of the player board tell you how the row(s) are scored and the points are indicated on the right-hand side. &lt;br /&gt;
&lt;br /&gt;
Row 1: &#039;&#039;&#039;4&#039;&#039;&#039; extra points if this animal matches the &#039;&#039;&#039;pair&#039;&#039;&#039; &#039;&#039;below&#039;&#039; it (in rows 2 &amp;amp; 3).&lt;br /&gt;
&lt;br /&gt;
Row 2 &amp;amp; 3: Score &#039;&#039;&#039;vertical&#039;&#039;&#039; pair. &#039;&#039;&#039;3&#039;&#039;&#039; points for each pair of animals stacked immediately above and below each other.&lt;br /&gt;
&lt;br /&gt;
Row 4: Scores &#039;&#039;&#039;same&#039;&#039;&#039; animal species. &#039;&#039;&#039;1, 2, 5, 9, 14&#039;&#039;&#039; points for 1-5 of the same species, respectively. &lt;br /&gt;
&lt;br /&gt;
Row 5: Scores &#039;&#039;&#039;different&#039;&#039;&#039; species. &#039;&#039;&#039;1, 2, 5, 9, 14&#039;&#039;&#039; points for 1-5 animals different species, respectively. &lt;br /&gt;
&lt;br /&gt;
Lastly, each &#039;&#039;&#039;column&#039;&#039;&#039; or &#039;&#039;&#039;row&#039;&#039;&#039; filled with &#039;&#039;&#039;same color&#039;&#039;&#039; tokens scores &#039;&#039;&#039;5&#039;&#039;&#039; points.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
A token is randomly drawn at the beginning and extra points are earned at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Expansion A - Animal and protected habitat&amp;lt;/strong&amp;gt;: &lt;br /&gt;
7 extra points for players with &#039;&#039;fewest tiles matching the animal or color&#039;&#039; of hexagonal token.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Expansion B - Acrobatic picture&amp;lt;/strong&amp;gt;: &lt;br /&gt;
5 extra points for players who placed the &#039;&#039;animal&#039;&#039; of flower-shaped token &#039;&#039;on the last square of the top row&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&amp;diff=10145</id>
		<title>Gamehelpcantstopexpress</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&amp;diff=10145"/>
		<updated>2021-11-11T16:35:19Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Players are trying to score the most points, although scoring positive is difficult.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Each turn, five dice are rolled.&lt;br /&gt;
* After that, simultaneously, all players select 2 pairs and a single 5th die.&lt;br /&gt;
* For each pair, the sum of the dice is marked by a cross on each players sheet (in column C).&lt;br /&gt;
* The single fifth die is marked in the right hand table by a cross. On the first turns, each player uses a new line for each new 5th die value. Once three different 5th die values have been filled in, each player must choose one of these three numbers as 5th die for each subsequent throw if available.&lt;br /&gt;
* If a throw does not contain any of these three numbers, they don&#039;t have to mark a 5th die, it&#039;s a &amp;quot;free throw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* A player goes out if the eighth box for one of the 5th dice values is marked.&lt;br /&gt;
* After all players go out, the game ends.&lt;br /&gt;
* -200 points are scored for each pair value that is marked 1 to 4 times.&lt;br /&gt;
* 0 points are scored for each value that is marked 0 or 5 times.&lt;br /&gt;
* For each value that is marked for at least 6 times, score the points in column A for each mark after the fifth.&lt;br /&gt;
* The player with the most points wins. If there is a tie, they share the victory.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfactum&amp;diff=10138</id>
		<title>Gamehelpfactum</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfactum&amp;diff=10138"/>
		<updated>2021-11-11T07:45:56Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Hints and Tricks */ ponctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Factum - Rules for the online version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Factum Rules Summary EN v1.jpg|link=https://en.doc.boardgamearena.com/images/b/b5/Factum_Rules_Summary_EN_v1.jpg|100px|thumb|left|1-page summary of how to play]]&lt;br /&gt;
&lt;br /&gt;
Factum is a board game where you get to tell real stories of your life and connect them with cards illustrating different plots. The other players will be trying to guess these cards. It is a game for 4-12 players that allows players to get to know each other from a new perspective.&lt;br /&gt;
&lt;br /&gt;
Players are dealt five cards each. Then a volunteer tells a story of their life and associates it with a card. The players are divided into two teams, with different members in each turn. Players from one team put one of their cards to match the story told as much as possible, trying to confuse the players from another team, who are trying to guess which card the storyteller has put.&lt;br /&gt;
&lt;br /&gt;
The main game cycle has 6 stages.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== 1. Story telling ==&lt;br /&gt;
&lt;br /&gt;
a. Volunteering to be a storyteller&lt;br /&gt;
&lt;br /&gt;
The first player to start the game is the volunteer who remembered a story from their life that fits one of their cards, and the first one to declare this by pressing a corresponding button. This player becomes the storytelling team captain.&lt;br /&gt;
&lt;br /&gt;
b. Teams split&lt;br /&gt;
&lt;br /&gt;
After the volunteering storyteller has been chosen, the players (including the storyteller) are automatically split into two teams with equal number of players. If the number of players is odd, then the team of the storyteller has one player more.&lt;br /&gt;
&lt;br /&gt;
c. Actual telling of a story&lt;br /&gt;
&lt;br /&gt;
The storytelling captain tells everyone their story. This can be done in different ways:&lt;br /&gt;
* Via BGA chat &lt;br /&gt;
* By voice via BGA video chat function&lt;br /&gt;
* By voice via Zoom / Discord / Skype video chat run in parallel with a BGA game&lt;br /&gt;
&lt;br /&gt;
After the story is finished, the storyteller formally acknowledges this by pressing a corresponding button.&lt;br /&gt;
&lt;br /&gt;
== 2. Judging ==&lt;br /&gt;
&lt;br /&gt;
One of the players of the opposite team, the first one to volunteer, becomes the judge and the captain of this team. The judge looks at the storyteller&#039;s card and decides whose team will be guessing this story - the storyteller&#039;s or the judge&#039;s.&lt;br /&gt;
•	If the judge thinks that the card is too obvious in relation to the story, it usually makes sense to let the judge&#039;s team guess it. The storyteller&#039;s team would be trying to confuse the judge&#039;s team then&lt;br /&gt;
•	If the judge thinks that the card would be difficult to guess, it makes sense to leave guessing to the storyteller&#039;s team. The judge&#039;s team would be trying to confuse the storyteller&#039;s team&lt;br /&gt;
&lt;br /&gt;
== 3. Adding cards ==&lt;br /&gt;
&lt;br /&gt;
All players of the confusing team (the team that is not guessing) choose one card that best reflects the essence of the story out of their hand and add it to the storyteller&#039;s card. If it is the judge&#039;s team, the judge also adds their card. If it is the storyteller&#039;s team, the storyteller also adds another cards to their own story (the second one in the same turn). The goal of the confusing team is to make the opponent choose their card instead of the storyteller&#039;s one. Therefore, they should try to find a card that matches the story as closely as possible. If there are less than 5 cards (including the storyteller&#039;s card), some random cards are added from the deck to make it 5 cards.&lt;br /&gt;
&lt;br /&gt;
== 4. Guessing ==&lt;br /&gt;
&lt;br /&gt;
All cards are shuffled and laid face up on the table. The guessing team mutually decide which card was that of the storyteller. They have to come to a decision by the majority of votes. The storyteller and the judge must remain silent, but it is Ok for the members of the opposite team to say something and to try to confuse the guessers with their comments.&lt;br /&gt;
&lt;br /&gt;
== 5. Scoring ==&lt;br /&gt;
&lt;br /&gt;
If the players in the guessing team guess the storyteller&#039;s card correctly, they all win and get 1 point each. If they guess incorrectly, the players of the confusing team win and get 1 point each.&lt;br /&gt;
&lt;br /&gt;
If you are the captain of the winning team, a storyteller or the judge, you get 1 extra point, i.e. 2 points in total.&lt;br /&gt;
&lt;br /&gt;
If your card was mistakenly chosen by the guessing team, you get 1 extra point. To sum up:&lt;br /&gt;
* You are a player in the winning team:				+1 point&lt;br /&gt;
* You are the captain of the winning team (storyteller or the judge):	+1 point&lt;br /&gt;
* You added the card that has confused the guessing team:		+1 point&lt;br /&gt;
* Your story was chosen as the best story (see next section):		+3 points&lt;br /&gt;
&lt;br /&gt;
So the maximum number of points that can be earned in one turn is 6. For example, you are the storyteller, the guessing was overtaken by the judge&#039;s team, you added another card to your own story and this second card was chosen by the guessing (judge&#039;s) team. Also, after the voting, your story has beaten a previous story. You get 1 point as a member of the winning (confusing) team; 1 extra point as a captain (the storyteller); 1 point as the one who confused the guessing team with your card; and 3 points as a teller of the best story.&lt;br /&gt;
&lt;br /&gt;
== 6. Voting for the best story ==&lt;br /&gt;
&lt;br /&gt;
After the second move and all subsequent moves, the players secretly vote for the best story. They compare the current story with the previous one. It is the quality of the story itself that should be evaluated, not the card or the degree to which the story matches the card. Neither the storyteller of the current story or the storyteller of the previous one participate in the voting. Thus, the current story is always compared to the winning story of all past voting rounds: the second story competes with the first, the winning story between the first two competes with the third, the winning story between the first three competes with the fourth, and so on.&lt;br /&gt;
&lt;br /&gt;
The storyteller whose story is choses by the majority of votes gets 3 points. If the voting is tie, the previous holder of the title retains it (but does not get additional 3 points). These 3 points are &amp;quot;transferable&amp;quot;: if another storyteller&#039;s story is chosen, this new storyteller gets 3 points and the previous storyteller has 3 points subtracted from their score.&lt;br /&gt;
&lt;br /&gt;
== End of turn ==&lt;br /&gt;
&lt;br /&gt;
The cards played in this turn are discarded into the discard pile. Each player gets new cards to make their hand equal 5 cards. If the deck of cards runs out, the discard pile is shuffled in and used again. A new turn begins and a new volunteer is sought. The same player can&#039;t be a storyteller twice in a row, but all other players are welcome.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The player that earns 15 points first is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The right balance:&#039;&#039;&#039; The link between the story and the card should not bee too obvious (otherwise, the judge of the opposite team will &amp;quot;overtake&amp;quot; it). But it shouldn&#039;t bee too difficult either. The balance comes with practice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Link to emotional summary:&#039;&#039;&#039; Usually, it is a bad tactics to link the story to a specific detail on the card. For example if you see a cat in the picture and your story is about cats or mentions them. Although there might be exceptions, this usually leads to the opponent&#039;s team winning the scores. Instead, try finding a relation between the &amp;quot;emotional summary&amp;quot; of the story and the &amp;quot;emotional summary&amp;quot; of the card. For example, you story is about the joy of obtaining the driver&#039;s license. The bad choice would be a card about cars. The good choice would be a card about a sense of triumph.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Benefits of being a captain:&#039;&#039;&#039; The captain&#039;s role allows you to earn additional points - both as a storyteller and as a judge, so whenever possible, try to be the first to volunteer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The trick with two similar cards:&#039;&#039;&#039; There are some additional tactics how captains can earn extra points:&lt;br /&gt;
** As a storyteller, if you have two similar cards, choose the less obvious (but still obvious) card as your main card; if the judge overtakes the guessing to their team, you get a chance to add your second, more matching card to your own story and try to lure the opposite team into choosing your second card, thus losing the turn to your team and bringing you 3 points&lt;br /&gt;
** As a judge, if you see that you have in your hand a card that matches the story even better than the storyteller&#039;s card, leave guessing to the storyteller&#039;s team, add your card and hope that the opponents will choose your card instead of the storyteller&#039;s.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfactum&amp;diff=10137</id>
		<title>Gamehelpfactum</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfactum&amp;diff=10137"/>
		<updated>2021-11-11T07:44:01Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* End of turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Factum - Rules for the online version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Factum Rules Summary EN v1.jpg|link=https://en.doc.boardgamearena.com/images/b/b5/Factum_Rules_Summary_EN_v1.jpg|100px|thumb|left|1-page summary of how to play]]&lt;br /&gt;
&lt;br /&gt;
Factum is a board game where you get to tell real stories of your life and connect them with cards illustrating different plots. The other players will be trying to guess these cards. It is a game for 4-12 players that allows players to get to know each other from a new perspective.&lt;br /&gt;
&lt;br /&gt;
Players are dealt five cards each. Then a volunteer tells a story of their life and associates it with a card. The players are divided into two teams, with different members in each turn. Players from one team put one of their cards to match the story told as much as possible, trying to confuse the players from another team, who are trying to guess which card the storyteller has put.&lt;br /&gt;
&lt;br /&gt;
The main game cycle has 6 stages.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== 1. Story telling ==&lt;br /&gt;
&lt;br /&gt;
a. Volunteering to be a storyteller&lt;br /&gt;
&lt;br /&gt;
The first player to start the game is the volunteer who remembered a story from their life that fits one of their cards, and the first one to declare this by pressing a corresponding button. This player becomes the storytelling team captain.&lt;br /&gt;
&lt;br /&gt;
b. Teams split&lt;br /&gt;
&lt;br /&gt;
After the volunteering storyteller has been chosen, the players (including the storyteller) are automatically split into two teams with equal number of players. If the number of players is odd, then the team of the storyteller has one player more.&lt;br /&gt;
&lt;br /&gt;
c. Actual telling of a story&lt;br /&gt;
&lt;br /&gt;
The storytelling captain tells everyone their story. This can be done in different ways:&lt;br /&gt;
* Via BGA chat &lt;br /&gt;
* By voice via BGA video chat function&lt;br /&gt;
* By voice via Zoom / Discord / Skype video chat run in parallel with a BGA game&lt;br /&gt;
&lt;br /&gt;
After the story is finished, the storyteller formally acknowledges this by pressing a corresponding button.&lt;br /&gt;
&lt;br /&gt;
== 2. Judging ==&lt;br /&gt;
&lt;br /&gt;
One of the players of the opposite team, the first one to volunteer, becomes the judge and the captain of this team. The judge looks at the storyteller&#039;s card and decides whose team will be guessing this story - the storyteller&#039;s or the judge&#039;s.&lt;br /&gt;
•	If the judge thinks that the card is too obvious in relation to the story, it usually makes sense to let the judge&#039;s team guess it. The storyteller&#039;s team would be trying to confuse the judge&#039;s team then&lt;br /&gt;
•	If the judge thinks that the card would be difficult to guess, it makes sense to leave guessing to the storyteller&#039;s team. The judge&#039;s team would be trying to confuse the storyteller&#039;s team&lt;br /&gt;
&lt;br /&gt;
== 3. Adding cards ==&lt;br /&gt;
&lt;br /&gt;
All players of the confusing team (the team that is not guessing) choose one card that best reflects the essence of the story out of their hand and add it to the storyteller&#039;s card. If it is the judge&#039;s team, the judge also adds their card. If it is the storyteller&#039;s team, the storyteller also adds another cards to their own story (the second one in the same turn). The goal of the confusing team is to make the opponent choose their card instead of the storyteller&#039;s one. Therefore, they should try to find a card that matches the story as closely as possible. If there are less than 5 cards (including the storyteller&#039;s card), some random cards are added from the deck to make it 5 cards.&lt;br /&gt;
&lt;br /&gt;
== 4. Guessing ==&lt;br /&gt;
&lt;br /&gt;
All cards are shuffled and laid face up on the table. The guessing team mutually decide which card was that of the storyteller. They have to come to a decision by the majority of votes. The storyteller and the judge must remain silent, but it is Ok for the members of the opposite team to say something and to try to confuse the guessers with their comments.&lt;br /&gt;
&lt;br /&gt;
== 5. Scoring ==&lt;br /&gt;
&lt;br /&gt;
If the players in the guessing team guess the storyteller&#039;s card correctly, they all win and get 1 point each. If they guess incorrectly, the players of the confusing team win and get 1 point each.&lt;br /&gt;
&lt;br /&gt;
If you are the captain of the winning team, a storyteller or the judge, you get 1 extra point, i.e. 2 points in total.&lt;br /&gt;
&lt;br /&gt;
If your card was mistakenly chosen by the guessing team, you get 1 extra point. To sum up:&lt;br /&gt;
* You are a player in the winning team:				+1 point&lt;br /&gt;
* You are the captain of the winning team (storyteller or the judge):	+1 point&lt;br /&gt;
* You added the card that has confused the guessing team:		+1 point&lt;br /&gt;
* Your story was chosen as the best story (see next section):		+3 points&lt;br /&gt;
&lt;br /&gt;
So the maximum number of points that can be earned in one turn is 6. For example, you are the storyteller, the guessing was overtaken by the judge&#039;s team, you added another card to your own story and this second card was chosen by the guessing (judge&#039;s) team. Also, after the voting, your story has beaten a previous story. You get 1 point as a member of the winning (confusing) team; 1 extra point as a captain (the storyteller); 1 point as the one who confused the guessing team with your card; and 3 points as a teller of the best story.&lt;br /&gt;
&lt;br /&gt;
== 6. Voting for the best story ==&lt;br /&gt;
&lt;br /&gt;
After the second move and all subsequent moves, the players secretly vote for the best story. They compare the current story with the previous one. It is the quality of the story itself that should be evaluated, not the card or the degree to which the story matches the card. Neither the storyteller of the current story or the storyteller of the previous one participate in the voting. Thus, the current story is always compared to the winning story of all past voting rounds: the second story competes with the first, the winning story between the first two competes with the third, the winning story between the first three competes with the fourth, and so on.&lt;br /&gt;
&lt;br /&gt;
The storyteller whose story is choses by the majority of votes gets 3 points. If the voting is tie, the previous holder of the title retains it (but does not get additional 3 points). These 3 points are &amp;quot;transferable&amp;quot;: if another storyteller&#039;s story is chosen, this new storyteller gets 3 points and the previous storyteller has 3 points subtracted from their score.&lt;br /&gt;
&lt;br /&gt;
== End of turn ==&lt;br /&gt;
&lt;br /&gt;
The cards played in this turn are discarded into the discard pile. Each player gets new cards to make their hand equal 5 cards. If the deck of cards runs out, the discard pile is shuffled in and used again. A new turn begins and a new volunteer is sought. The same player can&#039;t be a storyteller twice in a row, but all other players are welcome.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The player that earns 15 points first is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The right balance:&#039;&#039;&#039; The link between the story and the card should not bee too obvious (otherwise, the judge of the opposite team will &amp;quot;overtake&amp;quot; it). But it shouldn&#039;t bee too difficult either. The balance comes with practice&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Link to emotional summary:&#039;&#039;&#039; Usually, it is a bad tactics to link the story to a specific detail on the card. For example if you see a cat in the picture and your story is about cats or mentions them. Although there might be exceptions, this usually leads to the opponent&#039;s team winning the scores. Instead, try finding a relation between the &amp;quot;emotional summary&amp;quot; of the story and the &amp;quot;emotional summary&amp;quot; of the card. For example, you story is about the joy of obtaining the driver&#039;s license. The bad choice would be a card about cars. The good choice would be a card about a sense of triumph.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Benefits of being a captain:&#039;&#039;&#039; The captain&#039;s role allows you to earn additional points - both as a storyteller and as a judge, so whenever possible, try to be the first to volunteer&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The trick with two similar cards:&#039;&#039;&#039; There are some additional tactics how captains can earn extra points:&lt;br /&gt;
** As a storyteller, if you have two similar cards, choose the less obvious (but still obvious) card as your main card; if the judge overtakes the guessing to their team, you get a chance to add your second, more matching card to your own story and try to lure the opposite team into choosing your second card, thus losing the turn to your team and bringing you 3 points&lt;br /&gt;
** As a judge, if you see that you have in your hand a card that matches the story even better than the storyteller&#039;s card, leave guessing to the storyteller&#039;s team, add your card and hope that the opponents will choose your card instead of the storyteller&#039;s&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfactum&amp;diff=10136</id>
		<title>Gamehelpfactum</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfactum&amp;diff=10136"/>
		<updated>2021-11-11T07:42:54Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* 5. Scoring */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Factum - Rules for the online version&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Factum Rules Summary EN v1.jpg|link=https://en.doc.boardgamearena.com/images/b/b5/Factum_Rules_Summary_EN_v1.jpg|100px|thumb|left|1-page summary of how to play]]&lt;br /&gt;
&lt;br /&gt;
Factum is a board game where you get to tell real stories of your life and connect them with cards illustrating different plots. The other players will be trying to guess these cards. It is a game for 4-12 players that allows players to get to know each other from a new perspective.&lt;br /&gt;
&lt;br /&gt;
Players are dealt five cards each. Then a volunteer tells a story of their life and associates it with a card. The players are divided into two teams, with different members in each turn. Players from one team put one of their cards to match the story told as much as possible, trying to confuse the players from another team, who are trying to guess which card the storyteller has put.&lt;br /&gt;
&lt;br /&gt;
The main game cycle has 6 stages.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
== 1. Story telling ==&lt;br /&gt;
&lt;br /&gt;
a. Volunteering to be a storyteller&lt;br /&gt;
&lt;br /&gt;
The first player to start the game is the volunteer who remembered a story from their life that fits one of their cards, and the first one to declare this by pressing a corresponding button. This player becomes the storytelling team captain.&lt;br /&gt;
&lt;br /&gt;
b. Teams split&lt;br /&gt;
&lt;br /&gt;
After the volunteering storyteller has been chosen, the players (including the storyteller) are automatically split into two teams with equal number of players. If the number of players is odd, then the team of the storyteller has one player more.&lt;br /&gt;
&lt;br /&gt;
c. Actual telling of a story&lt;br /&gt;
&lt;br /&gt;
The storytelling captain tells everyone their story. This can be done in different ways:&lt;br /&gt;
* Via BGA chat &lt;br /&gt;
* By voice via BGA video chat function&lt;br /&gt;
* By voice via Zoom / Discord / Skype video chat run in parallel with a BGA game&lt;br /&gt;
&lt;br /&gt;
After the story is finished, the storyteller formally acknowledges this by pressing a corresponding button.&lt;br /&gt;
&lt;br /&gt;
== 2. Judging ==&lt;br /&gt;
&lt;br /&gt;
One of the players of the opposite team, the first one to volunteer, becomes the judge and the captain of this team. The judge looks at the storyteller&#039;s card and decides whose team will be guessing this story - the storyteller&#039;s or the judge&#039;s.&lt;br /&gt;
•	If the judge thinks that the card is too obvious in relation to the story, it usually makes sense to let the judge&#039;s team guess it. The storyteller&#039;s team would be trying to confuse the judge&#039;s team then&lt;br /&gt;
•	If the judge thinks that the card would be difficult to guess, it makes sense to leave guessing to the storyteller&#039;s team. The judge&#039;s team would be trying to confuse the storyteller&#039;s team&lt;br /&gt;
&lt;br /&gt;
== 3. Adding cards ==&lt;br /&gt;
&lt;br /&gt;
All players of the confusing team (the team that is not guessing) choose one card that best reflects the essence of the story out of their hand and add it to the storyteller&#039;s card. If it is the judge&#039;s team, the judge also adds their card. If it is the storyteller&#039;s team, the storyteller also adds another cards to their own story (the second one in the same turn). The goal of the confusing team is to make the opponent choose their card instead of the storyteller&#039;s one. Therefore, they should try to find a card that matches the story as closely as possible. If there are less than 5 cards (including the storyteller&#039;s card), some random cards are added from the deck to make it 5 cards.&lt;br /&gt;
&lt;br /&gt;
== 4. Guessing ==&lt;br /&gt;
&lt;br /&gt;
All cards are shuffled and laid face up on the table. The guessing team mutually decide which card was that of the storyteller. They have to come to a decision by the majority of votes. The storyteller and the judge must remain silent, but it is Ok for the members of the opposite team to say something and to try to confuse the guessers with their comments.&lt;br /&gt;
&lt;br /&gt;
== 5. Scoring ==&lt;br /&gt;
&lt;br /&gt;
If the players in the guessing team guess the storyteller&#039;s card correctly, they all win and get 1 point each. If they guess incorrectly, the players of the confusing team win and get 1 point each.&lt;br /&gt;
&lt;br /&gt;
If you are the captain of the winning team, a storyteller or the judge, you get 1 extra point, i.e. 2 points in total.&lt;br /&gt;
&lt;br /&gt;
If your card was mistakenly chosen by the guessing team, you get 1 extra point. To sum up:&lt;br /&gt;
* You are a player in the winning team:				+1 point&lt;br /&gt;
* You are the captain of the winning team (storyteller or the judge):	+1 point&lt;br /&gt;
* You added the card that has confused the guessing team:		+1 point&lt;br /&gt;
* Your story was chosen as the best story (see next section):		+3 points&lt;br /&gt;
&lt;br /&gt;
So the maximum number of points that can be earned in one turn is 6. For example, you are the storyteller, the guessing was overtaken by the judge&#039;s team, you added another card to your own story and this second card was chosen by the guessing (judge&#039;s) team. Also, after the voting, your story has beaten a previous story. You get 1 point as a member of the winning (confusing) team; 1 extra point as a captain (the storyteller); 1 point as the one who confused the guessing team with your card; and 3 points as a teller of the best story.&lt;br /&gt;
&lt;br /&gt;
== 6. Voting for the best story ==&lt;br /&gt;
&lt;br /&gt;
After the second move and all subsequent moves, the players secretly vote for the best story. They compare the current story with the previous one. It is the quality of the story itself that should be evaluated, not the card or the degree to which the story matches the card. Neither the storyteller of the current story or the storyteller of the previous one participate in the voting. Thus, the current story is always compared to the winning story of all past voting rounds: the second story competes with the first, the winning story between the first two competes with the third, the winning story between the first three competes with the fourth, and so on.&lt;br /&gt;
&lt;br /&gt;
The storyteller whose story is choses by the majority of votes gets 3 points. If the voting is tie, the previous holder of the title retains it (but does not get additional 3 points). These 3 points are &amp;quot;transferable&amp;quot;: if another storyteller&#039;s story is chosen, this new storyteller gets 3 points and the previous storyteller has 3 points subtracted from their score.&lt;br /&gt;
&lt;br /&gt;
== End of turn ==&lt;br /&gt;
&lt;br /&gt;
The cards played in this turn are discarded into the discard pile. Each player gets new cards to make their hand equal 5 cards. If the deck of cards runs out, the discard pile is shuffled in and used again. A new turn begins and a new volunteer is sought. The same player can&#039;t be a storyteller two times in a row, but all other players are welcome.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
&lt;br /&gt;
The player that earns 15 points first is the winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hints and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The right balance:&#039;&#039;&#039; The link between the story and the card should not bee too obvious (otherwise, the judge of the opposite team will &amp;quot;overtake&amp;quot; it). But it shouldn&#039;t bee too difficult either. The balance comes with practice&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Link to emotional summary:&#039;&#039;&#039; Usually, it is a bad tactics to link the story to a specific detail on the card. For example if you see a cat in the picture and your story is about cats or mentions them. Although there might be exceptions, this usually leads to the opponent&#039;s team winning the scores. Instead, try finding a relation between the &amp;quot;emotional summary&amp;quot; of the story and the &amp;quot;emotional summary&amp;quot; of the card. For example, you story is about the joy of obtaining the driver&#039;s license. The bad choice would be a card about cars. The good choice would be a card about a sense of triumph.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Benefits of being a captain:&#039;&#039;&#039; The captain&#039;s role allows you to earn additional points - both as a storyteller and as a judge, so whenever possible, try to be the first to volunteer&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The trick with two similar cards:&#039;&#039;&#039; There are some additional tactics how captains can earn extra points:&lt;br /&gt;
** As a storyteller, if you have two similar cards, choose the less obvious (but still obvious) card as your main card; if the judge overtakes the guessing to their team, you get a chance to add your second, more matching card to your own story and try to lure the opposite team into choosing your second card, thus losing the turn to your team and bringing you 3 points&lt;br /&gt;
** As a judge, if you see that you have in your hand a card that matches the story even better than the storyteller&#039;s card, leave guessing to the storyteller&#039;s team, add your card and hope that the opponents will choose your card instead of the storyteller&#039;s&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&amp;diff=10126</id>
		<title>Gamehelpcantstopexpress</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&amp;diff=10126"/>
		<updated>2021-11-10T22:00:00Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Players are trying to score the most points, although scoring positive is difficult.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Each turn, five dice are rolled.&lt;br /&gt;
* After that, simultaneously, all players select 2 pairs and a single 5th die.&lt;br /&gt;
* For each pair, the sum of the dice is marked by a cross on each players sheet (in column C).&lt;br /&gt;
* The single fifth die is marked in the right hand table by a cross. On the first turns, each player uses a new line for each new 5th die value. Once three different 5th dice values have been filled in, each player must choose one of these three numbers as 5th die for each subsequent throw if available.&lt;br /&gt;
* If a throw does not contain any of these three numbers, they don&#039;t have to mark a 5th dice, it&#039;s a &amp;quot;free throw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* A player goes out if the eighth box for one of the 5th dice values is marked.&lt;br /&gt;
* After all players go out, the game ends.&lt;br /&gt;
* -200 points are scored for each pair value that is marked 1 to 4 times.&lt;br /&gt;
* 0 points are scored for each value that is marked 0 or 5 times.&lt;br /&gt;
* For each value that is marked for at least 6 times, score the points in column A for each mark after the fifth.&lt;br /&gt;
* The player with the most points wins. If there is a tie, they share the victory.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&amp;diff=10125</id>
		<title>Gamehelpcantstopexpress</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstopexpress&amp;diff=10125"/>
		<updated>2021-11-10T21:58:40Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Players are trying to score the most points, although scoring positive is difficult.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Each turn, five dice are rolled.&lt;br /&gt;
* After that, simultaneously, all players select 2 pairs and a single 5th die.&lt;br /&gt;
* For each pair, the sum of the dice is marked by a cross on each players sheet (in column C).&lt;br /&gt;
* The single fifth die is marked in the right hand table by a cross. On the first turns, each player uses a new line for each new 5th die number. Once three different 5th dice numbers have been filled in, each player must choose one of these three numbers as 5th die for each subsequent throw if one of those numbers is available.&lt;br /&gt;
* If a throw does not contain any of these three numbers, they don&#039;t have to mark a 5th dice, it&#039;s a &amp;quot;free throw&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* A player goes out if the eighth box for one of the 5th dice values is marked.&lt;br /&gt;
* After all players go out, the game ends.&lt;br /&gt;
* -200 points are scored for each pair value that is marked 1 to 4 times.&lt;br /&gt;
* 0 points are scored for each value that is marked 0 or 5 times.&lt;br /&gt;
* For each value that is marked for at least 6 times, score the points in column A for each mark after the fifth.&lt;br /&gt;
* The player with the most points wins. If there is a tie, they share the victory.&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpepizodiak&amp;diff=10115</id>
		<title>Gamehelpepizodiak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpepizodiak&amp;diff=10115"/>
		<updated>2021-11-09T08:17:24Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game consists of 48 tiles (four times each tile numbered 1 to 12).&amp;lt;br&amp;gt;&lt;br /&gt;
The goal is to play all one&#039;s tiles (empty one&#039;s hand) to score points.&amp;lt;br&amp;gt;&lt;br /&gt;
The player who empties his or her hand scores one point for each set he or she discards during the game.&amp;lt;br&amp;gt;&lt;br /&gt;
The first player to reach or exceed 7 points (or 13 optional points) wins the game.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mark&amp;gt;&lt;br /&gt;
[Note: With the single round option, each player scores the number of points equivalent to the number of sets heor she discarded during the game. The player who empties his or her hand is awarded a bonus of three additional points. The final classification is made according to points.]&lt;br /&gt;
&amp;lt;/mark&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Course of the game: &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tiles are dealt: 12 to each player, the remaining 12 forming a common draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The first tile from the draw pile is turned over and placed on the board. Each player will play in turn, always in the same order. &amp;lt;br&amp;gt;&lt;br /&gt;
The dial can only have one tile of each value; these will be positioned at the planned locations (marked with the number concerned). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When the dial is full its tiles are shuffled (with the remaining draw pile if there is one) to form a new draw pile. A new turn of the dial then begins, which will take place in the same way as the previous one (but without the set of sets).&amp;lt;br&amp;gt;&lt;br /&gt;
When a player empties hisor her hand, the points are scored and a new deal is made as at the start of the first round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Authorized shots: &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;1 - When there is a draw pile&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place a tile or a series of tiles on the dial in the continuity of the one(s) already placed, clockwise or anti-clockwise (as desired and regardless of the moves played previously).&amp;lt;br&amp;gt;&lt;br /&gt;
Or discard a set (the remaining tile of the same value will be called unique tile).&amp;lt;br&amp;gt;&lt;br /&gt;
Or draw a random tile from the draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The player who can neither pose nor discard must necessarily draw.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to play or discard or pass after having drawn (as desired and independently of the tile drawn). If the player has neither of these possibilities, the turn automatically passes. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to pick up the last tile that has just been placed by the previous player, but this must be followed by a valid move (to put down or to discard: it is not possible to draw, it is not either possible to put back the tile that has just been picked up).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;2 - When there is no more draw pile&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The conditions for placing, discard or picking up remain the same. However, instead of drawing, players can choose to skip their turn (even if they have a playable tile or a set in hand).&amp;lt;br&amp;gt;&lt;br /&gt;
It is impossible to pass with a single immediately playable tile: players must play a valid move (place a tile or series of tiles, on one side or the other of the dial, or discard a set).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When two players have consecutively passed their turn, if the third player does not have one of the immediately playable tiles, he or she may contest the move. If the player does not have any of the tiles corresponding to the two playable positions on the dial, he or she will choose which of the two values to challenge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When the player disputes a value, the four tiles will be removed from the hands of the other two players. The set is discarded from the game (valuable for one point) and the unique tile comes into the possession of the player who contested, he or she must then play (according to the usual conditions given above).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If no one has the opportunity to challenge, it is impossible for players to skip their turns more than three times in a row. In this case, when the turn goes to the first player to pass, that player will be forced to place a non-unique tile from their hand (or a straight if they wish).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpepizodiak&amp;diff=10114</id>
		<title>Gamehelpepizodiak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpepizodiak&amp;diff=10114"/>
		<updated>2021-11-09T08:16:51Z</updated>

		<summary type="html">&lt;p&gt;StephBXL: He or she&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game consists of 48 tiles (four times each tile numbered 1 to 12).&amp;lt;br&amp;gt;&lt;br /&gt;
The goal is to play all one&#039;s tiles (empty one&#039;s hand) to score points.&amp;lt;br&amp;gt;&lt;br /&gt;
The player who empties his or her hand scores one point for each set e or she discards during the game.&amp;lt;br&amp;gt;&lt;br /&gt;
The first player to reach or exceed 7 points (or 13 optional points) wins the game.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;mark&amp;gt;&lt;br /&gt;
[Note: With the single round option, each player scores the number of points equivalent to the number of sets heor she discarded during the game. The player who empties his or her hand is awarded a bonus of three additional points. The final classification is made according to points.]&lt;br /&gt;
&amp;lt;/mark&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Course of the game: &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tiles are dealt: 12 to each player, the remaining 12 forming a common draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The first tile from the draw pile is turned over and placed on the board. Each player will play in turn, always in the same order. &amp;lt;br&amp;gt;&lt;br /&gt;
The dial can only have one tile of each value; these will be positioned at the planned locations (marked with the number concerned). &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When the dial is full its tiles are shuffled (with the remaining draw pile if there is one) to form a new draw pile. A new turn of the dial then begins, which will take place in the same way as the previous one (but without the set of sets).&amp;lt;br&amp;gt;&lt;br /&gt;
When a player empties hisor her hand, the points are scored and a new deal is made as at the start of the first round.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Authorized shots: &amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;1 - When there is a draw pile&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Place a tile or a series of tiles on the dial in the continuity of the one(s) already placed, clockwise or anti-clockwise (as desired and regardless of the moves played previously).&amp;lt;br&amp;gt;&lt;br /&gt;
Or discard a set (the remaining tile of the same value will be called unique tile).&amp;lt;br&amp;gt;&lt;br /&gt;
Or draw a random tile from the draw pile.&amp;lt;br&amp;gt;&lt;br /&gt;
The player who can neither pose nor discard must necessarily draw.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to play or discard or pass after having drawn (as desired and independently of the tile drawn). If the player has neither of these possibilities, the turn automatically passes. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is possible to pick up the last tile that has just been placed by the previous player, but this must be followed by a valid move (to put down or to discard: it is not possible to draw, it is not either possible to put back the tile that has just been picked up).&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;h4&amp;gt;2 - When there is no more draw pile&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The conditions for placing, discard or picking up remain the same. However, instead of drawing, players can choose to skip their turn (even if they have a playable tile or a set in hand).&amp;lt;br&amp;gt;&lt;br /&gt;
It is impossible to pass with a single immediately playable tile: players must play a valid move (place a tile or series of tiles, on one side or the other of the dial, or discard a set).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When two players have consecutively passed their turn, if the third player does not have one of the immediately playable tiles, he or she may contest the move. If the player does not have any of the tiles corresponding to the two playable positions on the dial, he or she will choose which of the two values to challenge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When the player disputes a value, the four tiles will be removed from the hands of the other two players. The set is discarded from the game (valuable for one point) and the unique tile comes into the possession of the player who contested, he or she must then play (according to the usual conditions given above).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If no one has the opportunity to challenge, it is impossible for players to skip their turns more than three times in a row. In this case, when the turn goes to the first player to pass, that player will be forced to place a non-unique tile from their hand (or a straight if they wish).&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>StephBXL</name></author>
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