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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SteveV</id>
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	<updated>2026-11-13T00:35:44Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=29144</id>
		<title>Gamehelploveletter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=29144"/>
		<updated>2026-03-24T21:09:35Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Game play */ missing one key word, must be in the round to gain Favor via Spy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
== Theme ==&lt;br /&gt;
In the wake of the arrest of Queen Marianna for high treason, none was more heartbroken than her daughter, Princess Annette.&lt;br /&gt;
Suitors throughout the City-State of Tempest sought to ease Annette&#039;s sorrow by courting her to bring some joy into her life.&lt;br /&gt;
&lt;br /&gt;
You are one of these suitors, trying to get your love letter to the princess.&lt;br /&gt;
Unfortunately, she has locked herself in the palace, so you must rely on intermediaries to carry your message.&lt;br /&gt;
&lt;br /&gt;
During the game, you hold one secret card in your hand.&lt;br /&gt;
This is who currently carries your message of love for the princess.&lt;br /&gt;
&lt;br /&gt;
Make sure that the person closest to the princess holds your love letter at the end of the day, so it reaches her first!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* One of the 16 playing cards is removed at the beginning of each round and the others are shuffled.&lt;br /&gt;
* Every player is dealt one card.&lt;br /&gt;
* The remaining cards form a pile in the centre of the table.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Players take turns drawing one card (making two cards in hand) and discarding one card (returning to one card in hand).&lt;br /&gt;
* When a player discards a card, its effect is applied.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+Card effects - 2-4 players (Classic)&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Simplified effect description&lt;br /&gt;
!Full effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Princess&#039;&#039;&#039; Annette&lt;br /&gt;
|Discard = out!&lt;br /&gt;
|If you discard the Princess — no matter how or why — she has tossed your letter into the fire. You are knocked out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Countess&#039;&#039;&#039; Wilhelmina&lt;br /&gt;
|Must discard with King or Prince in hand&lt;br /&gt;
|Unlike other cards which take effect when discarded, the text on the Countess applies while she is in your hand. In fact, she has no effect when you discard her. If you ever have the Countess and either the King or Prince in your hand, you must discard the Countess. You do not have to reveal the other card in your hand. Of course, you can also discard the Countess even if you do not have a royal family member in your hand. She likes to play mind games.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;King&#039;&#039;&#039; Arnaud IV&lt;br /&gt;
|Swap hands&lt;br /&gt;
|When you discard King Arnaud IV, trade the card in your hand with the card held by another player of your choice. You cannot trade with a player who is out of the round, nor with someone protected by the Handmaid. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Prince&#039;&#039;&#039; Arnaud&lt;br /&gt;
|A player must discard&lt;br /&gt;
|When you discard Prince Arnaud, choose one player still in the round  (including yourself). That player discards their hand (do not apply its effect, unless it&#039;s Princess Annette) and draws a new card. If the deck is empty, that player draws the card that was removed at the start of the round. If all other players are protected by the Handmaid, you must choose yourself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Handmaid&#039;&#039;&#039; Susannah&lt;br /&gt;
|May not be targeted&lt;br /&gt;
|When you discard the Handmaid, you are immune to the effects of other players’ cards until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baron&#039;&#039;&#039; Talus&lt;br /&gt;
|Compare -&amp;gt; lower = out&lt;br /&gt;
|When discarded, choose one other player still in the round. You and that player secretly compare your hands. The player with the lower rank is knocked out of the round. In case of a tie, nothing happens. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Priest&#039;&#039;&#039; Tomas&lt;br /&gt;
|Look at one&lt;br /&gt;
|When you discard the Priest, you can look at one other player’s hand. DO NOT reveal the hand to all players.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039; Odette&lt;br /&gt;
|Guess value -&amp;gt; out&lt;br /&gt;
|When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing. If your opponent holds an Assassin, you&#039;re out (even if you guess correctly!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+Card effects for &#039;&#039;&#039;&#039;&#039;additional&#039;&#039;&#039;&#039;&#039; cards - 5-8 players (Discontinued)&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Simplified effect description&lt;br /&gt;
!Full effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Bishop&#039;&#039;&#039; Vinizio&lt;br /&gt;
|Guess value -&amp;gt; +1★&lt;br /&gt;
|Similar to a Guard, name a number other than 1 and choose another player. If they have that number card in their hand, gain 1 ★. If the guess is correct, the targeted player can choose whether to keep or discard the card. Despite his impressive 9, the Bishop always loses to the Princess at the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Dowager Queen&#039;&#039;&#039; Tummia&lt;br /&gt;
|Compare -&amp;gt; &#039;&#039;&#039;higher&#039;&#039;&#039; = out&lt;br /&gt;
|Acts as a Baron, but the highest card is eliminated instead of the lowest.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Constable&#039;&#039;&#039; Viktor&lt;br /&gt;
|Out -&amp;gt; +1★&lt;br /&gt;
|If this card is in your discard pile then this gives you 1 ★ if you are knocked out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Count&#039;&#039;&#039; Guntram&lt;br /&gt;
| +1 value @round end&lt;br /&gt;
|Add +1 to your card value at the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Sycophant&#039;&#039;&#039; Morris&lt;br /&gt;
|Choose target&lt;br /&gt;
|Lets you decide who will be the target of the next card played.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baroness&#039;&#039;&#039; Fiona&lt;br /&gt;
|Look at two&lt;br /&gt;
|Allows you to see TWO hands.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Cardinal&#039;&#039;&#039; Vesper&lt;br /&gt;
|Swap two hands + look at one&lt;br /&gt;
|Exchanges the hands of 2 players. You may see one of the hands.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039; Odette&lt;br /&gt;
|Guess value -&amp;gt; out&lt;br /&gt;
|When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Jester&#039;&#039;&#039; Darius&lt;br /&gt;
|Guess winner -&amp;gt; +1★&lt;br /&gt;
|Allows you to guess who will win the round and score 1 ★ if this is the case.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
|Guard = out&lt;br /&gt;
|Kills your opponent if they use a guard against you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+New Card effects - 2-6 players (Full Game)&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Princess&#039;&#039;&#039;&lt;br /&gt;
|If you play or discard this card, you are out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Countess&#039;&#039;&#039;&lt;br /&gt;
|If the King or Prince is in your hand, you must play this card.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
|Choose and trade hands with another player.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Chancellor&#039;&#039;&#039;&lt;br /&gt;
|Draw 2 cards. Keep 1 card and put your other 2 on the bottom of the deck in any order.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Prince&#039;&#039;&#039;&lt;br /&gt;
|Choose any player (including yourself). That player discards their hand and redraws.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Handmaid&#039;&#039;&#039;&lt;br /&gt;
|Until your next turn, other players cannot choose you for their card effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baron&#039;&#039;&#039;&lt;br /&gt;
|Choose and secretly compare hands with another player. Whoever has the lower value is out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Priest&#039;&#039;&#039;&lt;br /&gt;
|Choose and look at another player&#039;s hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039;&lt;br /&gt;
|Choose another player and name a non-Guard card. If that player has that card, they are out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
|At the end of the round, if you are the only player STILL IN the round who played or discarded a Spy, gain 1 favor token. If you have 2 Spies you still only gain 1 favor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Round End ===&lt;br /&gt;
&lt;br /&gt;
# No cards in the deck or&lt;br /&gt;
# One player remains.&lt;br /&gt;
* The player holding the Princess or card with the highest value earns 1 ★ token.&lt;br /&gt;
&lt;br /&gt;
==== Tiebreak ====&lt;br /&gt;
&lt;br /&gt;
* Sum of the value of each player&#039;s discarded cards.&lt;br /&gt;
* If a tie remains, nobody gets a ★ token.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:auto;&amp;quot;&lt;br /&gt;
|+Winning № of ★s&lt;br /&gt;
!№ Players&lt;br /&gt;
!№ ★ tokens&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=16832</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=16832"/>
		<updated>2023-05-04T04:14:11Z</updated>

		<summary type="html">&lt;p&gt;SteveV: clarity around communication&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You have to put together 5 fireworks ( 1 white, 1 red, 1 blue, 1 yellow, 1 green), by making series rising in number (1, 2, 3, 4, 5) with the same coloured cards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, you cannot see your own cards; you can only see the cards of your team mates.  &lt;br /&gt;
&lt;br /&gt;
Also, communication (and non communication) between the players is essential to Hanabi. &lt;br /&gt;
&lt;br /&gt;
You can only communication with your teammates when you give them a clue (see below).  &lt;br /&gt;
&lt;br /&gt;
No other communication is allowed.&lt;br /&gt;
&lt;br /&gt;
Your final score is the total of the top cards on the five piles:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto; text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Final Score Ratings&lt;br /&gt;
!Points&lt;br /&gt;
!Overall impression&lt;br /&gt;
|-&lt;br /&gt;
|0-5&lt;br /&gt;
|horrible, booed by the crowd...&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|mediocre, just a spattering of applause.&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|honourable, but will not be remembered for very long...&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|excellent, crowd pleasing.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|amazing, will be remembered for a very long time!&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|legendary, everyone left speechless, stars in their eyes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Card distribution ==&lt;br /&gt;
&lt;br /&gt;
* Each card has a colour and a number.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Normal difficulty (50 cards)&lt;br /&gt;
!Red (r)&lt;br /&gt;
|{{card|=1|background=#324|colour=#d03|size=2}}{{card|=1|background=#324|colour=#d03|size=2}}{{card|=1|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#d03|size=2}}{{card|=2|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#d03|size=2}}{{card|=3|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#d03|size=2}}{{card|=4|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|-&lt;br /&gt;
!Yellow (y)&lt;br /&gt;
|{{card|=1|background=#324|colour=#fe5|size=2}}{{card|=1|background=#324|colour=#fe5|size=2}}{{card|=1|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#fe5|size=2}}{{card|=2|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#fe5|size=2}}{{card|=3|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#fe5|size=2}}{{card|=4|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|-&lt;br /&gt;
!Green (g)&lt;br /&gt;
|{{card|=1|background=#324|colour=#2a7|size=2}}{{card|=1|background=#324|colour=#2a7|size=2}}{{card|=1|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#2a7|size=2}}{{card|=2|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#2a7|size=2}}{{card|=3|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#2a7|size=2}}{{card|=4|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|-&lt;br /&gt;
!Blue (b)&lt;br /&gt;
|{{card|=1|background=#324|colour=#0ae|size=2}}{{card|=1|background=#324|colour=#0ae|size=2}}{{card|=1|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#0ae|size=2}}{{card|=2|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#0ae|size=2}}{{card|=3|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#0ae|size=2}}{{card|=4|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|-&lt;br /&gt;
!White (w)&lt;br /&gt;
|{{card|=1|background=#324|colour=#fff|size=2}}{{card|=1|background=#324|colour=#fff|size=2}}{{card|=1|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#fff|size=2}}{{card|=2|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#fff|size=2}}{{card|=3|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#fff|size=2}}{{card|=4|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multicolour cards ===&lt;br /&gt;
&lt;br /&gt;
* There are three variants that add a 6th colour: the multicolour.&lt;br /&gt;
* There are three difficulties:&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
&lt;br /&gt;
* These cards get marked by a separate &#039;&#039;&#039;multicolour clue&#039;&#039;&#039;.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Tricky difficulty (+10 cards)&lt;br /&gt;
!Multicolour (m)&lt;br /&gt;
|{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hard ====&lt;br /&gt;
&lt;br /&gt;
* These cards get marked by a separate &#039;&#039;&#039;multicolour clue&#039;&#039;&#039;.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Hard difficulty (+5 cards)&lt;br /&gt;
!Multi-colour (m)&lt;br /&gt;
|{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Very Difficult ====&lt;br /&gt;
&lt;br /&gt;
* These cards get marked by &#039;&#039;&#039;any colour clue&#039;&#039;&#039;.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Avalanche difficulty (+10 cards)&lt;br /&gt;
!Multi-colour (m)&lt;br /&gt;
|{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* 8 clue tokens.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+# cards dealt to each player&lt;br /&gt;
!# Players&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
!# Cards (official rules)&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
!# Cards (unofficial rules)&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to either:&lt;br /&gt;
&lt;br /&gt;
• Give a &#039;&#039;&#039;clue&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
• &#039;&#039;&#039;Play&#039;&#039;&#039; a card, or&amp;lt;br/&amp;gt;&lt;br /&gt;
• &#039;&#039;&#039;Discard&#039;&#039;&#039; a card&lt;br /&gt;
&lt;br /&gt;
=== Clue ===&lt;br /&gt;
&lt;br /&gt;
* Possible when there is at least one clue token available.&lt;br /&gt;
* Clues indicate &#039;&#039;&#039;all&#039;&#039;&#039; cards of a certain colour, or &#039;&#039;&#039;all&#039;&#039;&#039; cards of a certain number.&lt;br /&gt;
   you may not indicate &#039;&#039;&#039;no&#039;&#039;&#039; cards of a color or number&lt;br /&gt;
   you may not indicate only a single card of the matching criteria if there is more than one&lt;br /&gt;
&lt;br /&gt;
To do this:&lt;br /&gt;
&lt;br /&gt;
1. The active player selects a card in another player&#039;s hand.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. The active player selects a clue option.&amp;lt;br/&amp;gt;&lt;br /&gt;
3. One clue token is moved from &#039;available&#039; to &#039;used&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
&lt;br /&gt;
1. The active player selects a card in their hand.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. The active player selects the &#039;Play selected card&#039; button.&amp;lt;br/&amp;gt;&lt;br /&gt;
:• If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.&amp;lt;br/&amp;gt;&lt;br /&gt;
:• If the played card does not fit, it is placed in the discard pile and the team gets a &#039;&#039;misfire&#039;&#039; token.&amp;lt;br/&amp;gt;&lt;br /&gt;
3. A replacement card is drawn.&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
&lt;br /&gt;
This is only possible when there are fewer than 8 clue tokens available.&lt;br /&gt;
&lt;br /&gt;
1. The active player selects a card in their hand.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. The active player selects the &#039;Discard selected card&#039; button.&amp;lt;br/&amp;gt;&lt;br /&gt;
3. The discarded card is placed in the discard pile.&amp;lt;br/&amp;gt;&lt;br /&gt;
4. One clue token is moved from &#039;used&#039; to &#039;available&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
5. A replacement card is drawn.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
* The game can end in several ways:&lt;br /&gt;
*1. All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.&lt;br /&gt;
*2. Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.&lt;br /&gt;
*3. Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.&lt;br /&gt;
*4. Your team &#039;abandons&#039; the game. Although discouraged, you receive zero (0) points.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Black Powder ===&lt;br /&gt;
&lt;br /&gt;
* Clues cannot be given for the colour black.&lt;br /&gt;
* Black cards must be played in reverse order, from 5 to 1.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Black Powder (+10 cards)&lt;br /&gt;
!Black Powder (k)&lt;br /&gt;
|{{card|=5|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=5|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=5|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=4|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=3|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=2|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=1|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Five Flamboyants ===&lt;br /&gt;
&lt;br /&gt;
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:&lt;br /&gt;
* Gain a clue token.&lt;br /&gt;
* Gain a clue token and recover a life.&lt;br /&gt;
* Give a clue regarding a colour.&lt;br /&gt;
* Give a clue regarding a number.&lt;br /&gt;
* Shuffle a discarded card into the deck.&lt;br /&gt;
* Play a discarded card, if possible.&lt;br /&gt;
&lt;br /&gt;
== Lingo ==&lt;br /&gt;
&lt;br /&gt;
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.&lt;br /&gt;
&lt;br /&gt;
;Marked: A card that is highlighted by a clue.&lt;br /&gt;
;Unmarked: A card that is not clued.&lt;br /&gt;
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.&lt;br /&gt;
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.&lt;br /&gt;
;To bomb: A play that causes the third misfire-token. Sometimes called &#039;&#039;&#039;explosion&#039;&#039;&#039;&lt;br /&gt;
;Unique: A card that has no copy (left) in the deck.&lt;br /&gt;
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.&lt;br /&gt;
;Twin chop: 2 consecutive players have the same card on chop. Same as Double discard&lt;br /&gt;
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.&lt;br /&gt;
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).&lt;br /&gt;
&lt;br /&gt;
== ELO rating ==&lt;br /&gt;
&lt;br /&gt;
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.&lt;br /&gt;
* Here is how it works:&lt;br /&gt;
*1. Every player on the team is temporarily considered as having the average ELO rating of the team.&lt;br /&gt;
*2. The system will generate a bot associated with the score your team has achieved (let’s call it &#039;&#039;&#039;&#039;&#039;Hanabot&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
**• Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team&#039;s score.&lt;br /&gt;
**• All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.&lt;br /&gt;
*3. Your team (actually your team&#039;s average ELO) will now compete against Hanabot.&lt;br /&gt;
**• The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.&lt;br /&gt;
**• If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot&#039;s ELO is always 1000.&lt;br /&gt;
&lt;br /&gt;
* You can find &amp;lt;b&amp;gt;[http://forum.boardgamearena.com/viewtopic.php?f=3&amp;amp;t=4814 all bots&#039; ELO ratings here]&amp;lt;/b&amp;gt;&lt;br /&gt;
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. (This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.)&lt;br /&gt;
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.&lt;br /&gt;
* To be confirmed: I think the ELO-system has had an overhaul.&lt;br /&gt;
&lt;br /&gt;
== Cheating ==&lt;br /&gt;
&lt;br /&gt;
* Players can cheat at Hanabi by:&lt;br /&gt;
**1. Sharing information via the chat user interface.&lt;br /&gt;
**2. Deliberately abandoning games.&lt;br /&gt;
* This is why ranking has been disabled for this game.&lt;br /&gt;
&lt;br /&gt;
== Conventions ==&lt;br /&gt;
&lt;br /&gt;
* If you want to play &amp;quot;full information&amp;quot; style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue tokens in &amp;gt;99% of the decks.&lt;br /&gt;
* The logical conclusion is that you cannot play a full information style game and the team must agree on some sort of convention.&lt;br /&gt;
** This means a certain amount of meta-information is assigned to clues.&lt;br /&gt;
* Many players have different kinds of conventions.&lt;br /&gt;
** &#039;&#039;Note: not all conventions are added to the BGA list. Please respect the convention the table creator wants to play.&#039;&#039;&lt;br /&gt;
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.&lt;br /&gt;
** This is why there is an option to display the convention for the table.&lt;br /&gt;
** See &#039;&#039;&#039;[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]&#039;&#039;&#039; started by &#039;&#039;&#039;[https://boardgamearena.com/player?id=84207926 user Romain672]&#039;&#039;&#039;.&lt;br /&gt;
* Ideally, all players adhere to the convention, to avoid miscommunication.&lt;br /&gt;
* Below, the meta-information of several conventions is explained.&lt;br /&gt;
&lt;br /&gt;
=== Standard ===&lt;br /&gt;
&lt;br /&gt;
* Players assume the following meta-information:&lt;br /&gt;
** Every marked card will be playable at some point.&lt;br /&gt;
&lt;br /&gt;
==== Number clue ====&lt;br /&gt;
&lt;br /&gt;
* Can be played when all &amp;quot;number-1&amp;quot; cards are played.&lt;br /&gt;
* Saved to be played later on in the game.&lt;br /&gt;
** &#039;&#039;Saved cards are usually played from oldest to newest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Colour clue ====&lt;br /&gt;
&lt;br /&gt;
* The newest, previously unmarked card, is the next playable card in the sequence.&lt;br /&gt;
* The oldest, unmarked card is safe to discard.&lt;br /&gt;
** If a player has a card that they are sure they will never be able to play, e.g. cards marked by a blue clue when the blue stack is already complete, these card must be discarded in priority.&lt;br /&gt;
&lt;br /&gt;
==== Bad clues ====&lt;br /&gt;
&lt;br /&gt;
* A clue that marks 0 new cards.&lt;br /&gt;
* A clue that tells a &#039;&#039;lie&#039;&#039; (i.e. does not conform to the meta-information above).&lt;br /&gt;
* A clue that marks unplayable or duplicate cards, unless it saves a card at the chop position that does not have another copy of the card in the deck or other players&#039; hands. &lt;br /&gt;
** e.g. Marking 4s in another hand if your hand could have a copy of that 4.&lt;br /&gt;
* Sometimes, a &amp;quot;bad&amp;quot; clue cannot be avoided.&lt;br /&gt;
** &#039;&#039;e.g. Save a unique 3 using a number clue which also marks unplayable cards.&lt;br /&gt;
** &#039;&#039;e.g. A colour clue from a flamboyant must be used and it is used to mark 0 new cards.&lt;br /&gt;
* When a &#039;&#039;lie&#039;&#039; has been told, it needs to be corrected.&lt;br /&gt;
* A correction clue can never mean &amp;quot;play&amp;quot;, it can only mean &amp;quot;discard&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{infoBoxes3 |maxWidth=625&lt;br /&gt;
|title1=Standard convention example 1&lt;br /&gt;
|body1=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=red&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=1|card3Colour=lightgreen&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=4|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|clue5=5|clue5Colour=lightgrey&lt;br /&gt;
&lt;br /&gt;
|card1=2|card1Colour=red&lt;br /&gt;
|card2=4|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=5|card5Colour=lightgreen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|card1=4|card1Colour=lightgreen&lt;br /&gt;
|card2=1|card2Colour=yellow&lt;br /&gt;
|card3=4|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=yellow&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s Amy&#039;s turn, and Bob knows his chop card is {{card|=5}}.&lt;br /&gt;
* Amy will give a red {{card|background=red}} clue to Bob.&lt;br /&gt;
* This will tell Bob that the newest card is the next playable in the sequence (so must be {{card|=2|background=#324|colour=red|size=1.5}}), and that the other red can be {{card|=3|background=#324|colour=red|size=1.5}}, {{card|=4|background=#324|colour=red|size=1.5}}, or {{card|=5|background=#324|colour=red|size=1.5}} (because it must be playable at some later point in the game).&lt;br /&gt;
&lt;br /&gt;
|title2=Standard convention example 2&lt;br /&gt;
|body2=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=|cardBackground=#324&lt;br /&gt;
|card1=2|card1Colour=red&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=1|card3Colour=lightgreen&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=4|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|clue5=5|clue5Colour=lightgrey&lt;br /&gt;
|clue3Colour=red&lt;br /&gt;
&lt;br /&gt;
|card1=5|card1Colour=white&lt;br /&gt;
|card2=4|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=5|card5Colour=lightgreen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|card1=2|card1Colour=white&lt;br /&gt;
|card2=4|card2Colour=lightgreen&lt;br /&gt;
|card3=1|card3Colour=yellow&lt;br /&gt;
|card4=4|card4Colour=red&lt;br /&gt;
|card5=3|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is Amy&#039;s turn again, and Bob knows his oldest card is {{card|=5}}, and his middle card is {{card|background=red}}.&lt;br /&gt;
* Amy will give a red {{card|background=red}} clue to Cat.&lt;br /&gt;
* This will tell Cat that her marked card is the next playable in the sequence (so must be {{card|=4|background=#324|colour=red|size=1.5}}, because {{card|=3|background=#324|colour=red|size=1.5}} is already marked).&lt;br /&gt;
* This will give Bob the meta-information that his saved red card, is {{card|=3|background=#324|colour=red|size=1.5}}.&lt;br /&gt;
** &#039;&#039;This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|title3=Standard convention example 3&lt;br /&gt;
|body3=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=red&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3Background=lightgreen&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=4|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|clue3=2|clue3Colour=lightgrey&lt;br /&gt;
&lt;br /&gt;
|card1=3|card1Colour=red&lt;br /&gt;
|card2=4|card2Colour=yellow&lt;br /&gt;
|card3=2|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=5|card5Colour=lightgreen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|card1=4|card1Colour=lightgreen&lt;br /&gt;
|card2=1|card2Colour=yellow&lt;br /&gt;
|card3=4|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=yellow&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is Amy&#039;s turn, and Bob knows his middle card is {{card|=2}}.&lt;br /&gt;
* Amy will give a red {{card|background=#d03}} clue to Bob.&lt;br /&gt;
* This will tell Bob that his newest card is the next playable in the sequence (so must be {{card|=3|background=#324|colour=#d03|size=1.5}}, because {{card|=2|background=#324|colour=#d03|size=1.5}} is now visible with 100% information).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Finesse ===&lt;br /&gt;
&lt;br /&gt;
* Finesse builds on the standard convention (making it a bit more complex).&lt;br /&gt;
* In the finesse convention, the timing of the clue gives you extra information.&lt;br /&gt;
* You can assume the following meta-information:&lt;br /&gt;
** Every card that gets marked, will be playable at some point.&lt;br /&gt;
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant &amp;quot;save this/these card(s)&amp;quot;. (It is custom to play saved cards from oldest to newest when appropriate.)&lt;br /&gt;
** A clue that doesn&#039;t mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.&lt;br /&gt;
** The oldest, unmarked card is safe to discard unless that player is busy by having a &amp;quot;known&amp;quot; play.&lt;br /&gt;
*** &#039;&#039;Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue and multicolor piles have already been completed, such card must be discarded in priority.&#039;&#039;&lt;br /&gt;
** If a marked card gets discarded it means:&lt;br /&gt;
*** The copy of that card is already marked in someone else&#039;s hand, and the discarding player is the first to realize this; or&lt;br /&gt;
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).&lt;br /&gt;
&lt;br /&gt;
==== Special interpretation for play-clues ====&lt;br /&gt;
&lt;br /&gt;
* When receiving a clue for the &amp;quot;next playable card in the sequence&amp;quot;, the linking cards are not limited to already marked cards (like in standard convention).&lt;br /&gt;
* The newest, unmarked cards in every player&#039;s hand should be considered as well.&lt;br /&gt;
&lt;br /&gt;
{{infoBoxes3 |maxWidth=625&lt;br /&gt;
|title1=Example of finesse&lt;br /&gt;
|body1=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=&lt;br /&gt;
|card1Background=red&lt;br /&gt;
|card2Background=yellow&lt;br /&gt;
|card3Background=lightgreen&lt;br /&gt;
|card4Background=deepskyblue&lt;br /&gt;
|card5Background=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=deepskyblue&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=deepskyblue&lt;br /&gt;
|card4=1|card4Colour=white&lt;br /&gt;
|card5=2|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|clue3Colour=deepskyblue&lt;br /&gt;
&lt;br /&gt;
|card1=5|card1Colour=red&lt;br /&gt;
|card2=2|card2Colour=red&lt;br /&gt;
|card3=2|card3Colour=deepskyblue&lt;br /&gt;
|card4=2|card4Colour=lightgreen&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Amy gives a blue {{card|background=deepskyblue}} to Cat.&lt;br /&gt;
* This gives the information that {{card|=2|background=#324|colour=deepskyblue|size=1.5}} is the next playable card in the sequence, and that Bob is either not allowed to give a blue {{card|background=deepskyblue}} clue, or has something to play.&lt;br /&gt;
* Since Bob has no marked cards, he was not blocked from giving a blue {{card|background=deepskyblue}} clue, so he must have something to play.&lt;br /&gt;
* This something, must be the missing link ({{card|=1|background=#324|colour=deepskyblue|size=1.5}}, to enable {{card|=2|background=#324|colour=deepskyblue|size=1.5}}) that makes {{card|=2|background=#324|colour=deepskyblue|size=1.5}} the next playable card.&lt;br /&gt;
* Since there is no logical (marked) card that could be {{card|=1|background=#324|colour=deepskyblue|size=1.5}}, Bob must assume his newest, unmarked card is {{card|=1|background=#324|colour=deepskyblue|size=1.5}} and blind-plays this card.&lt;br /&gt;
&lt;br /&gt;
|title2=Example of reversed finesse&lt;br /&gt;
|body2=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=&lt;br /&gt;
|card1Background=red&lt;br /&gt;
|card2Background=yellow&lt;br /&gt;
|card3Background=lightgreen&lt;br /&gt;
|card4Background=deepskyblue&lt;br /&gt;
|card5Background=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|clue3Colour=deepskyblue&lt;br /&gt;
&lt;br /&gt;
|card1=5|card1Colour=red&lt;br /&gt;
|card2=2|card2Colour=red&lt;br /&gt;
|card3=2|card3Colour=deepskyblue&lt;br /&gt;
|card4=2|card4Colour=lightgreen&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=deepskyblue&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=deepskyblue&lt;br /&gt;
|card4=1|card4Colour=white&lt;br /&gt;
|card5=2|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Amy gives a blue {{card|background=deepskyblue}} clue to Bob.&lt;br /&gt;
* This gives the information that {{card|=2|background=#324|colour=deepskyblue|size=1.5}} is the next playable card in the sequence.&lt;br /&gt;
* Bob sees that the newest, unmarked card in Cat&#039;s hand is of the same colour (blue) &#039;&#039;&#039;and&#039;&#039;&#039; playable now. Bob concludes it is a finesse, with the players in reversed order, so his blue card must be {{card|=2|background=#324|colour=deepskyblue|size=1.5}}.&lt;br /&gt;
&lt;br /&gt;
|title3=Example of a bluff&lt;br /&gt;
|body3=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=&lt;br /&gt;
|card1Background=red&lt;br /&gt;
|card2Background=yellow&lt;br /&gt;
|card3Background=lightgreen&lt;br /&gt;
|card4Background=deepskyblue&lt;br /&gt;
|card5Background=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=white&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=deepskyblue&lt;br /&gt;
|card4=1|card4Colour=white&lt;br /&gt;
|card5=2|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|clue3Colour=deepskyblue&lt;br /&gt;
&lt;br /&gt;
|card1=5|card1Colour=red&lt;br /&gt;
|card2=2|card2Colour=red&lt;br /&gt;
|card3=2|card3Colour=deepskyblue&lt;br /&gt;
|card4=2|card4Colour=lightgreen&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Amy gives a blue {{card|background=deepskyblue}} clue to Cat.&lt;br /&gt;
* This gives the information that {{card|=2|background=#324|colour=deepskyblue|size=1.5}} is the next playable card in the sequence, and that Bob is either not allowed to give a blue {{card|background=deepskyblue}} clue, or has something to play.&lt;br /&gt;
* Since Bob has no marked cards, he was not blocked from giving a blue {{card|background=deepskyblue}} clue, so he must have something to play.&lt;br /&gt;
* This something, must be the missing link ({{card|=1|background=#324|colour=deepskyblue|size=1.5}}, to enable {{card|=2|background=#324|colour=deepskyblue|size=1.5}}) that makes {{card|=2|background=#324|colour=deepskyblue|size=1.5}} the next playable card.&lt;br /&gt;
* Since there is no logical (marked) card that could be {{card|=1|background=#324|colour=deepskyblue|size=1.5}}, Bob must assume his newest, unmarked card is {{card|=1|background=#324|colour=deepskyblue|size=1.5}} and blind-plays this card.&lt;br /&gt;
* However, at this point the &amp;quot;lie&amp;quot; is revealed (because the colour of the played card does &#039;&#039;&#039;not&#039;&#039;&#039; match the colour of the finesse-clue).&lt;br /&gt;
* The blind-played card is &#039;&#039;&#039;not&#039;&#039;&#039; {{card|=1|background=#324|colour=deepskyblue|size=1.5}}, but {{card|=1|background=#324|colour=white|size=1.5}}. Cat, up to this point, was thinking she had {{card|=1|background=#324|colour=deepskyblue|size=1.5}}.&lt;br /&gt;
* Bob&#039;s blind-play gives Cat extra information: her blue card is in fact {{card|=2|background=#324|colour=deepskyblue|size=1.5}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Clues you should avoid giving (bad clues) ====&lt;br /&gt;
&lt;br /&gt;
* As a special remark: don&#039;t mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that&lt;br /&gt;
&lt;br /&gt;
==== Meaning of skipping a player / stealing clues in Finesse convention ====&lt;br /&gt;
&lt;br /&gt;
* There are different approaches among finesse-convention-players about who should clue whom. So this section will be devided into sub-sections. The order does not say anything about which approach is more common on BGA. There are a lot of players following each idea. &lt;br /&gt;
* As of now, there is no way of saying which approach is &amp;quot;right&amp;quot; or &amp;quot;better&amp;quot;. Of course it is important for success, that in a game, the group of players follows the same idea. If they get mixed, it will most likely result in bombs. If that happens, it does not mean, the other player is &amp;quot;bad&amp;quot; - it merely means, they follow a different idea. So you can only try to find a common ground for the next game or play with another group next time.&lt;br /&gt;
* The text within the sections are written by people who follow the idea.&lt;br /&gt;
&lt;br /&gt;
===== a) Skipping / stealing should be avoided =====&lt;br /&gt;
&lt;br /&gt;
* If more than 1 person are able to give the same clue, then the last possible person should give that clue.&lt;br /&gt;
* In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:&lt;br /&gt;
**1. The skipped player is forbidden from giving that clue; or&lt;br /&gt;
**2. The skipped player has something to play.&lt;br /&gt;
&lt;br /&gt;
===== b) Skipping / stealing is for discard-management =====&lt;br /&gt;
&lt;br /&gt;
This style is one way of applying finesse convention. Since the primary assumption is that your CHOP is safe to discard, it might still be that said card is a nice-to-have like a non-unique 2 or 3 that is not yet playable. without knowing your chop card, it is good to handle each-other&#039;s chop situation by preferably letting players with definitely useless chop-cards discard rather than discarding your own unknown card.&lt;br /&gt;
Skipping/stealing is a term that is often used for a situation, where giving a clue is not left for the last possible player to do.&lt;br /&gt;
&#039;&#039;e.g. player A saves a card on chop of player C, potentially leaving player B without a known play or a useful/necessary clue to give.&#039;&#039;&lt;br /&gt;
Skipping players is a useful move to give other players the time to play / discard / clue more cards.&lt;br /&gt;
&lt;br /&gt;
When getting skipped without having a play or useful option to clue, it most likely means that your chop card is not very useful.&lt;br /&gt;
These are valid reasons for skipping you:&lt;br /&gt;
* Your chop-card is trash (a copy of the card is already played/marked)&lt;br /&gt;
* Your chop-card is redundant: Another copy of it is on another player&#039;s (or your own) hand as well, so discarding it is no loss (or it has low priority like a high number when it&#039;s very early in the game).&lt;br /&gt;
* You might still have something nice on chop, but the player sitting before already received information that their chop might be something very good (from earlier discard-behaviour like NOT being skipped over by the player sitting before them on earlier turns) and they are reluctant to discard for that reason.&lt;br /&gt;
* The clue given is a play-clue for a card that might be in your hand so you couldn&#039;t know whether you want the other card or not. The player skipping you knows that you want it and therefore takes away the decision.&lt;br /&gt;
&lt;br /&gt;
This approach sacrifices some saving-clue-tokens option (that might be achieved on a stricter dogma about who should clue whom) in order to be able to keep nice cards in the game for longer and discard useless cards instead and by that often get those cards played before they would be discarded.&lt;br /&gt;
* This convention is better for players, who play efficient enough to rarely struggle with clue-shortness and can therefore afford being more careful about not losing first copies.&lt;br /&gt;
* If a group often struggles with clue-shortness then skipping-dogma (as proposed by other conventions) might as well improve their overall results. If the problem for not achieving 30 points usually isn&#039;t clue-shortness but getting bottom-decked (or heavily delayed from losing earlier a card that could be played now), then results can get better with this discard-management convention.&lt;br /&gt;
&lt;br /&gt;
Planning ahead is a vital aspect of the game. By carefully deciding on who to let clue and whom to skip, it is often possible to &lt;br /&gt;
* avoid twin-chops before they become an issue&lt;br /&gt;
* avoid not having enough clue tokens to save all necessary cards&lt;br /&gt;
* get the discard you were waiting for (when a player has 2 copies of the same playable card and you want them to discard before clueing it)&lt;br /&gt;
&lt;br /&gt;
=== Others conventions ===&lt;br /&gt;
&lt;br /&gt;
* For others conventions, see the previous link: &#039;&#039;&#039;[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* In addition to the convention(s), there is also some strategy to the game.&lt;br /&gt;
* You should &#039;&#039;&#039;not&#039;&#039;&#039; confuse strategy with convention! Strategy is &#039;&#039;&#039;team&#039;&#039;&#039; vs &#039;&#039;&#039;deck&#039;&#039;&#039;; convention is communication within the team.&lt;br /&gt;
* A simple example of strategy is saving 2s in 2-player games.&lt;br /&gt;
** Using number-2-clue to communicate that those cards need to be saved, is a convention.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* More advanced players will try to avoid losing as many &amp;quot;first&amp;quot; (non-unique) cards as possible.&lt;br /&gt;
* It&#039;s a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.&lt;br /&gt;
** &#039;&#039;The other copy of that card might be far down the draw pile.&#039;&#039;&lt;br /&gt;
* Trying to mark at least 12 cards with the first 8 clue-tokens.&lt;br /&gt;
** This gives 99% chance of always having enough tokens in the game.&lt;br /&gt;
* Not using the last two clue-tokens for &amp;quot;single plays&amp;quot;.&lt;br /&gt;
** This avoids running out of clue-tokens in times when you need to save critical cards.&lt;br /&gt;
&lt;br /&gt;
[[Category:Card games]]&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=16831</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=16831"/>
		<updated>2023-05-04T04:13:08Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You have to put together 5 fireworks ( 1 white, 1 red, 1 blue, 1 yellow, 1 green), by making series rising in number (1, 2, 3, 4, 5) with the same coloured cards.&lt;br /&gt;
&lt;br /&gt;
However, you cannot see your own cards; you can only see the cards of your team mates.  Also, communication (and non communication) between the players is essential to Hanabi. You can only communication with your teammates when you give them a clue (see below).  No other communication is allowed.&lt;br /&gt;
&lt;br /&gt;
Your final score is the total of the top cards on the five piles:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto; text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Final Score Ratings&lt;br /&gt;
!Points&lt;br /&gt;
!Overall impression&lt;br /&gt;
|-&lt;br /&gt;
|0-5&lt;br /&gt;
|horrible, booed by the crowd...&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|mediocre, just a spattering of applause.&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|honourable, but will not be remembered for very long...&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|excellent, crowd pleasing.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|amazing, will be remembered for a very long time!&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|legendary, everyone left speechless, stars in their eyes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Card distribution ==&lt;br /&gt;
&lt;br /&gt;
* Each card has a colour and a number.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Normal difficulty (50 cards)&lt;br /&gt;
!Red (r)&lt;br /&gt;
|{{card|=1|background=#324|colour=#d03|size=2}}{{card|=1|background=#324|colour=#d03|size=2}}{{card|=1|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#d03|size=2}}{{card|=2|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#d03|size=2}}{{card|=3|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#d03|size=2}}{{card|=4|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#d03|size=2}}&lt;br /&gt;
|-&lt;br /&gt;
!Yellow (y)&lt;br /&gt;
|{{card|=1|background=#324|colour=#fe5|size=2}}{{card|=1|background=#324|colour=#fe5|size=2}}{{card|=1|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#fe5|size=2}}{{card|=2|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#fe5|size=2}}{{card|=3|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#fe5|size=2}}{{card|=4|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#fe5|size=2}}&lt;br /&gt;
|-&lt;br /&gt;
!Green (g)&lt;br /&gt;
|{{card|=1|background=#324|colour=#2a7|size=2}}{{card|=1|background=#324|colour=#2a7|size=2}}{{card|=1|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#2a7|size=2}}{{card|=2|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#2a7|size=2}}{{card|=3|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#2a7|size=2}}{{card|=4|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#2a7|size=2}}&lt;br /&gt;
|-&lt;br /&gt;
!Blue (b)&lt;br /&gt;
|{{card|=1|background=#324|colour=#0ae|size=2}}{{card|=1|background=#324|colour=#0ae|size=2}}{{card|=1|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#0ae|size=2}}{{card|=2|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#0ae|size=2}}{{card|=3|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#0ae|size=2}}{{card|=4|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#0ae|size=2}}&lt;br /&gt;
|-&lt;br /&gt;
!White (w)&lt;br /&gt;
|{{card|=1|background=#324|colour=#fff|size=2}}{{card|=1|background=#324|colour=#fff|size=2}}{{card|=1|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#fff|size=2}}{{card|=2|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#fff|size=2}}{{card|=3|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#fff|size=2}}{{card|=4|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Multicolour cards ===&lt;br /&gt;
&lt;br /&gt;
* There are three variants that add a 6th colour: the multicolour.&lt;br /&gt;
* There are three difficulties:&lt;br /&gt;
&lt;br /&gt;
==== Tricky ====&lt;br /&gt;
&lt;br /&gt;
* These cards get marked by a separate &#039;&#039;&#039;multicolour clue&#039;&#039;&#039;.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Tricky difficulty (+10 cards)&lt;br /&gt;
!Multicolour (m)&lt;br /&gt;
|{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hard ====&lt;br /&gt;
&lt;br /&gt;
* These cards get marked by a separate &#039;&#039;&#039;multicolour clue&#039;&#039;&#039;.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Hard difficulty (+5 cards)&lt;br /&gt;
!Multi-colour (m)&lt;br /&gt;
|{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Very Difficult ====&lt;br /&gt;
&lt;br /&gt;
* These cards get marked by &#039;&#039;&#039;any colour clue&#039;&#039;&#039;.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Avalanche difficulty (+10 cards)&lt;br /&gt;
!Multi-colour (m)&lt;br /&gt;
|{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=1|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=2|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=3|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}{{card|=4|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=5|background=#324|colour=#717|outlineColour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* 8 clue tokens.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+# cards dealt to each player&lt;br /&gt;
!# Players&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
!# Cards (official rules)&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
!# Cards (unofficial rules)&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to either:&lt;br /&gt;
&lt;br /&gt;
• Give a &#039;&#039;&#039;clue&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
• &#039;&#039;&#039;Play&#039;&#039;&#039; a card, or&amp;lt;br/&amp;gt;&lt;br /&gt;
• &#039;&#039;&#039;Discard&#039;&#039;&#039; a card&lt;br /&gt;
&lt;br /&gt;
=== Clue ===&lt;br /&gt;
&lt;br /&gt;
* Possible when there is at least one clue token available.&lt;br /&gt;
* Clues indicate &#039;&#039;&#039;all&#039;&#039;&#039; cards of a certain colour, or &#039;&#039;&#039;all&#039;&#039;&#039; cards of a certain number.&lt;br /&gt;
   you may not indicate &#039;&#039;&#039;no&#039;&#039;&#039; cards of a color or number&lt;br /&gt;
   you may not indicate only a single card of the matching criteria if there is more than one&lt;br /&gt;
&lt;br /&gt;
To do this:&lt;br /&gt;
&lt;br /&gt;
1. The active player selects a card in another player&#039;s hand.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. The active player selects a clue option.&amp;lt;br/&amp;gt;&lt;br /&gt;
3. One clue token is moved from &#039;available&#039; to &#039;used&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
&lt;br /&gt;
1. The active player selects a card in their hand.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. The active player selects the &#039;Play selected card&#039; button.&amp;lt;br/&amp;gt;&lt;br /&gt;
:• If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.&amp;lt;br/&amp;gt;&lt;br /&gt;
:• If the played card does not fit, it is placed in the discard pile and the team gets a &#039;&#039;misfire&#039;&#039; token.&amp;lt;br/&amp;gt;&lt;br /&gt;
3. A replacement card is drawn.&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
&lt;br /&gt;
This is only possible when there are fewer than 8 clue tokens available.&lt;br /&gt;
&lt;br /&gt;
1. The active player selects a card in their hand.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. The active player selects the &#039;Discard selected card&#039; button.&amp;lt;br/&amp;gt;&lt;br /&gt;
3. The discarded card is placed in the discard pile.&amp;lt;br/&amp;gt;&lt;br /&gt;
4. One clue token is moved from &#039;used&#039; to &#039;available&#039;.&amp;lt;br/&amp;gt;&lt;br /&gt;
5. A replacement card is drawn.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
* The game can end in several ways:&lt;br /&gt;
*1. All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.&lt;br /&gt;
*2. Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score.&lt;br /&gt;
*3. Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points.&lt;br /&gt;
*4. Your team &#039;abandons&#039; the game. Although discouraged, you receive zero (0) points.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Black Powder ===&lt;br /&gt;
&lt;br /&gt;
* Clues cannot be given for the colour black.&lt;br /&gt;
* Black cards must be played in reverse order, from 5 to 1.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Black Powder (+10 cards)&lt;br /&gt;
!Black Powder (k)&lt;br /&gt;
|{{card|=5|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=5|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=5|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=4|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=4|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=3|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=3|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=2|background=#324|colour=#000|outlineColour=#fff|size=2}}{{card|=2|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|{{card|=1|background=#324|colour=#000|outlineColour=#fff|size=2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Five Flamboyants ===&lt;br /&gt;
&lt;br /&gt;
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:&lt;br /&gt;
* Gain a clue token.&lt;br /&gt;
* Gain a clue token and recover a life.&lt;br /&gt;
* Give a clue regarding a colour.&lt;br /&gt;
* Give a clue regarding a number.&lt;br /&gt;
* Shuffle a discarded card into the deck.&lt;br /&gt;
* Play a discarded card, if possible.&lt;br /&gt;
&lt;br /&gt;
== Lingo ==&lt;br /&gt;
&lt;br /&gt;
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.&lt;br /&gt;
&lt;br /&gt;
;Marked: A card that is highlighted by a clue.&lt;br /&gt;
;Unmarked: A card that is not clued.&lt;br /&gt;
;chop: The oldest, unmarked card. The card that you have no information on and will chop from your hand.&lt;br /&gt;
;draw: The newest, unmarked card. The card that you have no information on and was freshly drawn.&lt;br /&gt;
;To bomb: A play that causes the third misfire-token. Sometimes called &#039;&#039;&#039;explosion&#039;&#039;&#039;&lt;br /&gt;
;Unique: A card that has no copy (left) in the deck.&lt;br /&gt;
;Double discard: When consecutive players have the same card on chop. A special problem, since, to each of the consecutive players, a number to chop does not look like a unique save.&lt;br /&gt;
;Twin chop: 2 consecutive players have the same card on chop. Same as Double discard&lt;br /&gt;
;Double save: When a player has two consecutive unique cards, requiring consecutive save clues.&lt;br /&gt;
;Strategy: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).&lt;br /&gt;
&lt;br /&gt;
== ELO rating ==&lt;br /&gt;
&lt;br /&gt;
* If you are playing with ELO rating on, your ELO may be changed at the end of the game.&lt;br /&gt;
* Here is how it works:&lt;br /&gt;
*1. Every player on the team is temporarily considered as having the average ELO rating of the team.&lt;br /&gt;
*2. The system will generate a bot associated with the score your team has achieved (let’s call it &#039;&#039;&#039;&#039;&#039;Hanabot&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
**• Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolour), the number of players on the team and, most importantly, your team&#039;s score.&lt;br /&gt;
**• All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.&lt;br /&gt;
*3. Your team (actually your team&#039;s average ELO) will now compete against Hanabot.&lt;br /&gt;
**• The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.&lt;br /&gt;
**• If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot&#039;s ELO is always 1000.&lt;br /&gt;
&lt;br /&gt;
* You can find &amp;lt;b&amp;gt;[http://forum.boardgamearena.com/viewtopic.php?f=3&amp;amp;t=4814 all bots&#039; ELO ratings here]&amp;lt;/b&amp;gt;&lt;br /&gt;
* The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. (This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.)&lt;br /&gt;
* If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.&lt;br /&gt;
* To be confirmed: I think the ELO-system has had an overhaul.&lt;br /&gt;
&lt;br /&gt;
== Cheating ==&lt;br /&gt;
&lt;br /&gt;
* Players can cheat at Hanabi by:&lt;br /&gt;
**1. Sharing information via the chat user interface.&lt;br /&gt;
**2. Deliberately abandoning games.&lt;br /&gt;
* This is why ranking has been disabled for this game.&lt;br /&gt;
&lt;br /&gt;
== Conventions ==&lt;br /&gt;
&lt;br /&gt;
* If you want to play &amp;quot;full information&amp;quot; style, meaning that you wait until you know both the colour and number of a card before you play it, you will likely be short on clue tokens in &amp;gt;99% of the decks.&lt;br /&gt;
* The logical conclusion is that you cannot play a full information style game and the team must agree on some sort of convention.&lt;br /&gt;
** This means a certain amount of meta-information is assigned to clues.&lt;br /&gt;
* Many players have different kinds of conventions.&lt;br /&gt;
** &#039;&#039;Note: not all conventions are added to the BGA list. Please respect the convention the table creator wants to play.&#039;&#039;&lt;br /&gt;
* When different players in the same team assign different meta-information to the same clue, the game becomes unplayable.&lt;br /&gt;
** This is why there is an option to display the convention for the table.&lt;br /&gt;
** See &#039;&#039;&#039;[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]&#039;&#039;&#039; started by &#039;&#039;&#039;[https://boardgamearena.com/player?id=84207926 user Romain672]&#039;&#039;&#039;.&lt;br /&gt;
* Ideally, all players adhere to the convention, to avoid miscommunication.&lt;br /&gt;
* Below, the meta-information of several conventions is explained.&lt;br /&gt;
&lt;br /&gt;
=== Standard ===&lt;br /&gt;
&lt;br /&gt;
* Players assume the following meta-information:&lt;br /&gt;
** Every marked card will be playable at some point.&lt;br /&gt;
&lt;br /&gt;
==== Number clue ====&lt;br /&gt;
&lt;br /&gt;
* Can be played when all &amp;quot;number-1&amp;quot; cards are played.&lt;br /&gt;
* Saved to be played later on in the game.&lt;br /&gt;
** &#039;&#039;Saved cards are usually played from oldest to newest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Colour clue ====&lt;br /&gt;
&lt;br /&gt;
* The newest, previously unmarked card, is the next playable card in the sequence.&lt;br /&gt;
* The oldest, unmarked card is safe to discard.&lt;br /&gt;
** If a player has a card that they are sure they will never be able to play, e.g. cards marked by a blue clue when the blue stack is already complete, these card must be discarded in priority.&lt;br /&gt;
&lt;br /&gt;
==== Bad clues ====&lt;br /&gt;
&lt;br /&gt;
* A clue that marks 0 new cards.&lt;br /&gt;
* A clue that tells a &#039;&#039;lie&#039;&#039; (i.e. does not conform to the meta-information above).&lt;br /&gt;
* A clue that marks unplayable or duplicate cards, unless it saves a card at the chop position that does not have another copy of the card in the deck or other players&#039; hands. &lt;br /&gt;
** e.g. Marking 4s in another hand if your hand could have a copy of that 4.&lt;br /&gt;
* Sometimes, a &amp;quot;bad&amp;quot; clue cannot be avoided.&lt;br /&gt;
** &#039;&#039;e.g. Save a unique 3 using a number clue which also marks unplayable cards.&lt;br /&gt;
** &#039;&#039;e.g. A colour clue from a flamboyant must be used and it is used to mark 0 new cards.&lt;br /&gt;
* When a &#039;&#039;lie&#039;&#039; has been told, it needs to be corrected.&lt;br /&gt;
* A correction clue can never mean &amp;quot;play&amp;quot;, it can only mean &amp;quot;discard&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{infoBoxes3 |maxWidth=625&lt;br /&gt;
|title1=Standard convention example 1&lt;br /&gt;
|body1=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=red&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=1|card3Colour=lightgreen&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=4|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|clue5=5|clue5Colour=lightgrey&lt;br /&gt;
&lt;br /&gt;
|card1=2|card1Colour=red&lt;br /&gt;
|card2=4|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=5|card5Colour=lightgreen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|card1=4|card1Colour=lightgreen&lt;br /&gt;
|card2=1|card2Colour=yellow&lt;br /&gt;
|card3=4|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=yellow&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s Amy&#039;s turn, and Bob knows his chop card is {{card|=5}}.&lt;br /&gt;
* Amy will give a red {{card|background=red}} clue to Bob.&lt;br /&gt;
* This will tell Bob that the newest card is the next playable in the sequence (so must be {{card|=2|background=#324|colour=red|size=1.5}}), and that the other red can be {{card|=3|background=#324|colour=red|size=1.5}}, {{card|=4|background=#324|colour=red|size=1.5}}, or {{card|=5|background=#324|colour=red|size=1.5}} (because it must be playable at some later point in the game).&lt;br /&gt;
&lt;br /&gt;
|title2=Standard convention example 2&lt;br /&gt;
|body2=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=|cardBackground=#324&lt;br /&gt;
|card1=2|card1Colour=red&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=1|card3Colour=lightgreen&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=4|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|clue5=5|clue5Colour=lightgrey&lt;br /&gt;
|clue3Colour=red&lt;br /&gt;
&lt;br /&gt;
|card1=5|card1Colour=white&lt;br /&gt;
|card2=4|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=5|card5Colour=lightgreen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|card1=2|card1Colour=white&lt;br /&gt;
|card2=4|card2Colour=lightgreen&lt;br /&gt;
|card3=1|card3Colour=yellow&lt;br /&gt;
|card4=4|card4Colour=red&lt;br /&gt;
|card5=3|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is Amy&#039;s turn again, and Bob knows his oldest card is {{card|=5}}, and his middle card is {{card|background=red}}.&lt;br /&gt;
* Amy will give a red {{card|background=red}} clue to Cat.&lt;br /&gt;
* This will tell Cat that her marked card is the next playable in the sequence (so must be {{card|=4|background=#324|colour=red|size=1.5}}, because {{card|=3|background=#324|colour=red|size=1.5}} is already marked).&lt;br /&gt;
* This will give Bob the meta-information that his saved red card, is {{card|=3|background=#324|colour=red|size=1.5}}.&lt;br /&gt;
** &#039;&#039;This particular move is sometimes called prompting, and is a common way to allow a card that is saved by colour to get played without re-cluing it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|title3=Standard convention example 3&lt;br /&gt;
|body3=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=red&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3Background=lightgreen&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=4|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|clue3=2|clue3Colour=lightgrey&lt;br /&gt;
&lt;br /&gt;
|card1=3|card1Colour=red&lt;br /&gt;
|card2=4|card2Colour=yellow&lt;br /&gt;
|card3=2|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=deepskyblue&lt;br /&gt;
|card5=5|card5Colour=lightgreen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|card1=4|card1Colour=lightgreen&lt;br /&gt;
|card2=1|card2Colour=yellow&lt;br /&gt;
|card3=4|card3Colour=red&lt;br /&gt;
|card4=3|card4Colour=yellow&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It is Amy&#039;s turn, and Bob knows his middle card is {{card|=2}}.&lt;br /&gt;
* Amy will give a red {{card|background=#d03}} clue to Bob.&lt;br /&gt;
* This will tell Bob that his newest card is the next playable in the sequence (so must be {{card|=3|background=#324|colour=#d03|size=1.5}}, because {{card|=2|background=#324|colour=#d03|size=1.5}} is now visible with 100% information).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Finesse ===&lt;br /&gt;
&lt;br /&gt;
* Finesse builds on the standard convention (making it a bit more complex).&lt;br /&gt;
* In the finesse convention, the timing of the clue gives you extra information.&lt;br /&gt;
* You can assume the following meta-information:&lt;br /&gt;
** Every card that gets marked, will be playable at some point.&lt;br /&gt;
** If the oldest, unmarked card gets marked with a number-clue, then the clue meant &amp;quot;save this/these card(s)&amp;quot;. (It is custom to play saved cards from oldest to newest when appropriate.)&lt;br /&gt;
** A clue that doesn&#039;t mark the oldest card, means that the newest, previously unmarked card, is the next playable card in the sequence.&lt;br /&gt;
** The oldest, unmarked card is safe to discard unless that player is busy by having a &amp;quot;known&amp;quot; play.&lt;br /&gt;
*** &#039;&#039;Obviously, if a player has a card that they are sure they will never be able to play, for example a card on which is marked as blue when the blue and multicolor piles have already been completed, such card must be discarded in priority.&#039;&#039;&lt;br /&gt;
** If a marked card gets discarded it means:&lt;br /&gt;
*** The copy of that card is already marked in someone else&#039;s hand, and the discarding player is the first to realize this; or&lt;br /&gt;
*** The copy of that card MUST be marked in a future clue (because a save-clue will be given that will mark the copy card as collateral).&lt;br /&gt;
&lt;br /&gt;
==== Special interpretation for play-clues ====&lt;br /&gt;
&lt;br /&gt;
* When receiving a clue for the &amp;quot;next playable card in the sequence&amp;quot;, the linking cards are not limited to already marked cards (like in standard convention).&lt;br /&gt;
* The newest, unmarked cards in every player&#039;s hand should be considered as well.&lt;br /&gt;
&lt;br /&gt;
{{infoBoxes3 |maxWidth=625&lt;br /&gt;
|title1=Example of finesse&lt;br /&gt;
|body1=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=&lt;br /&gt;
|card1Background=red&lt;br /&gt;
|card2Background=yellow&lt;br /&gt;
|card3Background=lightgreen&lt;br /&gt;
|card4Background=deepskyblue&lt;br /&gt;
|card5Background=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=deepskyblue&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=deepskyblue&lt;br /&gt;
|card4=1|card4Colour=white&lt;br /&gt;
|card5=2|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|clue3Colour=deepskyblue&lt;br /&gt;
&lt;br /&gt;
|card1=5|card1Colour=red&lt;br /&gt;
|card2=2|card2Colour=red&lt;br /&gt;
|card3=2|card3Colour=deepskyblue&lt;br /&gt;
|card4=2|card4Colour=lightgreen&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Amy gives a blue {{card|background=deepskyblue}} to Cat.&lt;br /&gt;
* This gives the information that {{card|=2|background=#324|colour=deepskyblue|size=1.5}} is the next playable card in the sequence, and that Bob is either not allowed to give a blue {{card|background=deepskyblue}} clue, or has something to play.&lt;br /&gt;
* Since Bob has no marked cards, he was not blocked from giving a blue {{card|background=deepskyblue}} clue, so he must have something to play.&lt;br /&gt;
* This something, must be the missing link ({{card|=1|background=#324|colour=deepskyblue|size=1.5}}, to enable {{card|=2|background=#324|colour=deepskyblue|size=1.5}}) that makes {{card|=2|background=#324|colour=deepskyblue|size=1.5}} the next playable card.&lt;br /&gt;
* Since there is no logical (marked) card that could be {{card|=1|background=#324|colour=deepskyblue|size=1.5}}, Bob must assume his newest, unmarked card is {{card|=1|background=#324|colour=deepskyblue|size=1.5}} and blind-plays this card.&lt;br /&gt;
&lt;br /&gt;
|title2=Example of reversed finesse&lt;br /&gt;
|body2=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=&lt;br /&gt;
|card1Background=red&lt;br /&gt;
|card2Background=yellow&lt;br /&gt;
|card3Background=lightgreen&lt;br /&gt;
|card4Background=deepskyblue&lt;br /&gt;
|card5Background=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|clue3Colour=deepskyblue&lt;br /&gt;
&lt;br /&gt;
|card1=5|card1Colour=red&lt;br /&gt;
|card2=2|card2Colour=red&lt;br /&gt;
|card3=2|card3Colour=deepskyblue&lt;br /&gt;
|card4=2|card4Colour=lightgreen&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=deepskyblue&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=deepskyblue&lt;br /&gt;
|card4=1|card4Colour=white&lt;br /&gt;
|card5=2|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Amy gives a blue {{card|background=deepskyblue}} clue to Bob.&lt;br /&gt;
* This gives the information that {{card|=2|background=#324|colour=deepskyblue|size=1.5}} is the next playable card in the sequence.&lt;br /&gt;
* Bob sees that the newest, unmarked card in Cat&#039;s hand is of the same colour (blue) &#039;&#039;&#039;and&#039;&#039;&#039; playable now. Bob concludes it is a finesse, with the players in reversed order, so his blue card must be {{card|=2|background=#324|colour=deepskyblue|size=1.5}}.&lt;br /&gt;
&lt;br /&gt;
|title3=Example of a bluff&lt;br /&gt;
|body3=&amp;lt;div style=&amp;quot;display:flex;flex-flow:row wrap;gap:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{{cardholder|player=Table|arrow=&lt;br /&gt;
|card1Background=red&lt;br /&gt;
|card2Background=yellow&lt;br /&gt;
|card3Background=lightgreen&lt;br /&gt;
|card4Background=deepskyblue&lt;br /&gt;
|card5Background=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Amy|cardBackground=#bbb}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Bob|cardBackground=#324&lt;br /&gt;
|card1=1|card1Colour=white&lt;br /&gt;
|card2=5|card2Colour=yellow&lt;br /&gt;
|card3=3|card3Colour=deepskyblue&lt;br /&gt;
|card4=1|card4Colour=white&lt;br /&gt;
|card5=2|card5Colour=white&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{cardholder|player=Cat|cardBackground=#324&lt;br /&gt;
|clue3Colour=deepskyblue&lt;br /&gt;
&lt;br /&gt;
|card1=5|card1Colour=red&lt;br /&gt;
|card2=2|card2Colour=red&lt;br /&gt;
|card3=2|card3Colour=deepskyblue&lt;br /&gt;
|card4=2|card4Colour=lightgreen&lt;br /&gt;
|card5=2|card5Colour=yellow&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Amy gives a blue {{card|background=deepskyblue}} clue to Cat.&lt;br /&gt;
* This gives the information that {{card|=2|background=#324|colour=deepskyblue|size=1.5}} is the next playable card in the sequence, and that Bob is either not allowed to give a blue {{card|background=deepskyblue}} clue, or has something to play.&lt;br /&gt;
* Since Bob has no marked cards, he was not blocked from giving a blue {{card|background=deepskyblue}} clue, so he must have something to play.&lt;br /&gt;
* This something, must be the missing link ({{card|=1|background=#324|colour=deepskyblue|size=1.5}}, to enable {{card|=2|background=#324|colour=deepskyblue|size=1.5}}) that makes {{card|=2|background=#324|colour=deepskyblue|size=1.5}} the next playable card.&lt;br /&gt;
* Since there is no logical (marked) card that could be {{card|=1|background=#324|colour=deepskyblue|size=1.5}}, Bob must assume his newest, unmarked card is {{card|=1|background=#324|colour=deepskyblue|size=1.5}} and blind-plays this card.&lt;br /&gt;
* However, at this point the &amp;quot;lie&amp;quot; is revealed (because the colour of the played card does &#039;&#039;&#039;not&#039;&#039;&#039; match the colour of the finesse-clue).&lt;br /&gt;
* The blind-played card is &#039;&#039;&#039;not&#039;&#039;&#039; {{card|=1|background=#324|colour=deepskyblue|size=1.5}}, but {{card|=1|background=#324|colour=white|size=1.5}}. Cat, up to this point, was thinking she had {{card|=1|background=#324|colour=deepskyblue|size=1.5}}.&lt;br /&gt;
* Bob&#039;s blind-play gives Cat extra information: her blue card is in fact {{card|=2|background=#324|colour=deepskyblue|size=1.5}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Clues you should avoid giving (bad clues) ====&lt;br /&gt;
&lt;br /&gt;
* As a special remark: don&#039;t mark useless, or duplicate cards. So if you have a saved 4, you are forbidden from marking 4s, unless you are sure you are not holding a copy of that&lt;br /&gt;
&lt;br /&gt;
==== Meaning of skipping a player / stealing clues in Finesse convention ====&lt;br /&gt;
&lt;br /&gt;
* There are different approaches among finesse-convention-players about who should clue whom. So this section will be devided into sub-sections. The order does not say anything about which approach is more common on BGA. There are a lot of players following each idea. &lt;br /&gt;
* As of now, there is no way of saying which approach is &amp;quot;right&amp;quot; or &amp;quot;better&amp;quot;. Of course it is important for success, that in a game, the group of players follows the same idea. If they get mixed, it will most likely result in bombs. If that happens, it does not mean, the other player is &amp;quot;bad&amp;quot; - it merely means, they follow a different idea. So you can only try to find a common ground for the next game or play with another group next time.&lt;br /&gt;
* The text within the sections are written by people who follow the idea.&lt;br /&gt;
&lt;br /&gt;
===== a) Skipping / stealing should be avoided =====&lt;br /&gt;
&lt;br /&gt;
* If more than 1 person are able to give the same clue, then the last possible person should give that clue.&lt;br /&gt;
* In finesse convention skipping (P1 clues P3, instead of P2; then P2 is skipped) means either:&lt;br /&gt;
**1. The skipped player is forbidden from giving that clue; or&lt;br /&gt;
**2. The skipped player has something to play.&lt;br /&gt;
&lt;br /&gt;
===== b) Skipping / stealing is for discard-management =====&lt;br /&gt;
&lt;br /&gt;
This style is one way of applying finesse convention. Since the primary assumption is that your CHOP is safe to discard, it might still be that said card is a nice-to-have like a non-unique 2 or 3 that is not yet playable. without knowing your chop card, it is good to handle each-other&#039;s chop situation by preferably letting players with definitely useless chop-cards discard rather than discarding your own unknown card.&lt;br /&gt;
Skipping/stealing is a term that is often used for a situation, where giving a clue is not left for the last possible player to do.&lt;br /&gt;
&#039;&#039;e.g. player A saves a card on chop of player C, potentially leaving player B without a known play or a useful/necessary clue to give.&#039;&#039;&lt;br /&gt;
Skipping players is a useful move to give other players the time to play / discard / clue more cards.&lt;br /&gt;
&lt;br /&gt;
When getting skipped without having a play or useful option to clue, it most likely means that your chop card is not very useful.&lt;br /&gt;
These are valid reasons for skipping you:&lt;br /&gt;
* Your chop-card is trash (a copy of the card is already played/marked)&lt;br /&gt;
* Your chop-card is redundant: Another copy of it is on another player&#039;s (or your own) hand as well, so discarding it is no loss (or it has low priority like a high number when it&#039;s very early in the game).&lt;br /&gt;
* You might still have something nice on chop, but the player sitting before already received information that their chop might be something very good (from earlier discard-behaviour like NOT being skipped over by the player sitting before them on earlier turns) and they are reluctant to discard for that reason.&lt;br /&gt;
* The clue given is a play-clue for a card that might be in your hand so you couldn&#039;t know whether you want the other card or not. The player skipping you knows that you want it and therefore takes away the decision.&lt;br /&gt;
&lt;br /&gt;
This approach sacrifices some saving-clue-tokens option (that might be achieved on a stricter dogma about who should clue whom) in order to be able to keep nice cards in the game for longer and discard useless cards instead and by that often get those cards played before they would be discarded.&lt;br /&gt;
* This convention is better for players, who play efficient enough to rarely struggle with clue-shortness and can therefore afford being more careful about not losing first copies.&lt;br /&gt;
* If a group often struggles with clue-shortness then skipping-dogma (as proposed by other conventions) might as well improve their overall results. If the problem for not achieving 30 points usually isn&#039;t clue-shortness but getting bottom-decked (or heavily delayed from losing earlier a card that could be played now), then results can get better with this discard-management convention.&lt;br /&gt;
&lt;br /&gt;
Planning ahead is a vital aspect of the game. By carefully deciding on who to let clue and whom to skip, it is often possible to &lt;br /&gt;
* avoid twin-chops before they become an issue&lt;br /&gt;
* avoid not having enough clue tokens to save all necessary cards&lt;br /&gt;
* get the discard you were waiting for (when a player has 2 copies of the same playable card and you want them to discard before clueing it)&lt;br /&gt;
&lt;br /&gt;
=== Others conventions ===&lt;br /&gt;
&lt;br /&gt;
* For others conventions, see the previous link: &#039;&#039;&#039;[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
* In addition to the convention(s), there is also some strategy to the game.&lt;br /&gt;
* You should &#039;&#039;&#039;not&#039;&#039;&#039; confuse strategy with convention! Strategy is &#039;&#039;&#039;team&#039;&#039;&#039; vs &#039;&#039;&#039;deck&#039;&#039;&#039;; convention is communication within the team.&lt;br /&gt;
* A simple example of strategy is saving 2s in 2-player games.&lt;br /&gt;
** Using number-2-clue to communicate that those cards need to be saved, is a convention.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* More advanced players will try to avoid losing as many &amp;quot;first&amp;quot; (non-unique) cards as possible.&lt;br /&gt;
* It&#039;s a good strategy to keep good cards in the game as long as possible - even if they are not yet playable.&lt;br /&gt;
** &#039;&#039;The other copy of that card might be far down the draw pile.&#039;&#039;&lt;br /&gt;
* Trying to mark at least 12 cards with the first 8 clue-tokens.&lt;br /&gt;
** This gives 99% chance of always having enough tokens in the game.&lt;br /&gt;
* Not using the last two clue-tokens for &amp;quot;single plays&amp;quot;.&lt;br /&gt;
** This avoids running out of clue-tokens in times when you need to save critical cards.&lt;br /&gt;
&lt;br /&gt;
[[Category:Card games]]&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnuclearwar&amp;diff=15556</id>
		<title>Gamehelpnuclearwar</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnuclearwar&amp;diff=15556"/>
		<updated>2022-12-15T23:41:58Z</updated>

		<summary type="html">&lt;p&gt;SteveV: Created page with &amp;quot;= Nuclear War = &amp;lt;pre style=&amp;quot;color: red&amp;quot;&amp;gt; A strange game. The only winning move is not to play. -- WOPR &amp;lt;/pre&amp;gt;  == Overview == Each player represents a major world power and a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Nuclear War =&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: red&amp;quot;&amp;gt;&lt;br /&gt;
A strange game. The only winning move is not to play.&lt;br /&gt;
-- WOPR&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Each player represents a major world power and attempts to gain world domination through the strategic use of propaganda techniques or nuclear weapons. A sound strategy, however, is not always a guarantee of success. As in the real world, the results of strategic decisions are not predictable and such factors as the chance dispersion of deadly radioactive fallout particles may significantly alter the course of events.&lt;br /&gt;
&lt;br /&gt;
== Object of the Game ==&lt;br /&gt;
Each player seeks to gain world domination by eliminating the other major powers. This can be accomplished in two ways. The peaceful way is to persuade the population of opposing countries to join your superior form of government. The warlike way is to destroy the enemy population by using nuclear weapons. Population is the measure of success or failure in the game and you withdraw from the game if you lose your entire population.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
* &#039;&#039;&#039;Population Cards&#039;&#039;&#039; - There are twenty population cards in the game in the following five denominations: 1 million, 2 million, 5 million, 10 million and 25 million.&lt;br /&gt;
* &#039;&#039;&#039;Nuclear War Cards&#039;&#039;&#039; - There are 100 cards, each being either a warhead, delivery system, propaganda, anti-missile, secret or top secret card.&lt;br /&gt;
* &#039;&#039;&#039;Dice&#039;&#039;&#039; - There are two ten-sided dice to use when making an attack.&lt;br /&gt;
* &#039;&#039;&#039;Placements&#039;&#039;&#039; - Each player has a placemat which holds their cards in play. The placemat has locations for your face up card, first face down card, second face down card, two deterrent cards, and population cards. Don’t press the button on it!&lt;br /&gt;
&lt;br /&gt;
== Opening Round ==&lt;br /&gt;
The first player begins by playing all &#039;&#039;&#039;Secret&#039;&#039;&#039; and &#039;&#039;&#039;Top Secret&#039;&#039;&#039; cards in their hand. The cards are discarded after being played and the player is immediately given replacement cards from the draw pile and proceeds to play any more secret or top secret cards that are drawn. This process continues until their nine-card hand contains no secret or top secret cards. The next player clockwise then does the same, and so on around the table. Next, each player places two cards face down on the table in the spaces provided on the placemats. Since these cards are turned over on succeeding turns, the player is now committed to a specific strategy for the first two turns.&lt;br /&gt;
&lt;br /&gt;
== State of Peace and State of War ==&lt;br /&gt;
Once the target of a warhead is selected, a state of war exists. This is true even if the delivery system is subsequently shot down, explodes on launch, or is a dud. Peace is not restored until at least one player has been forced from the game through annihilation of their population.&lt;br /&gt;
&lt;br /&gt;
When peace is restored, each player may alter their strategy by replacing one or two face down cards with cards from their hand. You may not replace a card that has already been turned face up, but the face up cards remain in&lt;br /&gt;
play, in case you wish to continue with your previous strategy&lt;br /&gt;
&lt;br /&gt;
== Game Turn ==&lt;br /&gt;
Play starts with the first player and proceeds clockwise around the table. The turn order is as follows:&lt;br /&gt;
# &#039;&#039;&#039;Draw Cards and Resolve Secrets&#039;&#039;&#039; - You are automatically given cards from the draw pile until your hand size totals ten (including cards on your placemat except those in the face up card location). The moment that you draw a secret or top secret card, you need to resolve it. Once it is resolved, you continue drawing until you reach ten cards without having any secrets or top secrets. At this time, the card in your first face down card location automatically moves to your face up location, with the card in the second face down location moving up to the first.&lt;br /&gt;
# &#039;&#039;&#039;Modify Deterrents&#039;&#039;&#039; - If you’d like, you can move a card from your hand to one of the two deterrent locations on your placemat, or vice versa. These spaces are used to show all other players one or two cards in your hand – normally with a hope that they’ll serve as a deterrent against being attacked.&lt;br /&gt;
# &#039;&#039;&#039;Place a Card&#039;&#039;&#039; - You must now place a card in the second face down card location. This card can come from your hand or from a deterrent location. Once you do this, you cannot modify your deterrent cards until your next turn.&lt;br /&gt;
# &#039;&#039;&#039;Resolve Face Up Card&#039;&#039;&#039; - The card that was just moved into your face up card location is turned over and it is resolved. See the next section for card resolutions&lt;br /&gt;
# &#039;&#039;&#039;End Turn&#039;&#039;&#039; - Play proceeds to the next player clockwise, unless someone intercepted a missile. If so, then the last person to intercept a missile during the turn becomes the next player (and play proceeds clockwise from them)&lt;br /&gt;
&lt;br /&gt;
=== Card Resolutions ===&lt;br /&gt;
Follow these rules when your card is resolved on your turn:&lt;br /&gt;
* &#039;&#039;&#039;Propaganda Card&#039;&#039;&#039; - As long as there is a &#039;&#039;&#039;state of peace&#039;&#039;&#039; (see above), this card is effective. You steal population from the enemy of your choice and the card is discarded. If there is a &#039;&#039;&#039;state of war&#039;&#039;&#039;, the card is discarded with no effect.&lt;br /&gt;
* &#039;&#039;&#039;Delivery System (Missile or Bomber)&#039;&#039;&#039; - These cards are used to set up an attack on your next turn. The delivery system remains face up and is not discarded. If on the next turn you turn over a warhead card useable by that delivery system, then you are ready to attack. If the next card is not a usable warhead card, the delivery system is discarded. Each delivery system lists the maximum size warhead that it can carry; anything equal to or less than this number is useable.&lt;br /&gt;
* &#039;&#039;&#039;Warhead&#039;&#039;&#039; - For a warhead card to be effective, it must be preceded on the turn before by a delivery system capable of carrying it. If it was, then you must launch an attack (see below). If not, the warhead is not launched and is discarded.&lt;br /&gt;
* &#039;&#039;&#039;Anti-Missile Card&#039;&#039;&#039; - These cards are only effective in defending against an attack when played (as an interrupt) directly from your hand, if you have placed it on your placemat it is simply discarded&lt;br /&gt;
&lt;br /&gt;
=== ATTACK! ===&lt;br /&gt;
When you launch a warhead you must choose a target for your attack. The target can intercept your warhead if they&lt;br /&gt;
have and choose to play the appropriate anti-missile card. Each anti-missile card lists the delivery systems that it&lt;br /&gt;
can shoot down. To keep you from knowing what cards are in their hand, they need to signify that they are not&lt;br /&gt;
intercepting even if they have no anti-missile cards. If they do intercept, the attack is a failure. If not, then you spin &lt;br /&gt;
on the nuclear fallout chart to see what happens. The warhead does the damage listed on the card, then modified by&lt;br /&gt;
the chart.&lt;br /&gt;
&lt;br /&gt;
If the delivery system was a missile, the missile and the warhead are discarded. If the delivery system was a bomber,&lt;br /&gt;
check to see if the bomber’s payload is empty. The bomber can attack in multiple, successive turns until it has&lt;br /&gt;
dropped warheads equal to its payload or until the next card turned up is either not a warhead or takes the payload&lt;br /&gt;
over the limit – at which point the bomber and its warheads are discarded.&lt;br /&gt;
&lt;br /&gt;
== Final Retaliation ==&lt;br /&gt;
If you have been eliminated through the use of secret or top secret cards or by a warhead you have the privilege of&lt;br /&gt;
immediate final retaliation before retiring from the game (you do not have this privilege if you were beaten&lt;br /&gt;
peacefully with propaganda cards). You:&lt;br /&gt;
# Combine each acceptable delivery system and warhead card that you possess (multiple warheads are fine on a bomber as long as you follow the payload limit)&lt;br /&gt;
# Announce a target for each separate delivery system&lt;br /&gt;
# After all targets are selected, roll for the attacks in the order that you announced them.&lt;br /&gt;
# Discard any remaining cards. You can continue to watch the game and chat with the other players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that you do get final retaliation if you draw a secret or top secret card that destroys the last&#039;&#039; of your own&lt;br /&gt;
population. Also, if final retaliation wipes out another player, that player also gets final retaliation, so it is possible&lt;br /&gt;
to start a chain reaction that destroys all of the remaining players!&lt;br /&gt;
&lt;br /&gt;
== Victory ==&lt;br /&gt;
You win the game if you are the last player left and you still have &#039;&#039;at least 1 million of your own population&#039;&#039;&lt;br /&gt;
remaining. Thus, there may not be a winner in the &#039;&#039;&#039;Nuclear War&#039;&#039;&#039; game...&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpshiftingstones&amp;diff=13307</id>
		<title>Gamehelpshiftingstones</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpshiftingstones&amp;diff=13307"/>
		<updated>2022-05-19T01:42:23Z</updated>

		<summary type="html">&lt;p&gt;SteveV: clarity around replenishing your hand EVERY turn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Official rules: https://gamewright.com/pdfs/Rules/gamewright_ShiftingStones_rules.pdf&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
On your turn you may either skip your turn and draw 2 cards, or do as many of the following actions as you want before passing. You may not skip your turn twice in a row. When you run out of cards you&#039;ll have to end your turn. &lt;br /&gt;
&lt;br /&gt;
==== Shift Stones ==== &lt;br /&gt;
Discard a card, then switch any two adjacent tiles. (No diagonals.)&lt;br /&gt;
&lt;br /&gt;
==== Flip Stones ==== &lt;br /&gt;
Discard a card, then flip over a tile.&lt;br /&gt;
&lt;br /&gt;
==== Score a Card ====&lt;br /&gt;
Reveal a card from your hand that matches a pattern on the tile grid. Place it face-up in front of you. (The card must match exactly, and may not be rotated or flipped.)&lt;br /&gt;
&lt;br /&gt;
==== Ending your turn ====&lt;br /&gt;
Draw back up to 4 cards.  &lt;br /&gt;
&lt;br /&gt;
=== Shuffling ===&lt;br /&gt;
If the Draw pile runs out, the Discard pile will be shuffled back in.&lt;br /&gt;
&lt;br /&gt;
=== End Game Condition ===&lt;br /&gt;
After any player has scored a certain number of cards, the game will end after that round is completed. The number of cards depends on the number of players:&lt;br /&gt;
&lt;br /&gt;
* 2 Players, 10 Cards&lt;br /&gt;
* 3 Players, 9 Cards&lt;br /&gt;
* 4 Players, 8 Cards&lt;br /&gt;
* 5 Players, 7 Cards&lt;br /&gt;
&lt;br /&gt;
=== Final Scoring ===&lt;br /&gt;
Each player&#039;s score is the total of all the points in their scored cards, plus the player with the most 1-point cards gains a bonus 3 points (in case of a 1-point card tie, each tied player gets 3 points).&lt;br /&gt;
&lt;br /&gt;
In case of a total-score tie, players share the victory (there is no tie breaker).&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpakeruption&amp;diff=11939</id>
		<title>Gamehelpakeruption</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpakeruption&amp;diff=11939"/>
		<updated>2022-02-17T23:09:17Z</updated>

		<summary type="html">&lt;p&gt;SteveV: correction to match original rules for lava flows touching villages and drawing Action Card(s)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
The inhabitants of the villages surrounding a dormant volcano were happily living in peace until — KABOOM! — the old volcano sprang back to life, unleashing rivers of molten lava in every direction and blasting volcanic rock into the sky. The villages, now faced with destruction, must do whatever they can to protect their homes from the incoming surge of lava.&lt;br /&gt;
&lt;br /&gt;
Your village is about to burn up — can you take the heat?&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Players control villages that are threatened by an erupting volcano. Protect your village by placing lava tiles and building walls strategically, while also trying to direct lava toward the other villages to gain valuable action cards. The player whose village is at the lowest temperature at the end of the game, wins.&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
&lt;br /&gt;
Do the following on each turn, in order:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Assess damage&#039;&#039;&#039; - your village heats up 20 degrees on the Burn Meter for each lava flow entering your village that is not blocked by a wall. For each lava flow that is blocked by a wall, roll the dice; if the lava (orange) wins the roll, your village heats up 10 degrees and the wall is discarded. If the wall is wood, add 1 point to the white die; if the wall is stone, add 2 points to the white die. Lava (orange) wins ties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) Draw and place a lava tile&#039;&#039;&#039; - place the tile so that all lava flows and grassy areas connect properly to other tiles. If you place a tile on a resource space, you gain a wall of that material. After placing a tile next to a village, a player may draw one (1) Action Card for each &#039;&#039;&#039;new&#039;&#039;&#039; lava flow in contact with the village. (&#039;&#039;&#039;Note&#039;&#039;&#039;: 1 card per lava &#039;&#039;&#039;&#039;&#039;flow&#039;&#039;&#039;&#039;&#039;, not 1 per lava &#039;&#039;&#039;&#039;&#039;tile&#039;&#039;&#039;&#039;&#039;, so this can be one or two cards, depending). If you want to place a tile next to a lava flow that is blocked with a wall, you must roll the dice and the lava must win the dice roll (or else you have to place the tile elsewhere).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3) Play as many action cards as desired&#039;&#039;&#039; - you can only keep a maximum of 3 Action Cards at the end of your turn. To play a card, discard it and either carry out the effect shown on the card or retrieve a wall of the material shown (you cannot do both). You can also optionally discard 2 cards to gain an additional tile placement.&lt;br /&gt;
&lt;br /&gt;
* Aftershock (×5)&lt;br /&gt;
Wall Equivalent: Stone - &lt;br /&gt;
Allows a player to rotate any tile on the board to any position. The tile must remain in its current location. No tiles may violate standard tile placement rules due to the rotation of the tile. Any walls on the tile are immediately discarded.&lt;br /&gt;
&lt;br /&gt;
* Lava Flow (×3)&lt;br /&gt;
Wall Equivalent: Straw - &lt;br /&gt;
Allows a player to draw and place a new Lava Tile following standard tile placement rules.&lt;br /&gt;
&lt;br /&gt;
* Relocate (×5)&lt;br /&gt;
Wall Equivalent: Straw - &lt;br /&gt;
Allows a player to move one or more walls in their village to any other location within the village. After doing so, no more than one wall may exist in any location.&lt;br /&gt;
&lt;br /&gt;
* Sinkhole (×4)&lt;br /&gt;
Wall Equivalent: Wood - &lt;br /&gt;
Allows a player to discard any existing tile from the board, along with any walls built on it. No tiles may violate standard tile placement rules due to the removal of the tile.&lt;br /&gt;
&lt;br /&gt;
* Quake (×5)&lt;br /&gt;
Wall Equivalent: Stone - &lt;br /&gt;
Allows a player to draw a new Lava Tile and immediately replace any existing tile on the board. The new tile must follow standard tile placement rules. The old tile, along with any walls built on it, is discarded from the board. If no replacements can be made, the tile is placed randomly within the stack and another tile is drawn.  If the new tile creates &#039;&#039;&#039;&#039;&#039;new&#039;&#039;&#039;&#039;&#039; connections to a village, draw one (1) Action card for &#039;&#039;&#039;&#039;&#039;each new&#039;&#039;&#039;&#039;&#039; lava flow in contact with the village.&lt;br /&gt;
&lt;br /&gt;
* Rain (×4)&lt;br /&gt;
Wall Equivalent: Wood - &lt;br /&gt;
Allows a player to immediately cool down their own village by 30 degrees on the Burn Meter.&lt;br /&gt;
&lt;br /&gt;
* Reinforce (×6)&lt;br /&gt;
Wall Equivalent: Straw - &lt;br /&gt;
Allows a player to immediately build a wall from their stockpile, in addition to the one wall normally allowed at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
* Volcanic Bomb (×4)&lt;br /&gt;
Wall Equivalent: Wood - &lt;br /&gt;
Allows a player to discard any wall that is currently on the board, belonging to any player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4) Build a wall (optional)&#039;&#039;&#039; - place a wall piece (of any material) on the border next to your village or on a specific lava flow on the board.&lt;br /&gt;
&lt;br /&gt;
== Burn Meter ==&lt;br /&gt;
&lt;br /&gt;
As a village heats up on the Burn Meter, the player who owns the village gains additional abilities in each Danger Zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone 1&#039;&#039;&#039; - the player may build an extra wall on their turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone 2&#039;&#039;&#039; - the player may draw an Action Card AND build an extra wall on their turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Zone 3&#039;&#039;&#039; - the player may place an extra Lava Tile AND draw an Action Card AND build an extra wall on their turn.&lt;br /&gt;
&lt;br /&gt;
The first player to enter each Danger Zone must place the corresponding Eruption tile. This tile can be placed anywhere on the board and does not have to connect to other tiles (it is its own source of lava). When this tile is placed, all other players increase in temperature by 30 degrees.&lt;br /&gt;
&lt;br /&gt;
== Ending the Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when either of the following events occurs:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) A village reaches the last space on the Burn Meter and remains there at the end of the turn.&#039;&#039;&#039; The remaining Lava tiles are removed from the board and the other players take one final turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2) The last Lava Tile is placed.&#039;&#039;&#039; The current player finishes their turn, and all players (including the current player) take one final turn.&lt;br /&gt;
&lt;br /&gt;
The player with the lowest temperature on the Burn Meter wins.&lt;br /&gt;
If two players tie, add three for every stone wall at your own village or in your stockpile, two for a wooden wall and one for a straw wall and reduce that figure by the number of lava streams reaching your village. The higher number wins.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9411</id>
		<title>Gamehelpstarfluxx</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9411"/>
		<updated>2021-09-18T06:03:24Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The game starts with just a couple simple rules, then becomes more complex little by little as additional Rule cards are played. At first there will be no way to win - that&#039;s what goal cards are for. Each Goal has a different victory condition, but they all require you to collect special cards called Keepers. As soon as someone&#039;s collection of Keepers matches the current Goal, they win!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Place the basic rules (draw 1, play 1) and deal 3 cards to each player.&lt;br /&gt;
* On your turn, draw and play cards as required by the current Rule card(s)&lt;br /&gt;
* If the played card is a Rule card, apply immediately and discard any contradicting rules.&lt;br /&gt;
** example: If there is a Draw 4 Rule card in play and you play a Draw 2 Rule card, the Draw 4 is discarded&lt;br /&gt;
** If you change the number of cards to Draw or Play, this change takes effect immediately.&lt;br /&gt;
*** example: If you drew 1 card but play a Draw 3, you immediately draw 2 additional cards&lt;br /&gt;
*** example: If you have played 3 cards and play a new Rule Play Four, you must continue playing; if new rule Play 2, since you&#039;ve already played more than 2, your turn is over&lt;br /&gt;
* If it is a Keeper card, place in your Keeper area of play&lt;br /&gt;
* If it is a Goal card, discard the old goal and replace with the new Goal.&lt;br /&gt;
* If it is an Action, apply it immediately then discard.&lt;br /&gt;
* Some new rules (example: Wormhole) may give optional Actions during your turn; these can (mostly) be used at any point during the turn, before, between or after other, regular actions.&lt;br /&gt;
* After you play the number of cards indicated by the current Play &amp;quot;X&amp;quot; Rule (and activate any extra actions), your turn is over&lt;br /&gt;
&lt;br /&gt;
===Keepers with Special Powers===&lt;br /&gt;
Some Keepers have special powers that give optional Actions once they are on the table.&lt;br /&gt;
* example: The Scientist may take 1 Keeper per turn from another player; Energy Being, Energy Crystals, or Monolith&lt;br /&gt;
&lt;br /&gt;
===Creepers===&lt;br /&gt;
These are like Keepers you do not want. Usually Creepers prevent you from winning, but sometimes you actually need them to win. Creepers are kept on the table in front of you in the same area as your Keepers.&lt;br /&gt;
&lt;br /&gt;
Creepers cannot be held in your hand. Instead, they automatically go into play. As soon as you draw a Creeper (including as part of your starting hand), you must place it face up in front of you and draw another card. This does NOT count as a &amp;quot;play.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You might have to accept several Creepers at once as you draw cards, until you&#039;ve drawn the required number of non-Creepers and added them to your hand. Note that this is true any time you draw a card, such as during an Action.&lt;br /&gt;
&lt;br /&gt;
====Attaching Creepers==== &lt;br /&gt;
Creepers marked with this icon will become attached to one of your Keepers. If you have no Keepers in play, they will wait patiently until something arrives. Once attached, the two cards are considered a unit until removed from play.&lt;br /&gt;
&lt;br /&gt;
It is possible to have more than one Creeper attached to a single Keeper (example: Evil Brain Parasites or Evil Malfunction)&lt;br /&gt;
&lt;br /&gt;
=====Special Icons=====&lt;br /&gt;
This version of Fluxx uses the following themed icons:&lt;br /&gt;
* &#039;&#039;&#039;Living Being&#039;&#039;&#039;: This icon is used to label items that are live beings and therefore susceptible to Brain Parasites.&lt;br /&gt;
* &#039;&#039;&#039;Mechanical Device&#039;&#039;&#039;: This icon is used to label items that are equipment and therefore susceptible to Malfunction.&lt;br /&gt;
&lt;br /&gt;
===Surprises===&lt;br /&gt;
These cards can be played at any time, even when it isn&#039;t your turn. Surprises have two functions, one for during your turn, and one for out-of-turn.&lt;br /&gt;
&lt;br /&gt;
A Surprise can also be used to cancel another Surprise.&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
At first there will be no limitations on the number of cards you can hold in your hand or Keepers you have in play. But Hand and Keeper Limit Rule cards will create such restrictions. These rules only affect you when it&#039;s NOT your turn, so you can ignore them until your turn ends. When someone plays a new Limit Rule card, the other players must immediately comply with the new restriction, discarding cards of their choice as needed.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The game ends if someone meets the condition of the current Goal.&lt;br /&gt;
** That player wins immediately even if out of turn.&lt;br /&gt;
* If two or more players meet the Goals winning condition, continue play until only a single winner remains.&lt;br /&gt;
&lt;br /&gt;
==List of all cards==&lt;br /&gt;
https://www.looneylabs.com/lists/star-fluxx-card-list&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9410</id>
		<title>Gamehelpstarfluxx</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9410"/>
		<updated>2021-09-18T05:57:45Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Creepers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The game starts with just a couple simple rules, then becomes more complex little by little as additional Rule cards are played. At first there will be no way to win - that&#039;s what goal cards are for. Each Goal has a different victory condition, but they all require you to collect special cards called Keepers. As soon as someone&#039;s collection of Keepers matches the current Goal, they win!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Place the basic rules (draw 1, play 1) and deal 3 cards to each player.&lt;br /&gt;
* On your turn, draw and play cards as required by the current Rule card(s)&lt;br /&gt;
* If the played card is a Rule card, apply immediately and discard any contradicting rules.&lt;br /&gt;
** example: If there is a Draw 4 Rule card in play and you play a Draw 2 Rule card, the Draw 4 is discarded&lt;br /&gt;
** If you change the number of cards to Draw or Play, this change takes effect immediately.&lt;br /&gt;
*** example: If you drew 1 card but play a Draw 3, you immediately draw 2 additional cards&lt;br /&gt;
*** example: If you have played 3 cards and play a new Rule Play Four, you must continue playing; if new rule Play 2, since you&#039;ve already played more than 2, your turn is over&lt;br /&gt;
* If it is a Keeper card, place in your Keeper area of play&lt;br /&gt;
* If it is a Goal card, discard the old goal and replace with the new Goal.&lt;br /&gt;
* If it is an Action, apply it immediately then discard.&lt;br /&gt;
* Some new rules (example: Wormhole) may give optional Actions during your turn; these can be (mostly) be used at any point during the turn, before, between or after other, regular actions.&lt;br /&gt;
* After you play the number of cards indicated by the current Play &amp;quot;X&amp;quot; Rule (and activate any extra actions), your turn is over&lt;br /&gt;
&lt;br /&gt;
===Keepers with Special Powers===&lt;br /&gt;
Some Keepers have special powers that give optional Actions once they are on the table.&lt;br /&gt;
* example: The Scientist may take 1 Keeper per turn from another player; Energy Being, Energy Crystals, or Monolith&lt;br /&gt;
&lt;br /&gt;
===Creepers===&lt;br /&gt;
These are like Keepers you do not want. Usually Creepers prevent you from winning, but sometimes you actually need them to win. Creepers are kept on the table in front of you in the same area as your Keepers.&lt;br /&gt;
&lt;br /&gt;
Creepers cannot be held in your hand. Instead, they automatically go into play. As soon as you draw a Creeper (including as part of your starting hand), you must place it face up in front of you and draw another card. This does NOT count as a &amp;quot;play.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You might have to accept several Creepers at once as you draw cards, until you&#039;ve drawn the required number of non-Creepers and added them to your hand. Note that this is true any time you draw a card, such as during an Action.&lt;br /&gt;
&lt;br /&gt;
====Attaching Creepers==== &lt;br /&gt;
Creepers marked with this icon will become attached to one of your Keepers. If you have no Keepers in play, they will wait patiently until something arrives. Once attached, the two cards are considered a unit until removed from play.&lt;br /&gt;
&lt;br /&gt;
It is possible to have more than one Creeper attached to a single Keeper (example: Evil Brain Parasites or Evil Malfunction)&lt;br /&gt;
&lt;br /&gt;
=====Special Icons=====&lt;br /&gt;
This version of Fluxx uses the following themed icons:&lt;br /&gt;
* &#039;&#039;&#039;Living Being&#039;&#039;&#039;: This icon is used to label items that are live beings and therefore susceptible to Brain Parasites.&lt;br /&gt;
* &#039;&#039;&#039;Mechanical Device&#039;&#039;&#039;: This icon is used to label items that are equipment and therefore susceptible to Malfunction.&lt;br /&gt;
&lt;br /&gt;
===Surprises===&lt;br /&gt;
These cards can be played at any time, even when it isn&#039;t your turn. Surprises have two functions, one for during your turn, and one for out-of-turn.&lt;br /&gt;
&lt;br /&gt;
A Surprise can also be used to cancel another Surprise.&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
At first there will be no limitations on the number of cards you can hold in your hand or Keepers you have in play. But Hand and Keeper Limit Rule cards will create such restrictions. These rules only affect you when it&#039;s NOT your turn, so you can ignore them until your turn ends. When someone plays a new Limit Rule card, the other players must immediately comply with the new restriction, discarding cards of their choice as needed.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The game ends if someone meets the condition of the current Goal.&lt;br /&gt;
** That player wins immediately even if out of turn.&lt;br /&gt;
* If two or more players meet the Goals winning condition, continue play until only a single winner remains.&lt;br /&gt;
&lt;br /&gt;
==List of all cards==&lt;br /&gt;
https://www.looneylabs.com/lists/star-fluxx-card-list&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9409</id>
		<title>Gamehelpstarfluxx</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9409"/>
		<updated>2021-09-18T05:57:02Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The game starts with just a couple simple rules, then becomes more complex little by little as additional Rule cards are played. At first there will be no way to win - that&#039;s what goal cards are for. Each Goal has a different victory condition, but they all require you to collect special cards called Keepers. As soon as someone&#039;s collection of Keepers matches the current Goal, they win!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Place the basic rules (draw 1, play 1) and deal 3 cards to each player.&lt;br /&gt;
* On your turn, draw and play cards as required by the current Rule card(s)&lt;br /&gt;
* If the played card is a Rule card, apply immediately and discard any contradicting rules.&lt;br /&gt;
** example: If there is a Draw 4 Rule card in play and you play a Draw 2 Rule card, the Draw 4 is discarded&lt;br /&gt;
** If you change the number of cards to Draw or Play, this change takes effect immediately.&lt;br /&gt;
*** example: If you drew 1 card but play a Draw 3, you immediately draw 2 additional cards&lt;br /&gt;
*** example: If you have played 3 cards and play a new Rule Play Four, you must continue playing; if new rule Play 2, since you&#039;ve already played more than 2, your turn is over&lt;br /&gt;
* If it is a Keeper card, place in your Keeper area of play&lt;br /&gt;
* If it is a Goal card, discard the old goal and replace with the new Goal.&lt;br /&gt;
* If it is an Action, apply it immediately then discard.&lt;br /&gt;
* Some new rules (example: Wormhole) may give optional Actions during your turn; these can be (mostly) be used at any point during the turn, before, between or after other, regular actions.&lt;br /&gt;
* After you play the number of cards indicated by the current Play &amp;quot;X&amp;quot; Rule (and activate any extra actions), your turn is over&lt;br /&gt;
&lt;br /&gt;
===Keepers with Special Powers===&lt;br /&gt;
Some Keepers have special powers that give optional Actions once they are on the table.&lt;br /&gt;
* example: The Scientist may take 1 Keeper per turn from another player; Energy Being, Energy Crystals, or Monolith&lt;br /&gt;
&lt;br /&gt;
===Creepers===&lt;br /&gt;
These are like Keepers you do not want. Usually Creepers prevent you from winning, but sometimes you actually need them to win. Creepers are kept on the table in front of you in the same area as your Keepers.&lt;br /&gt;
&lt;br /&gt;
Creepers cannot be held in your hand. Instead, they automatically go into play. As soon as you draw a Creeper (including as part of your starting hand), you must place it face up in front of you and draw another card. This does NOT count as a &amp;quot;play.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You might have to accept several Creepers at once as you draw cards, until you&#039;ve drawn the required number of non-Creepers and added them to your hand. Note that this is true any time you draw a card, such as during an Action.&lt;br /&gt;
&lt;br /&gt;
====Attaching Creepers==== Creepers marked with this icon will become attached to one of your Keepers. If you have no Keepers in play, they will wait patiently until something arrives. Once attached, the two cards are considered a unit until removed from play.&lt;br /&gt;
&lt;br /&gt;
It is possible to have more than one Creeper attached to a single Keeper (example: Evil Brain Parasites or Evil Malfunction)&lt;br /&gt;
&lt;br /&gt;
=====Special Icons=====&lt;br /&gt;
This version of Fluxx uses the following themed icons:&lt;br /&gt;
* &#039;&#039;&#039;Living Being&#039;&#039;&#039;: This icon is used to label items that are live beings and therefore susceptible to Brain Parasites.&lt;br /&gt;
* &#039;&#039;&#039;Mechanical Device&#039;&#039;&#039;: This icon is used to label items that are equipment and therefore susceptible to Malfunction.&lt;br /&gt;
&lt;br /&gt;
===Surprises===&lt;br /&gt;
These cards can be played at any time, even when it isn&#039;t your turn. Surprises have two functions, one for during your turn, and one for out-of-turn.&lt;br /&gt;
&lt;br /&gt;
A Surprise can also be used to cancel another Surprise.&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
At first there will be no limitations on the number of cards you can hold in your hand or Keepers you have in play. But Hand and Keeper Limit Rule cards will create such restrictions. These rules only affect you when it&#039;s NOT your turn, so you can ignore them until your turn ends. When someone plays a new Limit Rule card, the other players must immediately comply with the new restriction, discarding cards of their choice as needed.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The game ends if someone meets the condition of the current Goal.&lt;br /&gt;
** That player wins immediately even if out of turn.&lt;br /&gt;
* If two or more players meet the Goals winning condition, continue play until only a single winner remains.&lt;br /&gt;
&lt;br /&gt;
==List of all cards==&lt;br /&gt;
https://www.looneylabs.com/lists/star-fluxx-card-list&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9408</id>
		<title>Gamehelpstarfluxx</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9408"/>
		<updated>2021-09-18T05:54:47Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The game starts with just a couple simple rules, then becomes more complex little by little as additional Rule cards are played. At first there will be no way to win - that&#039;s what goal cards are for. Each Goal has a different victory condition, but they all require you to collect special cards called Keepers. As soon as someone&#039;s collection of Keepers matches the current Goal, they win!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Place the basic rules (draw 1, play 1) and deal 3 cards to each player.&lt;br /&gt;
* On your turn, draw and play cards as required by the current Rule card(s)&lt;br /&gt;
* If the played card is a Rule card, apply immediately and discard any contradicting rules.&lt;br /&gt;
** example: If there is a Draw 4 Rule card in play and you play a Draw 2 Rule card, the Draw 4 is discarded&lt;br /&gt;
** If you change the number of cards to Draw or Play, this change takes effect immediately.&lt;br /&gt;
*** example: If you drew 1 card but play a Draw 3, you immediately draw 2 additional cards&lt;br /&gt;
*** example: If you have played 3 cards and play a new Rule Play Four, you must continue playing; if new rule Play 2, since you&#039;ve already played more than 2, your turn is over&lt;br /&gt;
* If it is a Keeper card, place in your Keeper area of play&lt;br /&gt;
* If it is a Goal card, discard the old goal and replace with the new Goal.&lt;br /&gt;
* If it is an Action, apply it immediately then discard.&lt;br /&gt;
* Some new rules (example: Wormhole) may give optional Actions during your turn; these can be (mostly) be used at any point during the turn, before, between or after other, regular actions.&lt;br /&gt;
* After you play the number of cards indicated by the current Play &amp;quot;X&amp;quot; Rule (and activate any extra actions), your turn is over&lt;br /&gt;
&lt;br /&gt;
==Keepers with Special Powers==&lt;br /&gt;
Some Keepers have special powers that give optional Actions once they are on the table.&lt;br /&gt;
* example: The Scientist may take 1 Keeper per turn from another player; Energy Being, Energy Crystals, or Monolith&lt;br /&gt;
&lt;br /&gt;
==Creepers==&lt;br /&gt;
These are like Keepers you do not want. Usually Creepers prevent you from winning, but sometimes you actually need them to win. Creepers are kept on the table in front of you in the same area as your Keepers.&lt;br /&gt;
&lt;br /&gt;
Creepers cannot be held in your hand. Instead, they automatically go into play. As soon as you draw a Creeper (including as part of your starting hand), you must place it face up in front of you and draw another card. This does NOT count as a &amp;quot;play.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You might have to accept several Creepers at once as you draw cards, until you&#039;ve drawn the required number of non-Creepers and added them to your hand. Note that this is true any time you draw a card, such as during an Action.&lt;br /&gt;
&lt;br /&gt;
Attaching Creepers: Creepers marked with this icon will become attached to one of your Keepers. If you have no Keepers in play, they will wait patiently until something arrives. Once attached, the two cards are considered a unit until removed from play.&lt;br /&gt;
&lt;br /&gt;
It is possible to have more than one Creeper attached to a single Keeper (example: Evil Brain Parasites or Evil Malfunction)&lt;br /&gt;
&lt;br /&gt;
===Special Icons===&lt;br /&gt;
This version of Fluxx also uses the following themed icons:&lt;br /&gt;
* &#039;&#039;&#039;Living Being&#039;&#039;&#039;: This icon is used to label items that are live beings and therefore susceptible to Brain Parasites.&lt;br /&gt;
* &#039;&#039;&#039;Mechanical Device&#039;&#039;&#039;: This icon is used to label items that are equipment and therefore susceptible to Malfunction.&lt;br /&gt;
&lt;br /&gt;
==Surprises==&lt;br /&gt;
These cards can be played at any time, even when it isn&#039;t your turn. Surprises have two functions, one for during your turn, and one for out-of-turn.&lt;br /&gt;
&lt;br /&gt;
A Surprise can also be used to cancel another Surprise.&lt;br /&gt;
&lt;br /&gt;
==Limits==&lt;br /&gt;
At first there will be no limitations on the number of cards you can hold in your hand or Keepers you have in play. But Hand and Keeper Limit Rule cards will create such restrictions. These rules only affect you when it&#039;s NOT your turn, so you can ignore them until your turn ends. When someone plays a new Limit Rule card, the other players must immediately comply with the new restriction, discarding cards of their choice as needed.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The game ends if someone meets the condition of the current Goal.&lt;br /&gt;
** That player wins immediately even if out of turn.&lt;br /&gt;
* If two or more players meet the Goals winning condition, continue play until only a single winner remains.&lt;br /&gt;
&lt;br /&gt;
==List of all cards==&lt;br /&gt;
https://www.looneylabs.com/lists/star-fluxx-card-list&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9407</id>
		<title>Gamehelpstarfluxx</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9407"/>
		<updated>2021-09-18T05:38:46Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The game starts with just a couple simple rules, then becomes more complex little by little as additional Rule cards are played. At first there will be no way to win - that&#039;s what goal cards are for. Each Goal has a different victory condition, but they all require you to collect special cards called Keepers. As soon as someone&#039;s collection of Keepers matches the current Goal, they win!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Place the basic rules (draw 1, play 1) and deal 3 cards to each player.&lt;br /&gt;
* On your turn, draw and play cards as required by the current Rule card(s)&lt;br /&gt;
* If the played card is a Rule card, apply immediately and discard any contradicting rules.&lt;br /&gt;
** example: If there is a Draw 4 Rule card in play and you play a Draw 2 Rule card, the Draw 4 is discarded&lt;br /&gt;
** If you change the number of cards to Draw or Play, this change takes effect immediately.&lt;br /&gt;
*** example: If you drew 1 card but play a Draw 3, you immediately draw 2 additional cards&lt;br /&gt;
*** example: If you have played 3 cards and play a new Rule Play Four, you must continue playing; if new rule Play 2, since you&#039;ve already played more than 2, your turn is over&lt;br /&gt;
* If it is a Keeper card, place in your Keeper area of play&lt;br /&gt;
* If it is a Goal card, discard the old goal and replace with the new Goal.&lt;br /&gt;
* If it is an Action, apply it immediately then discard.&lt;br /&gt;
* Some new rules (example: Wormhole) may give Optional Actions during your turn; these can be (mostly) be used at any point during the turn, before, between or after other, regular actions.&lt;br /&gt;
* After you play the number of cards indicated by the current Play &amp;quot;X&amp;quot; Rule (and activate any extra actions), your turn is over&lt;br /&gt;
&lt;br /&gt;
==Creepers==&lt;br /&gt;
These are like Keepers you do not want. Usually Creepers prevent you from winning, but sometimes you actually need them to win. Creepers are kept on the table in front of you in the same area as your Keepers.&lt;br /&gt;
&lt;br /&gt;
Creepers cannot be held in your hand. Instead, they automatically go into play. As soon as you draw a Creeper (including as part of your starting hand), you must place it face up in front of you and draw another card. This does NOT count as a &amp;quot;play.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You might have to accept several Creepers at once as you draw cards, until you&#039;ve drawn the required number of non-Creepers and added them to your hand. Note that this is true any time you draw a card, such as during an Action.&lt;br /&gt;
&lt;br /&gt;
Attaching Creepers: Creepers marked with this icon will become attached to one of your Keepers. If you have no Keepers in play, they will wait patiently until something arrives. Once attached, the two cards are considered a unit until removed from play.&lt;br /&gt;
&lt;br /&gt;
It is possible to have more than one Creeper attached to a single Keeper (example: Evil Brain Parasites or Evil Malfunction)&lt;br /&gt;
&lt;br /&gt;
==Special Icons==&lt;br /&gt;
This version of Fluxx also uses the following themed icons:&lt;br /&gt;
* Living Being: This icon is used to label items that are live beings and therefore susceptible to Brain Parasites.&lt;br /&gt;
* Mechanical Device: This icon is used to label items that are equipment and therefore susceptible to Malfunction.&lt;br /&gt;
&lt;br /&gt;
==Surprises==&lt;br /&gt;
These cards can be played at any time, even when it isn&#039;t your turn. Surprises have two functions, one for during your turn, and one for out-of-turn.&lt;br /&gt;
&lt;br /&gt;
A Surprise can also be used to cancel another Surprise.&lt;br /&gt;
&lt;br /&gt;
==Limits==&lt;br /&gt;
At first there will be no limitations on the number of cards you can hold in your hand or Keepers you have in play. But Hand and Keeper Limit Rule cards will create such restrictions. These rules only affect you when it&#039;s NOT your turn, so you can ignore them until your turn ends. When someone plays a new Limit Rule card, the other players must immediately comply with the new restriction, discarding cards of their choice as needed.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The game ends if someone meets the condition of the current Goal.&lt;br /&gt;
** That player wins immediately even if out of turn.&lt;br /&gt;
* If two or more players meet the Goals winning condition, continue play until only a single winner remains.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9406</id>
		<title>Gamehelpstarfluxx</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9406"/>
		<updated>2021-09-18T05:27:45Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The game starts with just a couple simple rules, then becomes more complex little by little as additional Rule cards are played. At first there will be no way to win - that&#039;s what goal cards are for. Each Goal has a different victory condition, but they all require you to collect special cards called Keepers. As soon as someone&#039;s collection of Keepers matches the current Goal, they win!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Place the basic rules (draw 1, play 1) and deal 3 cards to each player.&lt;br /&gt;
* On your turn, draw and play cards as required by the current Rule card(s)&lt;br /&gt;
* If the played card is a Rule card, apply immediately and discard any contradicting rules.&lt;br /&gt;
** example: If there is a Draw 4 Rule card in play and you play a Draw 2 Rule card, the Draw 4 is discarded&lt;br /&gt;
* If it is a Keeper card, place in your Keeper area of play&lt;br /&gt;
* If it is a Goal card, discard the old goal and replace with the new Goal.&lt;br /&gt;
* If it is an Action, apply it immediately then discard.&lt;br /&gt;
* After you play the number of cards indicated by the current Play &amp;quot;X&amp;quot; Rule (and activate any extra actions), your turn is over&lt;br /&gt;
&lt;br /&gt;
==Creepers==&lt;br /&gt;
These are like Keepers you do not want. Usually Creepers prevent you from winning, but sometimes you actually need them to win. Creepers are kept on the table in front of you in the same area as your Keepers.&lt;br /&gt;
&lt;br /&gt;
Creepers cannot be held in your hand. Instead, they automatically go into play. As soon as you draw a Creeper (including as part of your starting hand), you must place it face up in front of you and draw another card. This does NOT count as a &amp;quot;play.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You might have to accept several Creepers at once as you draw cards, until you&#039;ve drawn the required number of non-Creepers and added them to your hand. Note that this is true any time you draw a card, such as during an Action.&lt;br /&gt;
&lt;br /&gt;
Attaching Creepers: Creepers marked with this icon will become attached to one of your Keepers. If you have no Keepers in play, they will wait patiently until something arrives. Once attached, the two cards are considered a unit until removed from play.&lt;br /&gt;
&lt;br /&gt;
It is possible to have more than one Creeper attached to a single Keeper (example: Evil Brain Parasites or Evil Malfunction)&lt;br /&gt;
&lt;br /&gt;
==Special Icons==&lt;br /&gt;
This version of Fluxx also uses the following themed icons:&lt;br /&gt;
* Living Being: This icon is used to label items that are live beings and therefore susceptible to Brain Parasites.&lt;br /&gt;
* Mechanical Device: This icon is used to label items that are equipment and therefore susceptible to Malfunction.&lt;br /&gt;
&lt;br /&gt;
==Surprises==&lt;br /&gt;
These cards can be played at any time, even when it isn&#039;t your turn. Surprises have two functions, one for during your turn, and one for out-of-turn.&lt;br /&gt;
&lt;br /&gt;
A Surprise can also be used to cancel another Surprise.&lt;br /&gt;
&lt;br /&gt;
==Limits==&lt;br /&gt;
At first there will be no limitations on the number of cards you can hold in your hand or Keepers you have in play. But Hand and Keeper Limit Rule cards will create such restrictions. These rules only affect you when it&#039;s NOT your turn, so you can ignore them until your turn ends. When someone plays a new Limit Rule card, the other players must immediately comply with the new restriction, discarding cards of their choice as needed.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The game ends if someone meets the condition of the current Goal.&lt;br /&gt;
** That player wins immediately even if out of turn.&lt;br /&gt;
* If two or more players meet the Goals winning condition, continue play until only a single winner remains.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9405</id>
		<title>Gamehelpstarfluxx</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstarfluxx&amp;diff=9405"/>
		<updated>2021-09-18T05:00:08Z</updated>

		<summary type="html">&lt;p&gt;SteveV: Created page with &amp;quot;==Overview== The game starts with just a couple simple rules, then becomes more complex little by little as additional Rule cards are played. At first there will be no way to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The game starts with just a couple simple rules, then becomes more complex little by little as additional Rule cards are played. At first there will be no way to win - that&#039;s what goal cards are for. Each Goal has a different victory condition, but they all require you to collect special cards called Keepers. As soon as someone&#039;s collection of Keepers matches the current Goal, they win!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Place the basic rules (draw 1, play 1) and deal 3 cards to each player.&lt;br /&gt;
* On your turn, draw and play cards as required by the current Rule card(s)&lt;br /&gt;
* If the played card is a Rule card, apply immediately and discard any contradicting rules.&lt;br /&gt;
** example: If there is a Draw 4 Rule card in play and you play a Draw 2 Rule card, the Draw 4 is discarded&lt;br /&gt;
* If it is a Keeper card, place in your Keeper area of play&lt;br /&gt;
* If it is a Goal card, discard the old goal and replace with the new Goal.&lt;br /&gt;
* If it is an Action, apply it immediately then discard.&lt;br /&gt;
* After you play the number of cards indicated by the current Play &amp;quot;X&amp;quot; Rule (and activate any extra actions), your turn is over&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* The game ends if someone meets the condition of the current Goal.&lt;br /&gt;
** That player wins immediately even if out of turn.&lt;br /&gt;
* If two or more players meet the Goals winning condition, continue play until only a single winner remains.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmagicmaze&amp;diff=6879</id>
		<title>Gamehelpmagicmaze</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmagicmaze&amp;diff=6879"/>
		<updated>2021-01-14T23:30:31Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== introduction ==&lt;br /&gt;
After being stripped of all their possessions, a mage, a barbarian, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the necessary equipment they need for their next adventure. They agree to pull off their heists simultaneously, then dash to the exits in order to evade the guards who eyed their arrival suspiciously.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Magic Maze is a real-time, co-operative game. Each player can control any of the 4 Hero pawns whenever he wants in order to make that hero perform a very specific action, to which other players do not have access: move north, explore a new area, ride an escalator… all of this requires rigorous co-operation between the players in order to succeed at moving the heroes wisely, and complete your mission before the sand timer runs out.&lt;br /&gt;
&lt;br /&gt;
Moreover, you will only be allowed to communicate for short periods during the game. The rest of the time, &#039;&#039;&#039;you must play without giving any visual or audio cues to each other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
All of the players win the game if all of the Hero pawns succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen an item.&lt;br /&gt;
&lt;br /&gt;
You have 3 minutes at the start of the game. Sand Timer spaces you encounter along the way will give you more time. If the sand timer ever completely runs out before the Hero pawns escape, all of the players lose the game: your loitering has aroused suspicion, and the mall security guards nab you!&lt;br /&gt;
&lt;br /&gt;
The timer begins once any player take any action with any pawn (move, vortex, etc.)&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
# Explore the shopping mall to find all four Hero&#039;s Items to steal and all four Hero&#039;s exits&lt;br /&gt;
# Move each Hero onto the Item space (sword, vial, bow &amp;amp; axe)&lt;br /&gt;
# When all four Hero pawns are simultaneously on their respective Item spaces, they steal the items, the alarm is triggered, and the four Hero pawns must quickly reach the exit before the sand timer running out!&lt;br /&gt;
## Once the alarm has sounded the Theft tile is flipped B-side-up to indicate that Vortexes are no longer able to be used. &lt;br /&gt;
# When a Hero pawn reaches an Exit space he can use, remove that Hero pawn from the board. Once all four Hero pawns have left the board, you have achieved victory! However, if the sand timer runs out at any moment during the game, you have met defeat!&lt;br /&gt;
&lt;br /&gt;
== Action Tiles ==&lt;br /&gt;
* Each player has an action tile with 1 or more actions available to them, possibly with repeats amongst players&lt;br /&gt;
** During the game, you can perform the action(s) depicted on your own Action tile at any time, and as often as you wish; however, you cannot perform any actions that are not on your Action tile.&lt;br /&gt;
** In this game, there are no &amp;quot;turns&amp;quot;: you act whenever you notice that one of your actions may be useful.&lt;br /&gt;
** You are never allowed to stop another player’s movement: that player must decide when it is the appropriate time to stop.&lt;br /&gt;
* Actions&lt;br /&gt;
** Move North, East, South or West - The Move action allows you to move a Hero pawn as many spaces as you want in the direction indicated by the arrow&lt;br /&gt;
** Use a Vortex -  move a Hero pawn from wherever it is to any Vortex space of its color&lt;br /&gt;
** Take the Escalator - move a Hero pawn from one side of an escalator to the other, no matter which way the escalator is oriented&lt;br /&gt;
** Explore - when a Hero pawn is standing on an Exploration space of its own color that leads to an unexplored area, reveal the top tile from the deck, and places it so the white arrow continues from the Exploration space used&lt;br /&gt;
&lt;br /&gt;
== Time Restriction ==&lt;br /&gt;
* If the sand timer runs out, you have lost the game! But each time a Hero pawn is moved onto an available Sand Timer space, you must immediately flip the sand timer, regardless of whether that gets you more or less time. &lt;br /&gt;
** &#039;&#039;&#039;Important&#039;&#039;&#039;: do not use a regular timer instead of a sand timer; the result is not the same!&lt;br /&gt;
* Any Hero pawn can be moved onto the Sand Timer space to flip the sand timer.&lt;br /&gt;
* Each Sand Timer space can only be used once, after which you must place an Out of Order token on it, beneath the Hero pawn standing on it. For your information, there are four Sand Timer spaces in the shopping mall.&lt;br /&gt;
&lt;br /&gt;
== Communication Restriction ==&lt;br /&gt;
During most of the game, you cannot communicate. You are not allowed to speak, point at something, make signs or signals, or make sounds. The only permitted&lt;br /&gt;
forms of communication allowed are as follows:&lt;br /&gt;
* Staring intensely at another player.&lt;br /&gt;
* Taking the “Do Something!” pawn and placing it in front of a player to tell this player that it is time to, well, do &#039;&#039;&#039;something&#039;&#039;&#039;! But this player might not agree, and may immediately place the pawn in front of another player.&lt;br /&gt;
* Each time the sand timer is flipped over, the players are allowed to speak for as long as they wish while the sand continues to flow. No actions can be performed during this discussion time.&lt;br /&gt;
** As soon as any player performs any action, all communication must cease again!&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_magicmaze&amp;diff=6878</id>
		<title>Tips magicmaze</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_magicmaze&amp;diff=6878"/>
		<updated>2021-01-14T23:28:10Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Tips ==&lt;br /&gt;
* Do not turn over the timer &amp;quot;too soon&amp;quot;, since it doesn&#039;t reset to zero you will lose any time that was still remaining&lt;br /&gt;
** eg. - if you turn it over at 2min with 1min sand remaining, you now only have 2min remaining on the timer, not 3min again!&lt;br /&gt;
** so waiting until &amp;quot;the last moment&amp;quot; gives you the most time&lt;br /&gt;
** leaving a Hero standing directly next to a sand timer with the player with the correct action tile watching the clock is recommended&lt;br /&gt;
&lt;br /&gt;
* Find all exits before stealing the items!&lt;br /&gt;
** seems like a no brainer, but in the heat of the moment...&lt;br /&gt;
&lt;br /&gt;
== Remember the Essentials ==&lt;br /&gt;
&lt;br /&gt;
Here are some important rules to keep in mind before starting the game:&lt;br /&gt;
* Players do not &amp;quot;take turns&amp;quot; and you do not &amp;quot;play&amp;quot; or discard the Action tiles when you use their effects. You just perform the action(s) that your Action tile allows you to do, as many times as you wish, at the moments that you deem appropriate.&lt;br /&gt;
* In order to explore a passage to an unexplored tile, a Hero pawn must be on an Exploration space of its own color. After the passage has been explored, any hero can pass through in both ways.&lt;br /&gt;
* Hero pawns can neither pass through walls nor other heroes. There can never be two Hero pawns on the same space.&lt;br /&gt;
* The Use a Vortex action allows you to move the Hero pawns from anywhere to any Vortex space of that hero’s color.&lt;br /&gt;
* When all four Hero pawns are standing on the Item spaces of their respective colors, turn the Theft tile over and run for the exit!&lt;br /&gt;
* You are not allowed to use the Vortex system during your escape (after having stolen the items)!&lt;br /&gt;
* The plan is simple: explore, steal the four items, run to the exits!&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_magicmaze&amp;diff=6877</id>
		<title>Tips magicmaze</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_magicmaze&amp;diff=6877"/>
		<updated>2021-01-14T23:27:46Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Strategy Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Tips ==&lt;br /&gt;
* Do not turn over the timer &amp;quot;too soon&amp;quot;, since it doesn&#039;t reset to zero you will lose any time that was still remaining&lt;br /&gt;
** eg. - if you turn it over at 2min with 1min sand remaining, you now only have 2min remaining on the timer, not 3min again!&lt;br /&gt;
** so waiting until &amp;quot;the last moment&amp;quot; gives you the most time&lt;br /&gt;
** leaving a Hero standing directly next to a sand timer with the player with the correct action tile watching the clock is recommended&lt;br /&gt;
&lt;br /&gt;
* Find all exits before stealing the items!&lt;br /&gt;
** seems like a no brainer, but in the heat of the moment...&lt;br /&gt;
&lt;br /&gt;
== Remember the Essentials ==&lt;br /&gt;
&lt;br /&gt;
Here are some important rules to keep in mind before starting the game:&lt;br /&gt;
** Players do not &amp;quot;take turns&amp;quot; and you do not &amp;quot;play&amp;quot; or discard the Action tiles when you use their effects. You just perform the action(s) that your Action tile allows you to do, as many times as you wish, at the moments that you deem appropriate.&lt;br /&gt;
** In order to explore a passage to an unexplored tile, a Hero pawn must be on an Exploration space of its own color. After the passage has been explored, any hero can pass through in both ways.&lt;br /&gt;
** Hero pawns can neither pass through walls nor other heroes. There can never be two Hero pawns on the same space.&lt;br /&gt;
** The Use a Vortex action allows you to move the Hero pawns from anywhere to any Vortex space of that hero’s color.&lt;br /&gt;
** When all four Hero pawns are standing on the Item spaces of their respective colors, turn the Theft tile over and run for the exit!&lt;br /&gt;
** You are not allowed to use the Vortex system during your escape (after having stolen the items)!&lt;br /&gt;
** The plan is simple: explore, steal the four items, run to the exits!&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_magicmaze&amp;diff=6876</id>
		<title>Tips magicmaze</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_magicmaze&amp;diff=6876"/>
		<updated>2021-01-14T23:19:57Z</updated>

		<summary type="html">&lt;p&gt;SteveV: Created page with &amp;quot;== Strategy Tips == * Do not turn over the timer &amp;quot;too soon&amp;quot;, since it doesn&amp;#039;t reset to zero you will lose any time that was still remaining ** eg. - if you turn it over at 2mi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Tips ==&lt;br /&gt;
* Do not turn over the timer &amp;quot;too soon&amp;quot;, since it doesn&#039;t reset to zero you will lose any time that was still remaining&lt;br /&gt;
** eg. - if you turn it over at 2min with 1min sand remaining, you now only have 2min remaining on the timer, not 3min again!&lt;br /&gt;
** so waiting until &amp;quot;the last moment&amp;quot; gives you the most time&lt;br /&gt;
** leaving a Hero standing directly next to a sand timer with the player with the correct action tile watching the clock is recommended&lt;br /&gt;
&lt;br /&gt;
* Find all exits before stealing the items!&lt;br /&gt;
** seems like a no brainer, but in the heat of the moment...&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmagicmaze&amp;diff=6875</id>
		<title>Gamehelpmagicmaze</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmagicmaze&amp;diff=6875"/>
		<updated>2021-01-14T23:16:11Z</updated>

		<summary type="html">&lt;p&gt;SteveV: Created page with &amp;quot;== Overview == Magic Maze is a real-time, co-operative game. Each player can control any of the 4 Hero pawns whenever he wants in order to make that hero perform a very specif...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Magic Maze is a real-time, co-operative game. Each player can control any of the 4 Hero pawns whenever he wants in order to make that hero perform a very specific action, to which other players do not have access: move north, explore a new area, ride an escalator… all of this requires rigorous co-operation between the players in order to succeed at moving the heroes wisely, and complete your mission before the sand timer runs out.&lt;br /&gt;
&lt;br /&gt;
Moreover, you will only be allowed to communicate for short periods during the game. The rest of the time, &#039;&#039;&#039;you must play without giving any visual or audio cues to each other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
All of the players win the game if all of the Hero pawns succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen an item.&lt;br /&gt;
&lt;br /&gt;
You have 3 minutes at the start of the game. Sand Timer spaces you encounter along the way will give you more time. If the sand timer ever completely runs out before the Hero pawns escape, all of the players lose the game: your loitering has aroused suspicion, and the mall security guards nab you!&lt;br /&gt;
&lt;br /&gt;
The timer begins once any player take any action with any pawn (move, vortex, etc.)&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
# Explore the shopping mall to find all four Hero&#039;s Items to steal and all four Hero&#039;s exits&lt;br /&gt;
# Move each Hero onto the Item space (sword, vial, bow &amp;amp; axe)&lt;br /&gt;
# When all four Hero pawns are simultaneously on their respective Item spaces, they steal the items, the alarm is triggered, and the four Hero pawns must quickly reach the exit before the sand timer running out!&lt;br /&gt;
## Once the alarm has sounded the Theft tile is flipped B-side-up to indicate that Vortexes are no longer able to be used. &lt;br /&gt;
# When a Hero pawn reaches an Exit space he can use, remove that Hero pawn from the board. Once all four Hero pawns have left the board, you have achieved victory! However, if the sand timer runs out at any moment during the game, you have met defeat!&lt;br /&gt;
&lt;br /&gt;
== Action Tiles ==&lt;br /&gt;
* Each player has an action tile with 1 or more actions available to them, possibly with repeats amongst players&lt;br /&gt;
** During the game, you can perform the action(s) depicted on your own Action tile at any time, and as often as you wish; however, you cannot perform any actions that are not on your Action tile.&lt;br /&gt;
** In this game, there are no &amp;quot;turns&amp;quot;: you act whenever you notice that one of your actions may be useful.&lt;br /&gt;
** You are never allowed to stop another player’s movement: that player must decide when it is the appropriate time to stop.&lt;br /&gt;
* Actions&lt;br /&gt;
** Move North, East, South or West - The Move action allows you to move a Hero pawn as many spaces as you want in the direction indicated by the arrow&lt;br /&gt;
** Use a Vortex -  move a Hero pawn from wherever it is to any Vortex space of its color&lt;br /&gt;
** Take the Escalator - move a Hero pawn from one side of an escalator to the other, no matter which way the escalator is oriented&lt;br /&gt;
** Explore - when a Hero pawn is standing on an Exploration space of its own color that leads to an unexplored area, reveal the top tile from the deck, and places it so the white arrow continues from the Exploration space used&lt;br /&gt;
&lt;br /&gt;
== Time Restriction ==&lt;br /&gt;
* If the sand timer runs out, you have lost the game! But each time a Hero pawn is moved onto an available Sand Timer space, you must immediately flip the sand timer, regardless of whether that gets you more or less time. &lt;br /&gt;
** &#039;&#039;&#039;Important&#039;&#039;&#039;: do not use a regular timer instead of a sand timer; the result is not the same!&lt;br /&gt;
* Any Hero pawn can be moved onto the Sand Timer space to flip the sand timer.&lt;br /&gt;
* Each Sand Timer space can only be used once, after which you must place an Out of Order token on it, beneath the Hero pawn standing on it. For your information, there are four Sand Timer spaces in the shopping mall.&lt;br /&gt;
&lt;br /&gt;
== Communication Restriction ==&lt;br /&gt;
During most of the game, you cannot communicate. You are not allowed to speak, point at something, make signs or signals, or make sounds. The only permitted&lt;br /&gt;
forms of communication allowed are as follows:&lt;br /&gt;
* Staring intensely at another player.&lt;br /&gt;
* Taking the “Do Something!” pawn and placing it in front of a player to tell this player that it is time to, well, do &#039;&#039;&#039;something&#039;&#039;&#039;! But this player might not agree, and may immediately place the pawn in front of another player.&lt;br /&gt;
* Each time the sand timer is flipped over, the players are allowed to speak for as long as they wish while the sand continues to flow. No actions can be performed during this discussion time.&lt;br /&gt;
** As soon as any player performs any action, all communication must cease again!&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6085</id>
		<title>Gamehelprage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6085"/>
		<updated>2020-11-06T22:50:23Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rage ==&lt;br /&gt;
&lt;br /&gt;
Rage is a bidding trick taking game from Amigo games.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 10 rounds, highest score wins; most correct bids breaks ties&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
There are 110 cards:&lt;br /&gt;
* 96: There are six (6) suits (Yellow Orange Red Purple Green &amp;amp; Blue) each with cards numbering 0-15&lt;br /&gt;
* 14: There are 5 (gray) action cards&lt;br /&gt;
** 2 Bonus Rage (+5) - player tacking the trick gets +5&lt;br /&gt;
** 4 Change Rage (❗) - randomly changes trump color&lt;br /&gt;
** 2 Mad Rage (-5) - player tacking the trick gets -5&lt;br /&gt;
** 4 Out Rage (🚫) - no trump this trick, random trump chosen for the remainder of tricks&lt;br /&gt;
** 2 Wild Rage (Jester hat) - makes this card the highest number of whatever color the player wants (incl. trump)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with each playing bidding for how many tricks they will win (total may (far) outnumber available trick count)&lt;br /&gt;
&lt;br /&gt;
Each trick starts with a player leading a color, each other player follows suit, or, if they cannot, plays Action or any other color&lt;br /&gt;
Highest card following suit or highest trump card played wins the trick.&lt;br /&gt;
Player that won the last trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, scoring is as follows:&lt;br /&gt;
&lt;br /&gt;
* +1 for each trick you won&lt;br /&gt;
* +/-5 for each Bonus or Mad Rage you took&lt;br /&gt;
* -5 for missing your bid number&lt;br /&gt;
* +10 for bidding exactly the number of tricks correctly (+5 if you bid 0)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6084</id>
		<title>Gamehelprage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6084"/>
		<updated>2020-11-06T22:43:46Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rage ==&lt;br /&gt;
&lt;br /&gt;
Rage is a bidding trick taking game from Amigo games.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 10 rounds, highest score wins; most correct bids breaks ties&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* There are six (6) suits (Yellow Orange Red Purple Green &amp;amp; Blue) each with cards numbering 0-15&lt;br /&gt;
* There are 5 (gray) action cards&lt;br /&gt;
** Bonus Rage (+5)&lt;br /&gt;
** Change Rage (❗) - randomly changes trump color&lt;br /&gt;
** Mad Rage (-5)&lt;br /&gt;
** Out Rage (🚫) - no trump this trick, random trump chosen for the remainder of tricks&lt;br /&gt;
** Wild Rage (Jester hat) - makes this card the highest number of whatever color the player wants (incl. trump)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with each playing bidding for how many tricks they will win (total may (far) outnumber available trick count)&lt;br /&gt;
&lt;br /&gt;
Each trick starts with a player leading a color, each other player follows suit, or, if they cannot, plays Action or any other color&lt;br /&gt;
Highest card following suit or highest trump card played wins the trick.&lt;br /&gt;
Player that won the last trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, scoring is as follows:&lt;br /&gt;
&lt;br /&gt;
* +1 for each trick you won&lt;br /&gt;
* +/-5 for each Bonus or Mad Rage you took&lt;br /&gt;
* -5 for missing your bid number&lt;br /&gt;
* +10 for bidding exactly the number of tricks correctly (+5 if you bid 0)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6083</id>
		<title>Gamehelprage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6083"/>
		<updated>2020-11-06T22:31:31Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Rules summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rage ==&lt;br /&gt;
&lt;br /&gt;
Rage is a bidding trick taking game from Amigo games.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 10 rounds, highest score wins; most correct bids breaks ties&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* There are six (6) suits (Yellow Orange Red Purple Green &amp;amp; Blue) each with cards numbering 0-15&lt;br /&gt;
* There are 5 (gray) action cards&lt;br /&gt;
** Bonus Rage (+5)&lt;br /&gt;
** Change Rage (❗) - randomly changes trump color&lt;br /&gt;
** Mad Rage (-5)&lt;br /&gt;
** Out Rage (🚫) - no more trump&lt;br /&gt;
** Wild Rage (Jester hat) - makes this card the highest number of whatever color the player wants (incl. trump)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with each playing bidding for how many tricks they will win (total may (far) outnumber available trick count)&lt;br /&gt;
&lt;br /&gt;
Each trick starts with a player leading a color, each other player follows suit, or, if they cannot, plays Action or any other color&lt;br /&gt;
Highest card following suit or highest trump card played wins the trick.&lt;br /&gt;
Player that won the last trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, scoring is as follows:&lt;br /&gt;
&lt;br /&gt;
* +1 for each trick you won&lt;br /&gt;
* +/-5 for each Bonus or Mad Rage you took&lt;br /&gt;
* -5 for missing your bid number&lt;br /&gt;
* +10 for bidding exactly the number of tricks correctly (+5 if you bid 0)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6082</id>
		<title>Gamehelprage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6082"/>
		<updated>2020-11-06T22:26:58Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Cards in play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rage ==&lt;br /&gt;
&lt;br /&gt;
Rage is a bidding trick taking game from Amigo games.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 10 rounds, highest score wins; most correct bids breaks ties&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* There are six (6) suits (Yellow Orange Red Purple Green &amp;amp; Blue) each with cards numbering 0-15&lt;br /&gt;
* There are 5 (gray) action cards&lt;br /&gt;
** Bonus Rage (+5)&lt;br /&gt;
** Change Rage (❗) - randomly changes trump color&lt;br /&gt;
** Mad Rage (-5)&lt;br /&gt;
** Out Rage (🚫) - no more trump&lt;br /&gt;
** Wild Rage (Jester hat) - makes this card the highest number of whatever color the player wants (incl. trump)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with each playing bidding for how many tricks they will win (total may (far) outnumber available trick count)&lt;br /&gt;
&lt;br /&gt;
Each trick starts with a player leading a color, each other player follows suit, or, if they cannot, plays Action or any other color&lt;br /&gt;
Highest card following suit or highest trump card played wins the trick.&lt;br /&gt;
Player that won the last trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
At the end of hte round, scoring is as follows:&lt;br /&gt;
+1 for each trick you won&lt;br /&gt;
+/-5 for each Bonus or Mad Rage you took&lt;br /&gt;
+10 for bidding exactly the number of tricks correctly (+5 if you bid 0)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6081</id>
		<title>Gamehelprage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6081"/>
		<updated>2020-11-06T22:25:54Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Cards in play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rage ==&lt;br /&gt;
&lt;br /&gt;
Rage is a bidding trick taking game from Amigo games.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 10 rounds, highest score wins; most correct bids breaks ties&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* There are six (6) suits (Yellow Orange Red Pink Green &amp;amp; Blue) each with cards numbering 0-15&lt;br /&gt;
* There are 5 (gray) action cards&lt;br /&gt;
** Bonus Rage (+5)&lt;br /&gt;
** Change Rage (❗) - randomly changes trump color&lt;br /&gt;
** Mad Rage (-5)&lt;br /&gt;
** Out Rage (🚫) - no more trump&lt;br /&gt;
** Wild Rage (Jester hat) - makes this card the highest number of whatever color the player wants (incl. trump)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with each playing bidding for how many tricks they will win (total may (far) outnumber available trick count)&lt;br /&gt;
&lt;br /&gt;
Each trick starts with a player leading a color, each other player follows suit, or, if they cannot, plays Action or any other color&lt;br /&gt;
Highest card following suit or highest trump card played wins the trick.&lt;br /&gt;
Player that won the last trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
At the end of hte round, scoring is as follows:&lt;br /&gt;
+1 for each trick you won&lt;br /&gt;
+/-5 for each Bonus or Mad Rage you took&lt;br /&gt;
+10 for bidding exactly the number of tricks correctly (+5 if you bid 0)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6080</id>
		<title>Gamehelprage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6080"/>
		<updated>2020-11-06T19:40:02Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rage ==&lt;br /&gt;
&lt;br /&gt;
Rage is a bidding trick taking game from Amigo games.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 10 rounds, highest score wins; most correct bids breaks ties&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
* There are 4 suits (Red Green Blue &amp;amp; Yellow) with cards numbering 0-15&lt;br /&gt;
* There are 5 (gray) action cards&lt;br /&gt;
** Bonus Rage (+5)&lt;br /&gt;
** Change Rage (❗) - changes trump color&lt;br /&gt;
** Mad Rage (-5)&lt;br /&gt;
** Out Rage (🚫) - no more trump&lt;br /&gt;
** Wild Rage (W) - makes this card the highest number of whatever color the player wants (incl. trump)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with each playing bidding for how many tricks they will win (total may (far) outnumber available trick count)&lt;br /&gt;
&lt;br /&gt;
Each trick starts with a player leading a color, each other player follows suit, or, if they cannot, plays Action or any other color&lt;br /&gt;
Highest card following suit or highest trump card played wins the trick.&lt;br /&gt;
Player that won the last trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
At the end of hte round, scoring is as follows:&lt;br /&gt;
+1 for each trick you won&lt;br /&gt;
+/-5 for each Bonus or Mad Rage you took&lt;br /&gt;
+10 for bidding exactly the number of tricks correctly (+5 if you bid 0)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6079</id>
		<title>Gamehelprage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6079"/>
		<updated>2020-11-06T19:38:16Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rage ==&lt;br /&gt;
&lt;br /&gt;
Rage is a bidding trick taking game from Amigo games.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 10 rounds, highest score wins; most correct bids breaks ties&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
* There are 4 suits (Red Green Blue &amp;amp; Yellow) with cards numbering 0-15&lt;br /&gt;
* There are 5 (gray) action cards&lt;br /&gt;
** Bonus Rage (+5)&lt;br /&gt;
** Change Rage (!) - changes trump color&lt;br /&gt;
** Mad Rage (-5)&lt;br /&gt;
** Out Rage (🚫) - no more trump&lt;br /&gt;
** Wild Rage (W) - makes this card the highest number of whatever color the player wants (incl. trump)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with each playing bidding for how many tricks they will win (total may (far) outnumber available trick count)&lt;br /&gt;
&lt;br /&gt;
Each trick starts with a player leading a color, each other player follows suit, or, if they cannot, plays Action or any other color&lt;br /&gt;
Highest card following suit or highest trump card played wins the trick.&lt;br /&gt;
Player that won the last trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
At the end of hte round, scoring is as follows:&lt;br /&gt;
+1 for each trick you won&lt;br /&gt;
+/-5 for each Bonus or Mad Rage you took&lt;br /&gt;
+10 for bidding exactly the number of tricks correctly (+5 if you bid 0)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6078</id>
		<title>Gamehelprage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6078"/>
		<updated>2020-11-06T19:35:52Z</updated>

		<summary type="html">&lt;p&gt;SteveV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rage is a bidding trick taking game from Amigo games.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
The game ends after 10 rounds, highest score wins; most correct bids breaks ties&lt;br /&gt;
&lt;br /&gt;
* There are 4 suits (Red Green Blue &amp;amp; Yellow) with cards numbering 0-15&lt;br /&gt;
* There are 5 (gray) action cards&lt;br /&gt;
** Bonus Rage (+5)&lt;br /&gt;
** Change Rage (!) - changes trump color&lt;br /&gt;
** Mad Rage (-5)&lt;br /&gt;
** Out Rage (🚫) - no more trump&lt;br /&gt;
** Wild Rage (W) - makes this card the highest number of whatever color the player wants (incl. trump)&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
Each round starts with each playing bidding for how many tricks they will win (total may (far) outnumber available trick count)&lt;br /&gt;
&lt;br /&gt;
Each trick starts with a player leading a color, each other player follows suit, or, if they cannot, plays Action or any other color&lt;br /&gt;
Highest card following suit or highest trump card played wins the trick.&lt;br /&gt;
Player that won the last trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
At the end of hte round, scoring is as follows:&lt;br /&gt;
+1 for each trick you won&lt;br /&gt;
+/-5 for each Bonus or Mad Rage you took&lt;br /&gt;
+10 for bidding exactly the number of tricks correctly (+5 if you bid 0)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6077</id>
		<title>Gamehelprage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprage&amp;diff=6077"/>
		<updated>2020-11-06T19:27:46Z</updated>

		<summary type="html">&lt;p&gt;SteveV: Created page with &amp;quot;Rage is a bidding trick taking game from Amigo games.  * There are 4 suits (Red Green Blue &amp;amp; Yellow) with cards numbering 0-15 * There are 5 (gray) action cards ** Bonus Rage...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rage is a bidding trick taking game from Amigo games.&lt;br /&gt;
&lt;br /&gt;
* There are 4 suits (Red Green Blue &amp;amp; Yellow) with cards numbering 0-15&lt;br /&gt;
* There are 5 (gray) action cards&lt;br /&gt;
** Bonus Rage (+5)&lt;br /&gt;
** Change Rage (!) - changes trump color&lt;br /&gt;
** Mad Rage (-5)&lt;br /&gt;
** Out Rage (🚫) - no more trump&lt;br /&gt;
** Wild Rage (W) - makes this card the highest number of whatever color the player wants (incl. trump)&lt;br /&gt;
&lt;br /&gt;
Each round starts with each playing bidding for how many tricks they will win (total may (far) outnumber available trick count)&lt;br /&gt;
&lt;br /&gt;
Each trick starts with a player leading a color, each other player follows suit, or, if they cannot, plays Action or any other color&lt;br /&gt;
Highest card following suit or highest trump card played wins the trick.&lt;br /&gt;
Player that won the last trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
At the end of hte round, scoring is as follows:&lt;br /&gt;
+1 for each trick you won&lt;br /&gt;
+/-5 for each Bonus or Mad Rage you took&lt;br /&gt;
+10 for bidding exactly the number of tricks correctly (+5 if you bid 0)&lt;br /&gt;
&lt;br /&gt;
The game ends after 10 rounds, highest score wins; most correct bids breaks ties&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmartiandice&amp;diff=5695</id>
		<title>Gamehelpmartiandice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmartiandice&amp;diff=5695"/>
		<updated>2020-09-22T01:56:06Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* How to play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet “Earth”, and to scoop up as many of the inhabitants as you can manage. We are interested in samples of the Chicken, Cow, and Human populations, so that we can determine which of them is actually in charge. The Earthlings might manage to put up a feeble defense, but surely nothing that a small taste of your Death Rays can’t handle. Make Mars proud... be the first Martian to fill your abduction quota!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How to play ==&lt;br /&gt;
&lt;br /&gt;
# Roll all of the available dice. If there are no available dice, proceed to Scoring.&lt;br /&gt;
# Set aside all Tanks, adding them to any Tanks set aside earlier this turn.&lt;br /&gt;
# From the remaining dice:&lt;br /&gt;
## choose one type (Chickens, Cows, Humans, or Death Rays) and set aside all dice of that type. &lt;br /&gt;
### Chickens, Cows, or Humans &#039;&#039;&#039;&#039;&#039;may not be chosen if you have already set that type aside this turn.&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
### Death Rays &#039;&#039;&#039;may always be chosen&#039;&#039;&#039;, and are added to any Death Rays set aside earlier this turn. &lt;br /&gt;
## If you cannot set aside any dice based on these restrictions, your turn is over; proceed to Scoring.&lt;br /&gt;
# You may choose to end your turn and proceed to Scoring, or return to step 1 to continue rolling.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
First, compare the number of Tanks set aside to the number of Death Rays set aside. If there are more Tanks than Death Rays, you must flee without any abductees; you score zero points for the round, regardless of how many other dice you set aside. If you set aside at least as many Death Rays as Tanks, then you have successfully fended off the Earthling military and will score points for your abductees as follows:&lt;br /&gt;
* 1 Point for each Human, each Cow, and each Chicken that you set aside.&lt;br /&gt;
* 3 bonus points if you set aside at least one of all three Earthling types.&lt;br /&gt;
Record your score and pass the dice to the next player.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game end is triggered when one player reaches a total score of 25 points or more. Once this&lt;br /&gt;
happens, the round is completed so that all players have had the same number of turns. At the end&lt;br /&gt;
of that round, the player with the most points wins the game! In the case of a tie, each tied player&lt;br /&gt;
rolls 6 of the Martian Dice, and the player who rolls more Death Rays wins!&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5228</id>
		<title>Gamehelpsaboteur</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5228"/>
		<updated>2020-08-08T07:49:19Z</updated>

		<summary type="html">&lt;p&gt;SteveV: Sab 2 variant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
&lt;br /&gt;
Get as many gold nuggets as possible during the three rounds of the game.&lt;br /&gt;
In order to do so,&lt;br /&gt;
&lt;br /&gt;
# if you are a &#039;&#039;&#039;gold digger&#039;&#039;&#039;, you must, in association with other gold diggers, build a path from the &#039;Start&#039; card to the treasure card which can be found among the three &#039;End&#039; cards&lt;br /&gt;
# if you are a &#039;&#039;&#039;saboteur&#039;&#039;&#039;, you must, in association with other saboteurs, prevent the gold diggers from getting to the treasure.&lt;br /&gt;
&lt;br /&gt;
Your role (gold digger or saboteur) will be randomly selected at the start of each round &#039;&#039;&#039;in secret&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must click on a card from your hand to select it, then play this card or discard it.&lt;br /&gt;
You can also rotate a &#039;Path&#039; card before playing it by clicking the &#039;rotate&#039; arrow that appears above the card.&lt;br /&gt;
&lt;br /&gt;
The cards are of several types:&lt;br /&gt;
&lt;br /&gt;
* &#039;Path&#039; card: you can play this card to extend the maze, provided it is compatible with the cards already in place. To do this, click the location where you want to put the card.&lt;br /&gt;
* &#039;Sabotage&#039; card: you can break another player&#039;s tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score). A player with a broken tool cannot play a Path card.&lt;br /&gt;
* &#039;Repair&#039; card: you can repair your, or another player&#039;s, broken tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score), or click on the &#039;Sabotage&#039; card in front of you.&lt;br /&gt;
* &#039;Map&#039; card: you can play this card on any &#039;End&#039; card to discover whether or not the treasure lies there (you alone will get the information, other players will see nothing). Just click on the &#039;End&#039; card that you want to know. Then click on &amp;quot;I have seen it&amp;quot; button at the top.&lt;br /&gt;
* &#039;Rock fall&#039; card: this card lets you remove any &#039;Path&#039; card of the maze. Just click on the card you want to remove.&lt;br /&gt;
&lt;br /&gt;
End of a round&lt;br /&gt;
* A path is created that connects to the gold goal card and gold is distributed among the gold diggers.&lt;br /&gt;
* No more cards are available to draw and every player has passed with no action.  Saboteurs split the gold.&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
* 44 &#039;Path&#039; cards&lt;br /&gt;
* 9 &#039;Sabotage&#039; cards (three for each tool)&lt;br /&gt;
* 6 &#039;Repair a tool&#039; cards (two for each tool)&lt;br /&gt;
* 3 &#039;Repair a tool among these two&#039; cards (one for each combination of two tools)&lt;br /&gt;
* 5 &#039;Map&#039; cards (one less than in the box set, as requested by the game author)&lt;br /&gt;
* 3 &#039;Rock fall&#039; cards&lt;br /&gt;
* 28 &#039;Gold&#039; cards&lt;br /&gt;
** 16 with one gold nugget&lt;br /&gt;
** 8 with two gold nuggets&lt;br /&gt;
** 4 with three gold nuggets&lt;br /&gt;
&lt;br /&gt;
With variant Saboteur 2: Gold-diggers counter-attack!&lt;br /&gt;
* 3 Path cards with green doors - blocking Blue Gold Diggers&lt;br /&gt;
* 3 Path cards with blue doors - blocking Green Gold Diggers&lt;br /&gt;
* 2 &#039;Bridge&#039; Path cards - two straight paths that are not connected&lt;br /&gt;
* 4 &#039;Ladder&#039; Path cards - Allows additional paths to the gold&lt;br /&gt;
* Path cards with crystals - scores for the Geologist&lt;br /&gt;
* 4 &#039;Theft&#039; cards - played on self, allows you to steal a gold from another player after the round&lt;br /&gt;
* 3 &#039;Hands Off&#039; cards - remove a theft card from another player before the round is over&lt;br /&gt;
* 2 &#039;Swap Your Hand&#039; cards - exchanges hands with another player&lt;br /&gt;
* 2 &#039;Inspection&#039; cards - Inspect another player&#039;s Role card&lt;br /&gt;
* 2 &#039;Swap Your Hats&#039; cards - choose any player (including yourself) to discard their current Role card and draw a replacement&lt;br /&gt;
* 3 &#039;Trapped!&#039; cards - Traps another player, they cannot play Path cards and if still Trapped at the end of the round do not collect gold&lt;br /&gt;
* 4 &#039;Free at last!&#039; cards - remove &#039;Trapped!&#039; card from a player&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
Roles are randomly selected among a set that depends upon the number of players (note that one card will be left out):&lt;br /&gt;
&lt;br /&gt;
* with 3 players: 1 saboteur and 3 gold diggers &lt;br /&gt;
* with 4 players: 1 saboteur and 4 gold diggers &lt;br /&gt;
* with 5 players: 2 saboteurs and 4 gold diggers  &lt;br /&gt;
* with 6 players: 2 saboteurs and 5 gold diggers &lt;br /&gt;
* with 7 players: 3 saboteurs and 5 gold diggers &lt;br /&gt;
* with 8 players: 3 saboteurs and 6 gold diggers &lt;br /&gt;
* with 9 players: 3 saboteurs and 7 gold diggers &lt;br /&gt;
* with 10 players: 4 saboteurs and 7 gold diggers&lt;br /&gt;
&lt;br /&gt;
== Available variants ==&lt;br /&gt;
&lt;br /&gt;
The game author, &#039;&#039;&#039;Frederic Moyersoen&#039;&#039;&#039;, told us about some game variants, and we implemented all four of them. Please tell us which one is your favourite in the forum!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saboteur 2: Gold-diggers counter-attack!&#039;&#039;&#039; new roles:&lt;br /&gt;
* 4 each &#039;Blue Gold Diggers&#039; and &#039;Green Gold Diggers&#039;&lt;br /&gt;
** unless doors block the gold, they are all 1 team&lt;br /&gt;
** if a door blocks the gold, only that color wins&lt;br /&gt;
* 1 &#039;The Boss&#039; - wins whenever the Green and/or the Blue Team wins, but always gets one Gold Piece less than them&lt;br /&gt;
** &#039;&#039;Sole winner if the gold is reached but behind &#039;&#039;&#039;both&#039;&#039;&#039; a blue &#039;&#039;&#039;and&#039;&#039;&#039; green door&#039;&#039; &#039;&#039;&#039;&#039;&#039;[unsure if this is true...]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* 2 &#039;The Geologist&#039; - is after the valuable crystals in the tunnels. For each visible crystal, receives 1 Gold Piece regardless of a Gold Digger or Saboteur win.&lt;br /&gt;
* 1 &#039;The Profiteer&#039; - always wins, no matter if The Gold-Diggers or The Saboteurs are successful. However, when the treasure is divided, gets two fewer Gold Pieces than the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two variants are about gold sharing&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Old Mine:&#039;&#039;&#039; the old mine was not as packed with gold... sometimes all you got for your digging was worthless stones. In this variant, some &#039;Gold&#039; cards do not yield any gold nuggets (among the 28 &#039;Gold&#039; cards, 4 are worth three nuggets, 8 are worth two nuggets, 10 are worth one nugget and 6 are worthless). So it is definitely best to get first to the treasure in order to be sure not to leave empty-handed!&lt;br /&gt;
*&#039;&#039;&#039;New mine:&#039;&#039;&#039; the new mine is more even to each gold digger. Instead of distributing as many &#039;Gold&#039; cards as the number of players - which benefits most to the gold digger that gets first to the treasure as he often gets two &#039;Gold&#039; cards - it distributes as many &#039;Gold&#039; cards as the number of gold diggers in play. Therefore, each gold digger will get only one &#039;Gold&#039; card (however, it is still best to be first go get to the treasure in order to get a card of higher value!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two variants are about gameplay&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Competitive:&#039;&#039;&#039; the gold diggers who have a &#039;Sabotage&#039; card (broken pickaxe, lamp or trolley) laid in front of them at the end of a round, do not receive a &#039;Gold&#039; card when their team wins the round. The &#039;Gold&#039; cards are distributed between the gold diggers who have no broken tool (saboteurs are not affected by this rule). Therefore, with this variant it can be interesting to sabotage some of your fellow gold diggers... but not too often, so as not to make your team lose!&lt;br /&gt;
*&#039;&#039;&#039;Selfish dwarf:&#039;&#039;&#039; one of the gold diggers will get a red jacket. This gold digger is a selfish dwarf: he can only win if he manages to complete the connection to the treasure himself. In this case, he gets four gold nuggets while the other players get nothing at all. If another gold digger completes the connection, the selfish dwarf takes no part in the treasure sharing (which is done with as many &#039;Gold&#039; cards as the number of players, selfish dwarf excluded)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5227</id>
		<title>Gamehelpsaboteur</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5227"/>
		<updated>2020-08-08T07:29:55Z</updated>

		<summary type="html">&lt;p&gt;SteveV: Sab 2 additional cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
&lt;br /&gt;
Get as many gold nuggets as possible during the three rounds of the game.&lt;br /&gt;
In order to do so,&lt;br /&gt;
&lt;br /&gt;
# if you are a &#039;&#039;&#039;gold digger&#039;&#039;&#039;, you must, in association with other gold diggers, build a path from the &#039;Start&#039; card to the treasure card which can be found among the three &#039;End&#039; cards&lt;br /&gt;
# if you are a &#039;&#039;&#039;saboteur&#039;&#039;&#039;, you must, in association with other saboteurs, prevent the gold diggers from getting to the treasure.&lt;br /&gt;
&lt;br /&gt;
Your role (gold digger or saboteur) will be randomly selected at the start of each round &#039;&#039;&#039;in secret&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must click on a card from your hand to select it, then play this card or discard it.&lt;br /&gt;
You can also rotate a &#039;Path&#039; card before playing it by clicking the &#039;rotate&#039; arrow that appears above the card.&lt;br /&gt;
&lt;br /&gt;
The cards are of several types:&lt;br /&gt;
&lt;br /&gt;
* &#039;Path&#039; card: you can play this card to extend the maze, provided it is compatible with the cards already in place. To do this, click the location where you want to put the card.&lt;br /&gt;
* &#039;Sabotage&#039; card: you can break another player&#039;s tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score). A player with a broken tool cannot play a Path card.&lt;br /&gt;
* &#039;Repair&#039; card: you can repair your, or another player&#039;s, broken tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score), or click on the &#039;Sabotage&#039; card in front of you.&lt;br /&gt;
* &#039;Map&#039; card: you can play this card on any &#039;End&#039; card to discover whether or not the treasure lies there (you alone will get the information, other players will see nothing). Just click on the &#039;End&#039; card that you want to know. Then click on &amp;quot;I have seen it&amp;quot; button at the top.&lt;br /&gt;
* &#039;Rock fall&#039; card: this card lets you remove any &#039;Path&#039; card of the maze. Just click on the card you want to remove.&lt;br /&gt;
&lt;br /&gt;
End of a round&lt;br /&gt;
* A path is created that connects to the gold goal card and gold is distributed among the gold diggers.&lt;br /&gt;
* No more cards are available to draw and every player has passed with no action.  Saboteurs split the gold.&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
* 44 &#039;Path&#039; cards&lt;br /&gt;
* 9 &#039;Sabotage&#039; cards (three for each tool)&lt;br /&gt;
* 6 &#039;Repair a tool&#039; cards (two for each tool)&lt;br /&gt;
* 3 &#039;Repair a tool among these two&#039; cards (one for each combination of two tools)&lt;br /&gt;
* 5 &#039;Map&#039; cards (one less than in the box set, as requested by the game author)&lt;br /&gt;
* 3 &#039;Rock fall&#039; cards&lt;br /&gt;
* 28 &#039;Gold&#039; cards&lt;br /&gt;
** 16 with one gold nugget&lt;br /&gt;
** 8 with two gold nuggets&lt;br /&gt;
** 4 with three gold nuggets&lt;br /&gt;
&lt;br /&gt;
With variant Saboteur 2: Gold-diggers counter-attack!&lt;br /&gt;
* 3 Path cards with green doors - blocking Blue Gold Diggers&lt;br /&gt;
* 3 Path cards with blue doors - blocking Green Gold Diggers&lt;br /&gt;
* 2 &#039;Bridge&#039; Path cards - two straight paths that are not connected&lt;br /&gt;
* 4 &#039;Ladder&#039; Path cards - Allows additional paths to the gold&lt;br /&gt;
* Path cards with crystals - scores for the Geologist&lt;br /&gt;
* 4 &#039;Theft&#039; cards - played on self, allows you to steal a gold from another player after the round&lt;br /&gt;
* 3 &#039;Hands Off&#039; cards - remove a theft card from another player before the round is over&lt;br /&gt;
* 2 &#039;Swap Your Hand&#039; cards - exchanges hands with another player&lt;br /&gt;
* 2 &#039;Inspection&#039; cards - Inspect another player&#039;s Role card&lt;br /&gt;
* 2 &#039;Swap Your Hats&#039; cards - choose any player (including yourself) to discard their current Role card and draw a replacement&lt;br /&gt;
* 3 &#039;Trapped!&#039; cards - Traps another player, they cannot play Path cards and if still Trapped at the end of the round do not collect gold&lt;br /&gt;
* 4 &#039;Free at last!&#039; cards - remove &#039;Trapped!&#039; card from a player&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
Roles are randomly selected among a set that depends upon the number of players (note that one card will be left out):&lt;br /&gt;
&lt;br /&gt;
* with 3 players: 1 saboteur and 3 gold diggers &lt;br /&gt;
* with 4 players: 1 saboteur and 4 gold diggers &lt;br /&gt;
* with 5 players: 2 saboteurs and 4 gold diggers  &lt;br /&gt;
* with 6 players: 2 saboteurs and 5 gold diggers &lt;br /&gt;
* with 7 players: 3 saboteurs and 5 gold diggers &lt;br /&gt;
* with 8 players: 3 saboteurs and 6 gold diggers &lt;br /&gt;
* with 9 players: 3 saboteurs and 7 gold diggers &lt;br /&gt;
* with 10 players: 4 saboteurs and 7 gold diggers&lt;br /&gt;
&lt;br /&gt;
== Available variants ==&lt;br /&gt;
&lt;br /&gt;
The game author, &#039;&#039;&#039;Frederic Moyersoen&#039;&#039;&#039;, told us about some game variants, and we implemented all four of them. Please tell us which one is your favourite in the forum!&lt;br /&gt;
&lt;br /&gt;
Two variants are about gold sharing:&lt;br /&gt;
*&#039;&#039;&#039;Old Mine:&#039;&#039;&#039; the old mine was not as packed with gold... sometimes all you got for your digging was worthless stones. In this variant, some &#039;Gold&#039; cards do not yield any gold nuggets (among the 28 &#039;Gold&#039; cards, 4 are worth three nuggets, 8 are worth two nuggets, 10 are worth one nugget and 6 are worthless). So it is definitely best to get first to the treasure in order to be sure not to leave empty-handed!&lt;br /&gt;
*&#039;&#039;&#039;New mine:&#039;&#039;&#039; the new mine is more even to each gold digger. Instead of distributing as many &#039;Gold&#039; cards as the number of players - which benefits most to the gold digger that gets first to the treasure as he often gets two &#039;Gold&#039; cards - it distributes as many &#039;Gold&#039; cards as the number of gold diggers in play. Therefore, each gold digger will get only one &#039;Gold&#039; card (however, it is still best to be first go get to the treasure in order to get a card of higher value!)&lt;br /&gt;
&lt;br /&gt;
Two variants are about gameplay:&lt;br /&gt;
*&#039;&#039;&#039;Competitive:&#039;&#039;&#039; the gold diggers who have a &#039;Sabotage&#039; card (broken pickaxe, lamp or trolley) laid in front of them at the end of a round, do not receive a &#039;Gold&#039; card when their team wins the round. The &#039;Gold&#039; cards are distributed between the gold diggers who have no broken tool (saboteurs are not affected by this rule). Therefore, with this variant it can be interesting to sabotage some of your fellow gold diggers... but not too often, so as not to make your team lose!&lt;br /&gt;
*&#039;&#039;&#039;Selfish dwarf:&#039;&#039;&#039; one of the gold diggers will get a red jacket. This gold digger is a selfish dwarf: he can only win if he manages to complete the connection to the treasure himself. In this case, he gets four gold nuggets while the other players get nothing at all. If another gold digger completes the connection, the selfish dwarf takes no part in the treasure sharing (which is done with as many &#039;Gold&#039; cards as the number of players, selfish dwarf excluded)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5226</id>
		<title>Gamehelpsaboteur</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5226"/>
		<updated>2020-08-08T06:58:28Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Goal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal ==&lt;br /&gt;
&lt;br /&gt;
Get as many gold nuggets as possible during the three rounds of the game.&lt;br /&gt;
In order to do so,&lt;br /&gt;
&lt;br /&gt;
# if you are a &#039;&#039;&#039;gold digger&#039;&#039;&#039;, you must, in association with other gold diggers, build a path from the &#039;Start&#039; card to the treasure card which can be found among the three &#039;End&#039; cards&lt;br /&gt;
# if you are a &#039;&#039;&#039;saboteur&#039;&#039;&#039;, you must, in association with other saboteurs, prevent the gold diggers from getting to the treasure.&lt;br /&gt;
&lt;br /&gt;
Your role (gold digger or saboteur) will be randomly selected at the start of each round &#039;&#039;&#039;in secret&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you must click on a card from your hand to select it, then play this card or discard it.&lt;br /&gt;
You can also rotate a &#039;Path&#039; card before playing it by clicking the &#039;rotate&#039; arrow that appears above the card.&lt;br /&gt;
&lt;br /&gt;
The cards are of several types:&lt;br /&gt;
&lt;br /&gt;
* &#039;Path&#039; card: you can play this card to extend the maze, provided it is compatible with the cards already in place. To do this, click the location where you want to put the card.&lt;br /&gt;
* &#039;Sabotage&#039; card: you can break another player&#039;s tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score). A player with a broken tool cannot play a Path card.&lt;br /&gt;
* &#039;Repair&#039; card: you can repair your, or another player&#039;s, broken tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score), or click on the &#039;Sabotage&#039; card in front of you.&lt;br /&gt;
* &#039;Map&#039; card: you can play this card on any &#039;End&#039; card to discover whether or not the treasure lies there (you alone will get the information, other players will see nothing). Just click on the &#039;End&#039; card that you want to know. Then click on &amp;quot;I have seen it&amp;quot; button at the top.&lt;br /&gt;
* &#039;Rock fall&#039; card: this card lets you remove any &#039;Path&#039; card of the maze. Just click on the card you want to remove.&lt;br /&gt;
&lt;br /&gt;
End of a round&lt;br /&gt;
* A path is created that connects to the gold goal card and gold is distributed among the gold diggers.&lt;br /&gt;
* No more cards are available to draw and every player has passed with no action.  Saboteurs split the gold.&lt;br /&gt;
&lt;br /&gt;
== Cards in play ==&lt;br /&gt;
&lt;br /&gt;
* 44 &#039;Path&#039; cards&lt;br /&gt;
* 9 &#039;Sabotage&#039; cards (three for each tool)&lt;br /&gt;
* 6 &#039;Repair a tool&#039; cards (two for each tool)&lt;br /&gt;
* 3 &#039;Repair a tool among these two&#039; cards (one for each combination of two tools)&lt;br /&gt;
* 5 &#039;Map&#039; cards (one less than in the box set, as requested by the game author)&lt;br /&gt;
* 3 &#039;Rock fall&#039; cards&lt;br /&gt;
* 28 &#039;Gold&#039; cards&lt;br /&gt;
** 16 with one gold nugget&lt;br /&gt;
** 8 with two gold nuggets&lt;br /&gt;
** 4 with three gold nuggets&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
&lt;br /&gt;
Roles are randomly selected among a set that depends upon the number of players (note that one card will be left out):&lt;br /&gt;
&lt;br /&gt;
* with 3 players: 1 saboteur and 3 gold diggers &lt;br /&gt;
* with 4 players: 1 saboteur and 4 gold diggers &lt;br /&gt;
* with 5 players: 2 saboteurs and 4 gold diggers  &lt;br /&gt;
* with 6 players: 2 saboteurs and 5 gold diggers &lt;br /&gt;
* with 7 players: 3 saboteurs and 5 gold diggers &lt;br /&gt;
* with 8 players: 3 saboteurs and 6 gold diggers &lt;br /&gt;
* with 9 players: 3 saboteurs and 7 gold diggers &lt;br /&gt;
* with 10 players: 4 saboteurs and 7 gold diggers&lt;br /&gt;
&lt;br /&gt;
== Available variants ==&lt;br /&gt;
&lt;br /&gt;
The game author, &#039;&#039;&#039;Frederic Moyersoen&#039;&#039;&#039;, told us about some game variants, and we implemented all four of them. Please tell us which one is your favourite in the forum!&lt;br /&gt;
&lt;br /&gt;
Two variants are about gold sharing:&lt;br /&gt;
*&#039;&#039;&#039;Old Mine:&#039;&#039;&#039; the old mine was not as packed with gold... sometimes all you got for your digging was worthless stones. In this variant, some &#039;Gold&#039; cards do not yield any gold nuggets (among the 28 &#039;Gold&#039; cards, 4 are worth three nuggets, 8 are worth two nuggets, 10 are worth one nugget and 6 are worthless). So it is definitely best to get first to the treasure in order to be sure not to leave empty-handed!&lt;br /&gt;
*&#039;&#039;&#039;New mine:&#039;&#039;&#039; the new mine is more even to each gold digger. Instead of distributing as many &#039;Gold&#039; cards as the number of players - which benefits most to the gold digger that gets first to the treasure as he often gets two &#039;Gold&#039; cards - it distributes as many &#039;Gold&#039; cards as the number of gold diggers in play. Therefore, each gold digger will get only one &#039;Gold&#039; card (however, it is still best to be first go get to the treasure in order to get a card of higher value!)&lt;br /&gt;
&lt;br /&gt;
Two variants are about gameplay:&lt;br /&gt;
*&#039;&#039;&#039;Competitive:&#039;&#039;&#039; the gold diggers who have a &#039;Sabotage&#039; card (broken pickaxe, lamp or trolley) laid in front of them at the end of a round, do not receive a &#039;Gold&#039; card when their team wins the round. The &#039;Gold&#039; cards are distributed between the gold diggers who have no broken tool (saboteurs are not affected by this rule). Therefore, with this variant it can be interesting to sabotage some of your fellow gold diggers... but not too often, so as not to make your team lose!&lt;br /&gt;
*&#039;&#039;&#039;Selfish dwarf:&#039;&#039;&#039; one of the gold diggers will get a red jacket. This gold digger is a selfish dwarf: he can only win if he manages to complete the connection to the treasure himself. In this case, he gets four gold nuggets while the other players get nothing at all. If another gold digger completes the connection, the selfish dwarf takes no part in the treasure sharing (which is done with as many &#039;Gold&#039; cards as the number of players, selfish dwarf excluded)&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppresident&amp;diff=5205</id>
		<title>Gamehelppresident</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppresident&amp;diff=5205"/>
		<updated>2020-08-06T03:42:35Z</updated>

		<summary type="html">&lt;p&gt;SteveV: important update for Joker as Trump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
The goal of the President is to be the first to get rid off all of the cards in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
&lt;br /&gt;
Number of players : 4-8 players.&lt;br /&gt;
&lt;br /&gt;
President is played with a standard 52-card deck and 2 Jokers. Following this hierarchy (highest value to lowest) : Joker,2,A,K,Q,J,10,9,8,7,6,5,4,3.&lt;br /&gt;
&lt;br /&gt;
Cards are dealt one at a time clockwise until all cards have been dealt. Some players may have more cards than others.&lt;br /&gt;
&lt;br /&gt;
A player can play a single card or a set of cards of equal rank : &lt;br /&gt;
*Double – a pair of cards of the same value (ex. 2 Kings).&lt;br /&gt;
*Triple – three cards of the same value (ex. 3 fours).&lt;br /&gt;
*Quadruple – four cards of the same value (ex. 4 sevens).&lt;br /&gt;
&lt;br /&gt;
The first player of the round sets how many cards should be played for the entire pile.&lt;br /&gt;
*Player 1 : plays 1 five, then all others players must play one card until this pile is over.&lt;br /&gt;
*Player 1 : plays 2 nines, then all others players must play two cards until this pile is over.&lt;br /&gt;
&lt;br /&gt;
The next player must play the same number of cards than the previous player. &lt;br /&gt;
To play, the next player must play a higher rank card (or group of cards : double, triple or quadruple).&amp;lt;br&amp;gt;&lt;br /&gt;
*A Joker is a &amp;quot;trump&amp;quot; card and wins any hand no matter the size of the set (ex: 1 Joker beats four 2&#039;s)&lt;br /&gt;
Or pass if he can not play.&lt;br /&gt;
Or pass even if he can, therefore will not be able to play anymore during this pile.&lt;br /&gt;
&lt;br /&gt;
If a player played his last card, and no other player can play (or pass even if he can play). The next player available clockwise will start next pile.&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
&lt;br /&gt;
The game will continue until there is a single player left with at least a card in his hand.&lt;br /&gt;
&lt;br /&gt;
The first player to get rid off all of his cards will become the &#039;&#039;President&#039;&#039; in the following round. &lt;br /&gt;
The second player to get rid off all of his cards will become the &#039;&#039;Prime-Minister&#039;&#039; in the following round.&lt;br /&gt;
The before last player to get rid off all of his cards will become the &#039;&#039;Peasant&#039;&#039; in the following round.&lt;br /&gt;
The last player to get rid off all of his cards will become the &#039;&#039;Beggar&#039;&#039; in the following round.&lt;br /&gt;
Any other players will be considered neutral and will become &#039;&#039;Citizen(s)&#039;&#039; in the following round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before next round starts :&lt;br /&gt;
The &#039;&#039;Beggar&#039;&#039; must give his two highest cards to the &#039;&#039;President&#039;&#039;. And the &#039;&#039;President&#039;&#039; must give back 2 cards of his choice to the &#039;&#039;Beggar&#039;&#039;.&lt;br /&gt;
The &#039;&#039;Peasant&#039;&#039; must give his highest card to the &#039;&#039;Prime-Minister&#039;&#039;. And the &#039;&#039;Prime-Minister&#039;&#039; must give back 1 card of his choice to the &#039;&#039;Peasant&#039;&#039;.&lt;br /&gt;
Any &#039;&#039;Citizen(s)&#039;&#039; do not exchange cards.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Beggar&#039;&#039; will be the first player to start the next round.&lt;br /&gt;
&lt;br /&gt;
=== Revolution ===&lt;br /&gt;
&lt;br /&gt;
When a player plays four cards of the same rank, the hierarchy of all the cards are reversed. For example, if 3,4,5,6,7,8,9,10,J,Q,K,A,2 is the typical order of power (from left to right), after the revolution the order of power 2,A,K,Q,J,10,9,8,7,6,5,4,3. If another revolution is played, the order would switch back to normal.&lt;br /&gt;
&lt;br /&gt;
== Optional rules ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skip&#039;&#039;&#039; - When a player plays the same number of cards of the same rank as the previous player, that skips the next person who would have played. For example, playing a 7 on top of another 7, or a pair of 4s on another pair of 4s, the next player is skipped. You can&#039;t skip with the best card (2 or 3 in case of revolution and jokers).&lt;br /&gt;
&lt;br /&gt;
== Points ==&lt;br /&gt;
&lt;br /&gt;
Each player starts with a credit of 50 points. &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;President&#039;&#039; scores 5 points.&lt;br /&gt;
*The &#039;&#039;Prime-Minister&#039;&#039; scores 0 point.&lt;br /&gt;
*The &#039;&#039;Citizen&#039;&#039; loses 5 points.&lt;br /&gt;
*The &#039;&#039;Peasant&#039;&#039; loses 10 points.&lt;br /&gt;
*The  &#039;&#039;Beggar&#039;&#039; loses 15 points.&lt;br /&gt;
&lt;br /&gt;
Game ends when a player reaches 0 point or less.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=5201</id>
		<title>Gamehelpsolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=5201"/>
		<updated>2020-08-06T02:40:43Z</updated>

		<summary type="html">&lt;p&gt;SteveV: lousy format the 1st try&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Solo is a simple game where you must play every card in your hand before any other player does Every card is worth a specific amount of points, and at the end of each round the total number of points is subtracted from the total you started with at the beginning of the round, unless you won the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special cards ==&lt;br /&gt;
&lt;br /&gt;
Swap cards (Direct): Allows you to choose a player to switch your entire hand with their hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Swap cards (Rotation):The gray swap cards card rotates every player&#039;s hand according to the order of play. So if it the order of play is counter clockwise cards are swapped counterclockwise and vice versa. Any card can be played after this card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip: Skips the next player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plus Two: Gives the player next in the turn order 2 cards. Can be played of a active (Meaning its just been played and its targeting you) plus two to make the next player draw 4. (1 +2= 2, 2 +2= 4, 3 +2= 6, etc) aka stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild: Allows you to change the color &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild Plus Four: Allows you to change the color while also making the next player draw 4 cards. like a plus 2 you can stack on this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing cards ==&lt;br /&gt;
&lt;br /&gt;
In order to play any card except for Swap cards (Rotation), and both types of wild cards cards must match the number/symbol or color of the previous card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Jumping In ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF a player that is Not directly before you in the turn order plays the same color and number/symbol (EX: They play a blue 4 and you have a blue 4) You can play that card. Any players in between you and the previous player are skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before you perform any move that would leave you with one card in your hand you must call solo. If you do not and you do perform a move that would leave you with one card you will be forced to draw two cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
* face value - 1-9&lt;br /&gt;
* 10 - Change Direction&lt;br /&gt;
* 20 - Skip&lt;br /&gt;
* 30 - Draw Two, Swap Cards with Another Player&lt;br /&gt;
* 40 - Swap Cards in Turn, Choose a Color&lt;br /&gt;
* 50 - Draw 4 + Choose a Colo&lt;br /&gt;
&lt;br /&gt;
== Unimplemented Rules ==&lt;br /&gt;
&lt;br /&gt;
The linked rulebook is newer than the BGA implementation of the game, and reflects at least one revision to the rules.  In particular, the “Triple +” rule mentioned in the rulebook is not supported on BGA.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=5200</id>
		<title>Gamehelpsolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=5200"/>
		<updated>2020-08-06T02:38:29Z</updated>

		<summary type="html">&lt;p&gt;SteveV: added scoring so this is shown elsewhere than the PDF download&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Solo is a simple game where you must play every card in your hand before any other player does Every card is worth a specific amount of points, and at the end of each round the total number of points is subtracted from the total you started with at the beginning of the round, unless you won the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special cards ==&lt;br /&gt;
&lt;br /&gt;
Swap cards (Direct): Allows you to choose a player to switch your entire hand with their hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Swap cards (Rotation):The gray swap cards card rotates every player&#039;s hand according to the order of play. So if it the order of play is counter clockwise cards are swapped counterclockwise and vice versa. Any card can be played after this card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip: Skips the next player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plus Two: Gives the player next in the turn order 2 cards. Can be played of a active (Meaning its just been played and its targeting you) plus two to make the next player draw 4. (1 +2= 2, 2 +2= 4, 3 +2= 6, etc) aka stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild: Allows you to change the color &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild Plus Four: Allows you to change the color while also making the next player draw 4 cards. like a plus 2 you can stack on this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing cards ==&lt;br /&gt;
&lt;br /&gt;
In order to play any card except for Swap cards (Rotation), and both types of wild cards cards must match the number/symbol or color of the previous card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Jumping In ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF a player that is Not directly before you in the turn order plays the same color and number/symbol (EX: They play a blue 4 and you have a blue 4) You can play that card. Any players in between you and the previous player are skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
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Before you perform any move that would leave you with one card in your hand you must call solo. If you do not and you do perform a move that would leave you with one card you will be forced to draw two cards.&lt;br /&gt;
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== Scoring ==&lt;br /&gt;
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face value - 1-9&lt;br /&gt;
10 - Change Direction&lt;br /&gt;
20 - Skip&lt;br /&gt;
30 - Draw Two, Swap Cards with Another Player&lt;br /&gt;
40 - Swap Cards in Turn, Choose a Color&lt;br /&gt;
50 - Draw 4 + Choose a Colo&lt;br /&gt;
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== Unimplemented Rules ==&lt;br /&gt;
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The linked rulebook is newer than the BGA implementation of the game, and reflects at least one revision to the rules.  In particular, the “Triple +” rule mentioned in the rulebook is not supported on BGA.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
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