<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stopgap</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stopgap"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Stopgap"/>
	<updated>2026-10-06T02:36:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpobsession&amp;diff=30966</id>
		<title>Gamehelpobsession</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpobsession&amp;diff=30966"/>
		<updated>2026-08-05T20:40:48Z</updated>

		<summary type="html">&lt;p&gt;Stopgap: Cost of Special Actions is Reputation (not Prestige).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Each player has a number of Servant meeples, a set of Improvement tiles in front of them (representing areas of their estate&#039;s house and grounds), and a hand of Gentry cards. They also have a Reputation value, starting at 1.1; an amount of Money starting at £0; and a number of Objective Cards (some of which will be discarded as the game progresses).&lt;br /&gt;
&lt;br /&gt;
Your Servant meeples are:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50rem;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Meeple&lt;br /&gt;
!Name&lt;br /&gt;
!style=&amp;quot;text-align:left;&amp;quot;|Effect&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Butler.png]]&lt;br /&gt;
|{{pill|Butler|#2A2275}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Supports prestigious events and can hire new servants.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Valet.png]]&lt;br /&gt;
|{{pill|Valet|#249167}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Supports male guests.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Lady&#039;s Maid.png]]&lt;br /&gt;
|{{pill|Lady&#039;s Maid|#72116E}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Supports female guests.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Housekeeper.png]]&lt;br /&gt;
|{{pill|Housekeeper|#E81F35}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Supports dining events and may also serve as a {{pill|Lady&#039;s Maid|#72116E}}.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Footman.png]]&lt;br /&gt;
|{{pill|Footman|#DFDACD}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Supports outdoor events.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Underbutler.png]]&lt;br /&gt;
|{{pill|Underbutler|#181A1A}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Can serve as a {{pill|Butler|#2A2275}}, {{pill|Valet|#249167}} or {{pill|Footman|#DFDACD}}.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 style=&amp;quot;background:#a75; color:#ffa&amp;quot;| &#039;&#039;&#039;&#039;&#039;With Upstairs Downstairs expansion:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Cook.png]]&lt;br /&gt;
|{{pill|Cook|#E2714C}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;| Increases the family’s reputation by one when used. Permits guests with prestige ratings 1 or 2 levels above family’s rep to attend activity.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Hall Boy.png]]&lt;br /&gt;
|{{pill|Hall Boy|#30B3D3}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;| Duties as {{pill|Butler|#2A2275}} when required for a gentry guest, even if Butler is present. May be used on any gentry card to increase the monetary favour by + £100.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Head Housemaid.png]]&lt;br /&gt;
|{{pill|Head Housemaid|#EB92A8}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;| Duties as {{pill|Housekeeper|#E81F35}} for required female gentry guest (card), even if present, but may not screen guests acting in this capacity.&lt;br /&gt;
On invite card or tile, may look at 1 additional (“see 2/keep 1” becomes “see 3/keep 1” ; “5/2” etc.).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#eee;&amp;quot;|[[File:Useful Man.png]]&lt;br /&gt;
|{{pill|Useful Man|#5B3224}}&lt;br /&gt;
|style=&amp;quot;text-align:left;&amp;quot;|Can perform various useful tasks:&lt;br /&gt;
*• Play onto Village Fair to increase by +£200;&lt;br /&gt;
*• Play onto a tile when buying to reduce cost by -£100;&lt;br /&gt;
*• Play onto an improvement tile to temporarily decrease its prestige rating by 1; &lt;br /&gt;
*• Remove the Useful Man from the game to refresh the builders&#039; market;&lt;br /&gt;
*• Remove the Useful Man from the game to locate any non-monument tile and place it in the £800 place in the market. (The tile in the £300 space is returned to the bag and the others moved to the left.)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game consists of players taking turns to host events at locations on their estate: each event requires a number of Servants to attend, and a number of Gentry to be played from the hand as guests to it. The outcome of an event will be a gain (or loss) of Reputation and/or Money, and/or the acquisition of new Gentry cards. After hosting an event, you may optionally buy one Improvement from the Builder&#039;s Market.&lt;br /&gt;
&lt;br /&gt;
When your hand is running low, you can pass your turn to pick your discard pile back up - optionally taking either £200 or refreshing the Builder&#039;s Market.&lt;br /&gt;
&lt;br /&gt;
== Each turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn you can either:&lt;br /&gt;
&lt;br /&gt;
==== Take a standard turn ====&lt;br /&gt;
&lt;br /&gt;
A standard turn consists of the following steps:&lt;br /&gt;
&lt;br /&gt;
*1. &#039;&#039;&#039;Rotate service&#039;&#039;&#039;: Move all your Servants one box to the right. (Only those in the &amp;quot;Available Service&amp;quot; box will be available for use on your turn.)&lt;br /&gt;
*2. &#039;&#039;&#039;Host activity&#039;&#039;&#039;: Choose tile from your estate to use this turn. Its bottom-left number must be equal to or lower than your family&#039;s Reputation.&lt;br /&gt;
*3. &#039;&#039;&#039;Invite guests&#039;&#039;&#039;: Play a number of Gentry cards from your hand that match the event.&lt;br /&gt;
*4. &#039;&#039;&#039;Provide service&#039;&#039;&#039;: Expend Servants to satisfy the event&#039;s Estate tile and Gentry cards. (If you do not have sufficient servants, you must go back and choose a different Estate/Gentry combination, or give up and pass your turn.)&lt;br /&gt;
*5. &#039;&#039;&#039;Enjoy favours&#039;&#039;&#039; given by the event tile and the played gentry cards. These are all compulsory, with the exception of &amp;quot;Dismissing&amp;quot;.&lt;br /&gt;
*6. Optionally &#039;&#039;&#039;buy an Improvement tile from Builders&#039; Market&#039;&#039;&#039;&lt;br /&gt;
*7. &#039;&#039;&#039;Clean up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
&lt;br /&gt;
When you choose to pass:&lt;br /&gt;
*• All of your servants move into the &amp;quot;available&amp;quot; box&lt;br /&gt;
*• You take your discard pile of Gentry cards back into your hand&lt;br /&gt;
&lt;br /&gt;
*• You may either:&lt;br /&gt;
**• Collect £200&lt;br /&gt;
**• Refresh the Builders&#039; Market&lt;br /&gt;
**• Hire Servants using the Butler&#039;s Room (if using the Upstairs Downstairs expansion)&lt;br /&gt;
*• You may optionally buy from the Builders&#039; Market&lt;br /&gt;
&#039;&#039;&#039;Special Actions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At any time:&lt;br /&gt;
&lt;br /&gt;
* • Spend 2 Reputation to gain £100&lt;br /&gt;
* • Spend 3 Reputation to refresh 1 Servant&lt;br /&gt;
* • Spend 4 Reputation to refresh the Builders&#039; Market&lt;br /&gt;
&lt;br /&gt;
==Special rounds==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50rem;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Event&lt;br /&gt;
!Regular Game&lt;br /&gt;
!&#039;&#039;Extended Game&#039;&#039;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
!Village Fair&lt;br /&gt;
|Rounds 3 and 9&lt;br /&gt;
&lt;br /&gt;
|Rounds 4, 9 and 16&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Players who have flipped the Study tile receive £300 and 2 Reputation at the starts of these rounds.&lt;br /&gt;
|-&lt;br /&gt;
!Courtship&lt;br /&gt;
|Rounds 4, 8, 12 and 16&lt;br /&gt;
|Rounds 5, 10, 15 and 20&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |No regular turns are taken: instead, whoever has the highest score for that courtship&#039;s current Theme colour (shown by the most recent upturned card at the top of the board) may take either the Charles or Elizabeth Fairchild card into their hand, and draw a Victory Point Card.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;final Courtship round&#039;&#039;&#039; is scored on the total for &#039;&#039;all four&#039;&#039; Theme colours, rather than just the fourth. (If a colour appears multiple times, it is counted multiple times.)&lt;br /&gt;
|-&lt;br /&gt;
!Builder&#039;s Holiday&lt;br /&gt;
|Round 11&lt;br /&gt;
|Round 13&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Players may buy any number of Improvement tiles during this round.&lt;br /&gt;
|-&lt;br /&gt;
!National Holiday&lt;br /&gt;
|Round 14&lt;br /&gt;
|Round 11&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Player Reputation does not limit actions this round. Players may host any event and invite any guest, irrespective of their Reputation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End Game Scoring==&lt;br /&gt;
&lt;br /&gt;
Add up:&lt;br /&gt;
*• Improvement Tile VP&lt;br /&gt;
*• Gentry Card VP&lt;br /&gt;
*• Objective Card VP&lt;br /&gt;
*• Service VP: 2 VP per servant&lt;br /&gt;
*• Wealth VP: 1 VP per £200&lt;br /&gt;
*• VP Cards&lt;br /&gt;
*• Reputation VP&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;
!Reputation&lt;br /&gt;
Level&lt;br /&gt;
!VP&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|7*&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|Max&lt;br /&gt;
|45&lt;br /&gt;
|}*Maximum in Standard Play&lt;/div&gt;</summary>
		<author><name>Stopgap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxrenaissance&amp;diff=30646</id>
		<title>Gamehelppaxrenaissance</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxrenaissance&amp;diff=30646"/>
		<updated>2026-07-10T20:43:02Z</updated>

		<summary type="html">&lt;p&gt;Stopgap: /* One-Shots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pax Renaissance – Quick Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Pax Renaissance&#039;&#039;&#039;, players take on the roles of powerful bankers during the European Renaissance. You control the flow of capital, influence monarchs, and trigger religious or political upheavals to shape the world.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
The game ends when one of the four &#039;&#039;&#039;Victory Conditions (Victoria)&#039;&#039;&#039; is met or the market deck is exhausted. Four paths to victory must be activated by purchasing &#039;&#039;&#039;Comet cards&#039;&#039;&#039; from the market (2 in East &amp;amp; 2 in West):&lt;br /&gt;
* &#039;&#039;&#039;Renaissance Victory (End of Feudalism):&#039;&#039;&#039; Having the most Republics and 2+ more Law prestige.&lt;br /&gt;
* &#039;&#039;&#039;Globalization Victory (Age of Discovery):&#039;&#039;&#039; Having the most Discovery prestige and 2+ more concessions (pawns).&lt;br /&gt;
* &#039;&#039;&#039;Imperial Victory (Holy Roman Emperor):&#039;&#039;&#039; Controlling 2+ (3+ in 2p) more Kingdoms.&lt;br /&gt;
* &#039;&#039;&#039;Holy Victory (Religious Domination):&#039;&#039;&#039; Your religion is dominant, and you have the most prestige in that religion.&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
Players take turns in clockwise order. A turn consists of &#039;&#039;&#039;2 actions&#039;&#039;&#039; (can be the same or different).&lt;br /&gt;
&lt;br /&gt;
=== The 8 Possible Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Buy Card (Market):&#039;&#039;&#039; Place florin on a card to the left of the desired card in the Market (East or West) to take it into your hand.&lt;br /&gt;
# &#039;&#039;&#039;Sell Card (Hand/Tableau):&#039;&#039;&#039; Remove a card from your tableau or hand and gain florins.&lt;br /&gt;
# &#039;&#039;&#039;Play Card (Tableau):&#039;&#039;&#039; Place a card from your hand into your Tableau (West or East side). Many cards trigger one-shot effects when played (e.g., placing pieces, Inquisitors, or Pirates).&lt;br /&gt;
# &#039;&#039;&#039;East/West Operations (Tableau):&#039;&#039;&#039; Activate all symbols on the cards of one side of your tableau (either all West cards or all East cards). Each card can only be activated once per turn.&lt;br /&gt;
# &#039;&#039;&#039;East/West Trade Fair:&#039;&#039;&#039; Gold is distributed along the selected East/West route. Bankers controlling the route by holding concessions there earn Florin. Discard the left most card in the respective market after passing the turn. Can&#039;t do 2 trade fairs on the same trade route per turn.&lt;br /&gt;
# &#039;&#039;&#039;Declare Victory:&#039;&#039;&#039; Declare an activated victory if conditions are fulfilled.&lt;br /&gt;
&lt;br /&gt;
=== Operations &amp;amp; Symbols ===&lt;br /&gt;
When choosing the &#039;&#039;&#039;Operations&#039;&#039;&#039; action, you execute the symbols on your cards:&lt;br /&gt;
* &#039;&#039;&#039;Campaign (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Create a &#039;&#039;&#039;Battle&#039;&#039;&#039; from this King&#039;s Empire to an adjacent Empire. (Campaign Ops are only found on Kings).&lt;br /&gt;
** All Knights (of any colour) on this King&#039;s Location are the &#039;&#039;&#039;attackers&#039;&#039;&#039;.&lt;br /&gt;
** All Knights and Rooks (of any colour) on the adjacent Empire&#039;s cities are &#039;&#039;&#039;defenders&#039;&#039;&#039;.&lt;br /&gt;
** If the attackers are Victorious, the defending Empire suffers a Regime Change and is claimed as a Vassal&lt;br /&gt;
* &#039;&#039;&#039;Tax (Political Op)&#039;&#039;&#039; &lt;br /&gt;
** Target a Concession (a target player&#039;s Pawn, which can be your own) to tax.&lt;br /&gt;
** The Concession owner either pays 1 Florin to China or Represses the targeted Concession.&lt;br /&gt;
** The Concession owner places a Levy (Knight or Rook) on an empty City.&lt;br /&gt;
** This Op can only be chosen if the Location is not Saturated (there is an empty city) and has a Concession to target.&lt;br /&gt;
* &#039;&#039;&#039;Repress (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Token of the illustrated type to its Empire Square.&lt;br /&gt;
** Gain 1 Florin&lt;br /&gt;
* &#039;&#039;&#039;Siege (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Kill a Knight Rook or Pirate in the Location.&lt;br /&gt;
* &#039;&#039;&#039;Corsair (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Pirate of the matching religious symbol to an adjacent Sea Border.&lt;br /&gt;
** Cannot move to a Border containing a Pirate of the same colour.&lt;br /&gt;
** Kill any Concession (Pawn) or Pirate in the destination Border.&lt;br /&gt;
* &#039;&#039;&#039;Vote (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Cause a &#039;&#039;&#039;Regime Change&#039;&#039;&#039; of an Empire Square in a Tableau of the matching Location (not in a Throne or a Vassal).&lt;br /&gt;
** Must have more Concessions (Pawns) on the Empire&#039;s Borders.&lt;br /&gt;
** Pay 1 Florin per Repressed Token on the Empire.&lt;br /&gt;
** Gain a Concession&lt;br /&gt;
** You may Emancipate Repressed Tokens (return them to the map).&lt;br /&gt;
** Gain the Empire Square if it isn&#039;t in your Tableau. Flip the Empire Square if it is in your Tableau.&lt;br /&gt;
** If the Empire is Theocratic you may change it to Medieval.&lt;br /&gt;
* &#039;&#039;&#039;Behead (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Kill a tableau card located in the Location.&lt;br /&gt;
** If a Empire Square was beheaded, this card is also killed.&lt;br /&gt;
* &#039;&#039;&#039;Commerce (Economic Op)&#039;&#039;&#039;&lt;br /&gt;
** Gain a florin from the indicated market (East or West).&lt;br /&gt;
* &#039;&#039;&#039;Inquisitor (Religious Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Bishop to an adjacent card in a Tableau, or to a card with the same Location as its current position.&lt;br /&gt;
** If the destination card has a Bishop, both Bishops are killed.&lt;br /&gt;
** If the destination card has any Repressed Tokens you may kill one.&lt;br /&gt;
** A Bishop silences the card it is on: Non-Religious Ops cannot be used; Abilities cannot be used (unless they&#039;re immune to silencing); Prestige is still counted.&lt;br /&gt;
&lt;br /&gt;
=== One-Shots ===&lt;br /&gt;
Represented by a Bomb icon on the card and are executed when the card is played.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trade Shift&#039;&#039;&#039;&lt;br /&gt;
** Move the busted disk on a trade route.&lt;br /&gt;
** Bomb colour designates the trade route.&lt;br /&gt;
* &#039;&#039;&#039;Coronation&#039;&#039;&#039;&lt;br /&gt;
** Marry a Queen to a King.&lt;br /&gt;
** Causes as Regime Change&lt;br /&gt;
* &#039;&#039;&#039;Conspiracy (Civil War)&#039;&#039;&#039;&lt;br /&gt;
** Creates a &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attackers&#039;&#039;&#039; are: Agents on the card (not Bishops), Repressed Ruling Class (Knights and Rooks), and Bordering Pirates (of any colour).&lt;br /&gt;
** &#039;&#039;&#039;Defenders&#039;&#039;&#039; are: Tokens in Cities (Knights and Rooks)&lt;br /&gt;
** If Victorious, causes a Regime Change&lt;br /&gt;
* &#039;&#039;&#039;Peasant Revolt (Civil War)&#039;&#039;&#039;&lt;br /&gt;
** Creates a &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attackers&#039;&#039;&#039; are: Agents on the card (not Bishops), Bordering Concessions (player&#039;s Pawns), Repressed Pawns, and Bordering Pirates (any colour).&lt;br /&gt;
** &#039;&#039;&#039;Defenders&#039;&#039;&#039; are: Tokens in Cities (Knights and Rooks)&lt;br /&gt;
** If Victorious, causes a Regime Change&lt;br /&gt;
* &#039;&#039;&#039;Religious War&#039;&#039;&#039;&lt;br /&gt;
** Creates a &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
** Bomb colour designates the &#039;&#039;&#039;Believers&#039;&#039;&#039;&#039; religion. Other religions are &#039;&#039;&#039;Heretics&#039;&#039;&#039;. Target Location must contain at least one &#039;&#039;&#039;Heretic.&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attackers&#039;&#039;&#039; are: Agents on the card (not Bishops or Pawns), &#039;&#039;&#039;Believer&#039;&#039;&#039; Ruling Class (Knights and Rooks) in the Location, adjacent &#039;&#039;&#039;Believer&#039;&#039;&#039; Knights, &#039;&#039;&#039;Believer&#039;&#039;&#039; Bordering Pirates.&lt;br /&gt;
** &#039;&#039;&#039;Defenders&#039;&#039;&#039; are: &#039;&#039;&#039;Heretic&#039;&#039;&#039; Ruling Class (Knights and Rooks), &#039;&#039;&#039;Heretic&#039;&#039;&#039; Bordering Pirates.&lt;br /&gt;
** Repressed Tokens do not fight.&lt;br /&gt;
** Causes a Regime Change.&lt;br /&gt;
** Causes a Theocracy Change to the Victorious religion.&lt;br /&gt;
* &#039;&#039;&#039;Apostasy&#039;&#039;&#039;&lt;br /&gt;
** If a player has cards with both Prestige items of the indicated Religions, Discard all those cards.&lt;br /&gt;
&lt;br /&gt;
=== Battle ===&lt;br /&gt;
&lt;br /&gt;
* Each attacking token kills a defending token, and dies itself.&lt;br /&gt;
* The attacking player chooses which tokens die.&lt;br /&gt;
* The battle is Victorious if at least one attacking token is left.&lt;br /&gt;
&lt;br /&gt;
=== Key Concepts for Decisions ===&lt;br /&gt;
* &#039;&#039;&#039;Prestige:&#039;&#039;&#039; There are four types (Law, Discovery, Religious, Patron). Prestige is essential for meeting victory conditions.&lt;br /&gt;
* &#039;&#039;&#039;Empire Cards:&#039;&#039;&#039; An empire has two sides: the &#039;&#039;&#039;Kingdom&#039;&#039;&#039; side allows you to campaign, while the &#039;&#039;&#039;Republics&#039;&#039;&#039; side is a modernized state potentially providing Law prestige and Vote/Commerce operations.&lt;br /&gt;
* &#039;&#039;&#039;Theocracy:&#039;&#039;&#039; If an empire is theocratic, it can be Catholic, Islamic, or Reformed. This dictates which units (Knights/Rooks) are active and contributes to the military strength of a religion. Most of the time, however, an empire is medieval (not theocratic).&lt;br /&gt;
* &#039;&#039;&#039;Bishops:&#039;&#039;&#039; Unlike other tokens, bishops are not on the map but on tableaus or empire cards. They contribute to the theocratic strength of their religion and silence cards they land on.&lt;br /&gt;
&lt;br /&gt;
=== End of Game (Empty Market) ===&lt;br /&gt;
If none of the four victory conditions is met before the market runs out, the player with the most Patron prestige wins &#039;&#039;&#039;Patron Victory&#039;&#039;&#039;. Tie-breaker is the number of florins, and if still tied, players share the victory.&lt;/div&gt;</summary>
		<author><name>Stopgap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxrenaissance&amp;diff=30612</id>
		<title>Gamehelppaxrenaissance</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxrenaissance&amp;diff=30612"/>
		<updated>2026-07-08T12:55:07Z</updated>

		<summary type="html">&lt;p&gt;Stopgap: /* Operations &amp;amp; Symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pax Renaissance – Quick Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Pax Renaissance&#039;&#039;&#039;, players take on the roles of powerful bankers during the European Renaissance. You control the flow of capital, influence monarchs, and trigger religious or political upheavals to shape the world.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
The game ends when one of the four &#039;&#039;&#039;Victory Conditions (Victoria)&#039;&#039;&#039; is met or the market deck is exhausted. Four paths to victory must be activated by purchasing &#039;&#039;&#039;Comet cards&#039;&#039;&#039; from the market (2 in East &amp;amp; 2 in West):&lt;br /&gt;
* &#039;&#039;&#039;Renaissance Victory (End of Feudalism):&#039;&#039;&#039; Having the most Republics and 2+ more Law prestige.&lt;br /&gt;
* &#039;&#039;&#039;Globalization Victory (Age of Discovery):&#039;&#039;&#039; Having the most Discovery prestige and 2+ more concessions (pawns).&lt;br /&gt;
* &#039;&#039;&#039;Imperial Victory (Holy Roman Emperor):&#039;&#039;&#039; Controlling 2+ (3+ in 2p) more Kingdoms.&lt;br /&gt;
* &#039;&#039;&#039;Holy Victory (Religious Domination):&#039;&#039;&#039; Your religion is dominant, and you have the most prestige in that religion.&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
Players take turns in clockwise order. A turn consists of &#039;&#039;&#039;2 actions&#039;&#039;&#039; (can be the same or different).&lt;br /&gt;
&lt;br /&gt;
=== The 8 Possible Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Buy Card (Market):&#039;&#039;&#039; Place florin on a card to the left of the desired card in the Market (East or West) to take it into your hand.&lt;br /&gt;
# &#039;&#039;&#039;Sell Card (Hand/Tableau):&#039;&#039;&#039; Remove a card from your tableau or hand and gain florins.&lt;br /&gt;
# &#039;&#039;&#039;Play Card (Tableau):&#039;&#039;&#039; Place a card from your hand into your Tableau (West or East side). Many cards trigger one-shot effects when played (e.g., placing pieces, Inquisitors, or Pirates).&lt;br /&gt;
# &#039;&#039;&#039;East/West Operations (Tableau):&#039;&#039;&#039; Activate all symbols on the cards of one side of your tableau (either all West cards or all East cards). Each card can only be activated once per turn.&lt;br /&gt;
# &#039;&#039;&#039;East/West Trade Fair:&#039;&#039;&#039; Gold is distributed along the selected East/West route. Bankers controlling the route by holding concessions there earn Florin. Discard the left most card in the respective market after passing the turn. Can&#039;t do 2 trade fairs on the same trade route per turn.&lt;br /&gt;
# &#039;&#039;&#039;Declare Victory:&#039;&#039;&#039; Declare an activated victory if conditions are fulfilled.&lt;br /&gt;
&lt;br /&gt;
=== Operations &amp;amp; Symbols ===&lt;br /&gt;
When choosing the &#039;&#039;&#039;Operations&#039;&#039;&#039; action, you execute the symbols on your cards:&lt;br /&gt;
* &#039;&#039;&#039;Campaign (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Create a &#039;&#039;&#039;Battle&#039;&#039;&#039; from this King&#039;s Empire to an adjacent Empire. (Campaign Ops are only found on Kings).&lt;br /&gt;
** All Knights (of any colour) on this King&#039;s Location are the &#039;&#039;&#039;attackers&#039;&#039;&#039;.&lt;br /&gt;
** All Knights and Rooks (of any colour) on the adjacent Empire&#039;s cities are &#039;&#039;&#039;defenders&#039;&#039;&#039;.&lt;br /&gt;
** If the attackers are Victorious, the defending Empire suffers a Regime Change and is claimed as a Vassal&lt;br /&gt;
* &#039;&#039;&#039;Tax (Political Op)&#039;&#039;&#039; &lt;br /&gt;
** Target a Concession (a target player&#039;s Pawn, which can be your own) to tax.&lt;br /&gt;
** The Concession owner either pays 1 Florin to China or Represses the targeted Concession.&lt;br /&gt;
** The Concession owner places a Levy (Knight or Rook) on an empty City.&lt;br /&gt;
** This Op can only be chosen if the Location is not Saturated (there is an empty city) and has a Concession to target.&lt;br /&gt;
* &#039;&#039;&#039;Repress (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Token of the illustrated type to its Empire Square.&lt;br /&gt;
** Gain 1 Florin&lt;br /&gt;
* &#039;&#039;&#039;Siege (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Kill a Knight Rook or Pirate in the Location.&lt;br /&gt;
* &#039;&#039;&#039;Corsair (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Pirate of the matching religious symbol to an adjacent Sea Border.&lt;br /&gt;
** Cannot move to a Border containing a Pirate of the same colour.&lt;br /&gt;
** Kill any Concession (Pawn) or Pirate in the destination Border.&lt;br /&gt;
* &#039;&#039;&#039;Vote (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Cause a &#039;&#039;&#039;Regime Change&#039;&#039;&#039; of an Empire Square in a Tableau of the matching Location (not in a Throne or a Vassal).&lt;br /&gt;
** Must have more Concessions (Pawns) on the Empire&#039;s Borders.&lt;br /&gt;
** Pay 1 Florin per Repressed Token on the Empire.&lt;br /&gt;
** Gain a Concession&lt;br /&gt;
** You may Emancipate Repressed Tokens (return them to the map).&lt;br /&gt;
** Gain the Empire Square if it isn&#039;t in your Tableau. Flip the Empire Square if it is in your Tableau.&lt;br /&gt;
** If the Empire is Theocratic you may change it to Medieval.&lt;br /&gt;
* &#039;&#039;&#039;Behead (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Kill a tableau card located in the Location.&lt;br /&gt;
** If a Empire Square was beheaded, this card is also killed.&lt;br /&gt;
* &#039;&#039;&#039;Commerce (Economic Op)&#039;&#039;&#039;&lt;br /&gt;
** Gain a florin from the indicated market (East or West).&lt;br /&gt;
* &#039;&#039;&#039;Inquisitor (Religious Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Bishop to an adjacent card in a Tableau, or to a card with the same Location as its current position.&lt;br /&gt;
** If the destination card has a Bishop, both Bishops are killed.&lt;br /&gt;
** If the destination card has any Repressed Tokens you may kill one.&lt;br /&gt;
** A Bishop silences the card it is on: Non-Religious Ops cannot be used; Abilities cannot be used (unless they&#039;re immune to silencing); Prestige is still counted.&lt;br /&gt;
&lt;br /&gt;
=== One-Shots ===&lt;br /&gt;
Represented by a Bomb icon on the card and are executed when the card is played.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trade Shift&#039;&#039;&#039;&lt;br /&gt;
** Move the busted disk on a trade route.&lt;br /&gt;
** Bomb colour designates the trade route.&lt;br /&gt;
* &#039;&#039;&#039;Coronation&#039;&#039;&#039;&lt;br /&gt;
** Marry a Queen to a King.&lt;br /&gt;
** Causes as Regime Change&lt;br /&gt;
* &#039;&#039;&#039;Conspiracy (Civil War)&#039;&#039;&#039;&lt;br /&gt;
** Creates a &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attackers&#039;&#039;&#039; are: Agents on the card (not Bishops), Repressed Ruling Class (Knights and Rooks), and Bordering Pirates (of any colour).&lt;br /&gt;
** &#039;&#039;&#039;Defenders&#039;&#039;&#039; are: Tokens in Cities (Knights and Rooks)&lt;br /&gt;
** If Victorious, causes a Regime Change&lt;br /&gt;
* &#039;&#039;&#039;Peasant Revolt (Civil War)&#039;&#039;&#039;&lt;br /&gt;
** Creates a &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attackers&#039;&#039;&#039; are: Agents on the card (not Bishops), Bordering Concessions (Pawns), Repressed Pawns, and Bordering Pirates (any colour).&lt;br /&gt;
** &#039;&#039;&#039;Defenders&#039;&#039;&#039; are: Tokens in Cities (Knights and Rooks)&lt;br /&gt;
** If Victorious, causes a Regime Change&lt;br /&gt;
* &#039;&#039;&#039;Religious War&#039;&#039;&#039;&lt;br /&gt;
** Creates a &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
** Bomb colour designates the &#039;&#039;&#039;Believers&#039;&#039;&#039;&#039; religion. Other religions are &#039;&#039;&#039;Heretics&#039;&#039;&#039;. Target Location must contain at least one &#039;&#039;&#039;Heretic.&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attackers&#039;&#039;&#039; are: Agents on the card (not Bishops or Pawns), &#039;&#039;&#039;Believer&#039;&#039;&#039; Ruling Class (Knights and Rooks) in the Location, adjacent &#039;&#039;&#039;Believer&#039;&#039;&#039; Knights, &#039;&#039;&#039;Believer&#039;&#039;&#039; Bordering Pirates.&lt;br /&gt;
** &#039;&#039;&#039;Defenders&#039;&#039;&#039; are: &#039;&#039;&#039;Heretic&#039;&#039;&#039; Ruling Class (Knights and Rooks), &#039;&#039;&#039;Heretic&#039;&#039;&#039; Bordering Pirates.&lt;br /&gt;
** Repressed Tokens do not fight.&lt;br /&gt;
** Causes a Regime Change.&lt;br /&gt;
** Causes a Theocracy Change to the Victorious religion.&lt;br /&gt;
* &#039;&#039;&#039;Apostasy&#039;&#039;&#039;&lt;br /&gt;
** If a player has cards with both Prestige items of the indicated Religions, Discard all those cards.&lt;br /&gt;
&lt;br /&gt;
=== Battle ===&lt;br /&gt;
&lt;br /&gt;
* Each attacking token kills a defending token, and dies itself.&lt;br /&gt;
* The attacking player chooses which tokens die.&lt;br /&gt;
* The battle is Victorious if at least one attacking token is left.&lt;br /&gt;
&lt;br /&gt;
=== Key Concepts for Decisions ===&lt;br /&gt;
* &#039;&#039;&#039;Prestige:&#039;&#039;&#039; There are four types (Law, Discovery, Religious, Patron). Prestige is essential for meeting victory conditions.&lt;br /&gt;
* &#039;&#039;&#039;Empire Cards:&#039;&#039;&#039; An empire has two sides: the &#039;&#039;&#039;Kingdom&#039;&#039;&#039; side allows you to campaign, while the &#039;&#039;&#039;Republics&#039;&#039;&#039; side is a modernized state potentially providing Law prestige and Vote/Commerce operations.&lt;br /&gt;
* &#039;&#039;&#039;Theocracy:&#039;&#039;&#039; If an empire is theocratic, it can be Catholic, Islamic, or Reformed. This dictates which units (Knights/Rooks) are active and contributes to the military strength of a religion. Most of the time, however, an empire is medieval (not theocratic).&lt;br /&gt;
* &#039;&#039;&#039;Bishops:&#039;&#039;&#039; Unlike other tokens, bishops are not on the map but on tableaus or empire cards. They contribute to the theocratic strength of their religion and silence cards they land on.&lt;br /&gt;
&lt;br /&gt;
=== End of Game (Empty Market) ===&lt;br /&gt;
If none of the four victory conditions is met before the market runs out, the player with the most Patron prestige wins &#039;&#039;&#039;Patron Victory&#039;&#039;&#039;. Tie-breaker is the number of florins, and if still tied, players share the victory.&lt;/div&gt;</summary>
		<author><name>Stopgap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxrenaissance&amp;diff=30611</id>
		<title>Gamehelppaxrenaissance</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxrenaissance&amp;diff=30611"/>
		<updated>2026-07-08T12:52:37Z</updated>

		<summary type="html">&lt;p&gt;Stopgap: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pax Renaissance – Quick Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Pax Renaissance&#039;&#039;&#039;, players take on the roles of powerful bankers during the European Renaissance. You control the flow of capital, influence monarchs, and trigger religious or political upheavals to shape the world.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
The game ends when one of the four &#039;&#039;&#039;Victory Conditions (Victoria)&#039;&#039;&#039; is met or the market deck is exhausted. Four paths to victory must be activated by purchasing &#039;&#039;&#039;Comet cards&#039;&#039;&#039; from the market (2 in East &amp;amp; 2 in West):&lt;br /&gt;
* &#039;&#039;&#039;Renaissance Victory (End of Feudalism):&#039;&#039;&#039; Having the most Republics and 2+ more Law prestige.&lt;br /&gt;
* &#039;&#039;&#039;Globalization Victory (Age of Discovery):&#039;&#039;&#039; Having the most Discovery prestige and 2+ more concessions (pawns).&lt;br /&gt;
* &#039;&#039;&#039;Imperial Victory (Holy Roman Emperor):&#039;&#039;&#039; Controlling 2+ (3+ in 2p) more Kingdoms.&lt;br /&gt;
* &#039;&#039;&#039;Holy Victory (Religious Domination):&#039;&#039;&#039; Your religion is dominant, and you have the most prestige in that religion.&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
Players take turns in clockwise order. A turn consists of &#039;&#039;&#039;2 actions&#039;&#039;&#039; (can be the same or different).&lt;br /&gt;
&lt;br /&gt;
=== The 8 Possible Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Buy Card (Market):&#039;&#039;&#039; Place florin on a card to the left of the desired card in the Market (East or West) to take it into your hand.&lt;br /&gt;
# &#039;&#039;&#039;Sell Card (Hand/Tableau):&#039;&#039;&#039; Remove a card from your tableau or hand and gain florins.&lt;br /&gt;
# &#039;&#039;&#039;Play Card (Tableau):&#039;&#039;&#039; Place a card from your hand into your Tableau (West or East side). Many cards trigger one-shot effects when played (e.g., placing pieces, Inquisitors, or Pirates).&lt;br /&gt;
# &#039;&#039;&#039;East/West Operations (Tableau):&#039;&#039;&#039; Activate all symbols on the cards of one side of your tableau (either all West cards or all East cards). Each card can only be activated once per turn.&lt;br /&gt;
# &#039;&#039;&#039;East/West Trade Fair:&#039;&#039;&#039; Gold is distributed along the selected East/West route. Bankers controlling the route by holding concessions there earn Florin. Discard the left most card in the respective market after passing the turn. Can&#039;t do 2 trade fairs on the same trade route per turn.&lt;br /&gt;
# &#039;&#039;&#039;Declare Victory:&#039;&#039;&#039; Declare an activated victory if conditions are fulfilled.&lt;br /&gt;
&lt;br /&gt;
=== Operations &amp;amp; Symbols ===&lt;br /&gt;
When choosing the &#039;&#039;&#039;Operations&#039;&#039;&#039; action, you execute the symbols on your cards:&lt;br /&gt;
* &#039;&#039;&#039;Campaign (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Create a &#039;&#039;&#039;Battle&#039;&#039;&#039; from this King&#039;s Empire to an adjacent Empire. (Campaign Ops are only found on Kings).&lt;br /&gt;
** All Knights (of any colour) on this King&#039;s Location are the &#039;&#039;&#039;attackers&#039;&#039;&#039;.&lt;br /&gt;
** All Knights and Rooks (of any colour) on the adjacent Empire&#039;s cities are &#039;&#039;&#039;defenders&#039;&#039;&#039;.&lt;br /&gt;
** If the attackers are Victorious, the defending Empire suffers a Regime Change and is claimed as a Vassal&lt;br /&gt;
* &#039;&#039;&#039;Tax (Political Op)&#039;&#039;&#039; &lt;br /&gt;
** Target a Concession (a target player&#039;s Pawn, which can be your own) to tax.&lt;br /&gt;
** The Concession owner either pays 1 Florin to China or Represses the targeted Concession.&lt;br /&gt;
** The Concession owner places a Levy (Knight or Rook) on an empty City.&lt;br /&gt;
** This Op can only be chosen if the Location is not Saturated (there is an empty city) and has a Concession to target.&lt;br /&gt;
* &#039;&#039;&#039;Repress (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Token of the illustrated type to its Empire Square.&lt;br /&gt;
** Gain 1 Florin&lt;br /&gt;
* &#039;&#039;&#039;Siege (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Kill a Knight Rook or Pirate in the Location.&lt;br /&gt;
* &#039;&#039;&#039;Corsair (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Pirate of the matching religious symbol to an adjacent Sea Border.&lt;br /&gt;
** Cannot move to a Border containing a Pirate of the same colour.&lt;br /&gt;
** Kill any Concession (Pawn) or Pirate in the destination Border.&lt;br /&gt;
* &#039;&#039;&#039;Vote (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Cause a &#039;&#039;&#039;Regime Change&#039;&#039;&#039; of an Empire Square in a Tableau of the matching Location (not in a Throne or a Vassal).&lt;br /&gt;
** Must have more Concessions (Pawns) on the Empire&#039;s Borders.&lt;br /&gt;
** Pay 1 Florin per Repressed Token on the Empire.&lt;br /&gt;
** Gain a Concession&lt;br /&gt;
** You may Emancipate Repressed Tokens (return them to the map).&lt;br /&gt;
** Gain the Empire Square if it isn&#039;t in your Tableau. Flip the Empire Square if it is in your Tableau.&lt;br /&gt;
** If the Empire is Theocratic you may change it to Medieval.&lt;br /&gt;
* &#039;&#039;&#039;Behead (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Kill a tableau card located in the Location.&lt;br /&gt;
** If a Empire Square was beheaded, this card is also killed.&lt;br /&gt;
* &#039;&#039;&#039;Commerce (Economic Op)&#039;&#039;&#039;&lt;br /&gt;
** Gain a florin from the indicated market (East or West).&lt;br /&gt;
* &#039;&#039;&#039;Inquisitor (Religious Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Bishop to an adjacent card in a Tableau, or to a card with the same Location as its current position.&lt;br /&gt;
** If the destination card has a Bishop, both Bishops are killed.&lt;br /&gt;
** If the destination card has any Repressed Tokens you may kill one.&lt;br /&gt;
** A Bishop silences the card it is on.&lt;br /&gt;
*** Non-Religious Ops cannot be used.&lt;br /&gt;
*** Abilities cannot be used (unless they&#039;re immune to silencing).&lt;br /&gt;
*** Prestige is still counted.&lt;br /&gt;
&lt;br /&gt;
=== One-Shots ===&lt;br /&gt;
Represented by a Bomb icon on the card and are executed when the card is played.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Trade Shift&#039;&#039;&#039;&lt;br /&gt;
** Move the busted disk on a trade route.&lt;br /&gt;
** Bomb colour designates the trade route.&lt;br /&gt;
* &#039;&#039;&#039;Coronation&#039;&#039;&#039;&lt;br /&gt;
** Marry a Queen to a King.&lt;br /&gt;
** Causes as Regime Change&lt;br /&gt;
* &#039;&#039;&#039;Conspiracy (Civil War)&#039;&#039;&#039;&lt;br /&gt;
** Creates a &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attackers&#039;&#039;&#039; are: Agents on the card (not Bishops), Repressed Ruling Class (Knights and Rooks), and Bordering Pirates (of any colour).&lt;br /&gt;
** &#039;&#039;&#039;Defenders&#039;&#039;&#039; are: Tokens in Cities (Knights and Rooks)&lt;br /&gt;
** If Victorious, causes a Regime Change&lt;br /&gt;
* &#039;&#039;&#039;Peasant Revolt (Civil War)&#039;&#039;&#039;&lt;br /&gt;
** Creates a &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attackers&#039;&#039;&#039; are: Agents on the card (not Bishops), Bordering Concessions (Pawns), Repressed Pawns, and Bordering Pirates (any colour).&lt;br /&gt;
** &#039;&#039;&#039;Defenders&#039;&#039;&#039; are: Tokens in Cities (Knights and Rooks)&lt;br /&gt;
** If Victorious, causes a Regime Change&lt;br /&gt;
* &#039;&#039;&#039;Religious War&#039;&#039;&#039;&lt;br /&gt;
** Creates a &#039;&#039;&#039;Battle&#039;&#039;&#039;&lt;br /&gt;
** Bomb colour designates the &#039;&#039;&#039;Believers&#039;&#039;&#039;&#039; religion. Other religions are &#039;&#039;&#039;Heretics&#039;&#039;&#039;. Target Location must contain at least one &#039;&#039;&#039;Heretic.&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Attackers&#039;&#039;&#039; are: Agents on the card (not Bishops or Pawns), &#039;&#039;&#039;Believer&#039;&#039;&#039; Ruling Class (Knights and Rooks) in the Location, adjacent &#039;&#039;&#039;Believer&#039;&#039;&#039; Knights, &#039;&#039;&#039;Believer&#039;&#039;&#039; Bordering Pirates.&lt;br /&gt;
** &#039;&#039;&#039;Defenders&#039;&#039;&#039; are: &#039;&#039;&#039;Heretic&#039;&#039;&#039; Ruling Class (Knights and Rooks), &#039;&#039;&#039;Heretic&#039;&#039;&#039; Bordering Pirates.&lt;br /&gt;
** Repressed Tokens do not fight.&lt;br /&gt;
** Causes a Regime Change.&lt;br /&gt;
** Causes a Theocracy Change to the Victorious religion.&lt;br /&gt;
* &#039;&#039;&#039;Apostasy&#039;&#039;&#039;&lt;br /&gt;
** If a player has cards with both Prestige items of the indicated Religions, Discard all those cards.&lt;br /&gt;
&lt;br /&gt;
=== Battle ===&lt;br /&gt;
&lt;br /&gt;
* Each attacking token kills a defending token, and dies itself.&lt;br /&gt;
* The attacking player chooses which tokens die.&lt;br /&gt;
* The battle is Victorious if at least one attacking token is left.&lt;br /&gt;
&lt;br /&gt;
=== Key Concepts for Decisions ===&lt;br /&gt;
* &#039;&#039;&#039;Prestige:&#039;&#039;&#039; There are four types (Law, Discovery, Religious, Patron). Prestige is essential for meeting victory conditions.&lt;br /&gt;
* &#039;&#039;&#039;Empire Cards:&#039;&#039;&#039; An empire has two sides: the &#039;&#039;&#039;Kingdom&#039;&#039;&#039; side allows you to campaign, while the &#039;&#039;&#039;Republics&#039;&#039;&#039; side is a modernized state potentially providing Law prestige and Vote/Commerce operations.&lt;br /&gt;
* &#039;&#039;&#039;Theocracy:&#039;&#039;&#039; If an empire is theocratic, it can be Catholic, Islamic, or Reformed. This dictates which units (Knights/Rooks) are active and contributes to the military strength of a religion. Most of the time, however, an empire is medieval (not theocratic).&lt;br /&gt;
* &#039;&#039;&#039;Bishops:&#039;&#039;&#039; Unlike other tokens, bishops are not on the map but on tableaus or empire cards. They contribute to the theocratic strength of their religion and silence cards they land on.&lt;br /&gt;
&lt;br /&gt;
=== End of Game (Empty Market) ===&lt;br /&gt;
If none of the four victory conditions is met before the market runs out, the player with the most Patron prestige wins &#039;&#039;&#039;Patron Victory&#039;&#039;&#039;. Tie-breaker is the number of florins, and if still tied, players share the victory.&lt;/div&gt;</summary>
		<author><name>Stopgap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxrenaissance&amp;diff=30610</id>
		<title>Gamehelppaxrenaissance</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaxrenaissance&amp;diff=30610"/>
		<updated>2026-07-08T12:30:35Z</updated>

		<summary type="html">&lt;p&gt;Stopgap: /* Operations &amp;amp; Symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pax Renaissance – Quick Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Pax Renaissance&#039;&#039;&#039;, players take on the roles of powerful bankers during the European Renaissance. You control the flow of capital, influence monarchs, and trigger religious or political upheavals to shape the world.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
The game ends when one of the four &#039;&#039;&#039;Victory Conditions (Victoria)&#039;&#039;&#039; is met or the market deck is exhausted. Four paths to victory must be activated by purchasing &#039;&#039;&#039;Comet cards&#039;&#039;&#039; from the market (2 in East &amp;amp; 2 in West):&lt;br /&gt;
* &#039;&#039;&#039;Renaissance Victory (End of Feudalism):&#039;&#039;&#039; Having the most Republics and 2+ more Law prestige.&lt;br /&gt;
* &#039;&#039;&#039;Globalization Victory (Age of Discovery):&#039;&#039;&#039; Having the most Discovery prestige and 2+ more concessions (pawns).&lt;br /&gt;
* &#039;&#039;&#039;Imperial Victory (Holy Roman Emperor):&#039;&#039;&#039; Controlling 2+ (3+ in 2p) more Kingdoms.&lt;br /&gt;
* &#039;&#039;&#039;Holy Victory (Religious Domination):&#039;&#039;&#039; Your religion is dominant, and you have the most prestige in that religion.&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
Players take turns in clockwise order. A turn consists of &#039;&#039;&#039;2 actions&#039;&#039;&#039; (can be the same or different).&lt;br /&gt;
&lt;br /&gt;
=== The 8 Possible Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Buy Card (Market):&#039;&#039;&#039; Place florin on a card to the left of the desired card in the Market (East or West) to take it into your hand.&lt;br /&gt;
# &#039;&#039;&#039;Sell Card (Hand/Tableau):&#039;&#039;&#039; Remove a card from your tableau or hand and gain florins.&lt;br /&gt;
# &#039;&#039;&#039;Play Card (Tableau):&#039;&#039;&#039; Place a card from your hand into your Tableau (West or East side). Many cards trigger one-shot effects when played (e.g., placing pieces, Inquisitors, or Pirates).&lt;br /&gt;
# &#039;&#039;&#039;East/West Operations (Tableau):&#039;&#039;&#039; Activate all symbols on the cards of one side of your tableau (either all West cards or all East cards). Each card can only be activated once per turn.&lt;br /&gt;
# &#039;&#039;&#039;East/West Trade Fair:&#039;&#039;&#039; Gold is distributed along the selected East/West route. Bankers controlling the route by holding concessions there earn Florin. Discard the left most card in the respective market after passing the turn. Can&#039;t do 2 trade fairs on the same trade route per turn.&lt;br /&gt;
# &#039;&#039;&#039;Declare Victory:&#039;&#039;&#039; Declare an activated victory if conditions are fulfilled.&lt;br /&gt;
&lt;br /&gt;
=== Operations &amp;amp; Symbols ===&lt;br /&gt;
When choosing the &#039;&#039;&#039;Operations&#039;&#039;&#039; action, you execute the symbols on your cards:&lt;br /&gt;
* &#039;&#039;&#039;Campaign (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Create a &#039;&#039;&#039;Battle&#039;&#039;&#039; from this King&#039;s Empire to an adjacent Empire. (Campaign Ops are only found on Kings).&lt;br /&gt;
** All Knights (of any colour) on this King&#039;s Location are the &#039;&#039;&#039;attackers&#039;&#039;&#039;.&lt;br /&gt;
** All Knights and Rooks (of any colour) on the adjacent Empire&#039;s cities are &#039;&#039;&#039;defenders&#039;&#039;&#039;.&lt;br /&gt;
** If the attackers are Victorious, the defending Empire suffers a Regime Change and is claimed as a Vassal&lt;br /&gt;
* &#039;&#039;&#039;Tax (Political Op)&#039;&#039;&#039; &lt;br /&gt;
** Target a Concession (a target player&#039;s Pawn, which can be your own) to tax.&lt;br /&gt;
** The Concession owner either pays 1 Florin to China or Represses the targeted Concession.&lt;br /&gt;
** The Concession owner places a Levy (Knight or Rook) on an empty City.&lt;br /&gt;
** This Op can only be chosen if the Location is not Saturated (there is an empty city) and has a Concession to target.&lt;br /&gt;
* &#039;&#039;&#039;Repress (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Token of the illustrated type to its Empire Square.&lt;br /&gt;
** Gain 1 Florin&lt;br /&gt;
* &#039;&#039;&#039;Siege (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Kill a Knight Rook or Pirate in the Location.&lt;br /&gt;
* &#039;&#039;&#039;Corsair (Military Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Pirate of the matching religious symbol to an adjacent Sea Border.&lt;br /&gt;
** Cannot move to a Border containing a Pirate of the same colour.&lt;br /&gt;
** Kill any Concession (Pawn) or Pirate in the destination Border.&lt;br /&gt;
* &#039;&#039;&#039;Vote (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Cause a &#039;&#039;&#039;Regime Change&#039;&#039;&#039; of an Empire Square in a Tableau of the matching Location (not in a Throne or a Vassal).&lt;br /&gt;
** Must have more Concessions (Pawns) on the Empire&#039;s Borders.&lt;br /&gt;
** Pay 1 Florin per Repressed Token on the Empire.&lt;br /&gt;
** Gain a Concession&lt;br /&gt;
** You may Emancipate Repressed Tokens (return them to the map).&lt;br /&gt;
** Gain the Empire Square if it isn&#039;t in your Tableau. Flip the Empire Square if it is in your Tableau.&lt;br /&gt;
** If the Empire is Theocratic you may change it to Medieval.&lt;br /&gt;
* &#039;&#039;&#039;Behead (Political Op)&#039;&#039;&#039;&lt;br /&gt;
** Kill a tableau card located in the Location.&lt;br /&gt;
** If a Empire Square was beheaded, this card is also killed.&lt;br /&gt;
* &#039;&#039;&#039;Commerce (Economic Op)&#039;&#039;&#039;&lt;br /&gt;
** Gain a florin from the indicated market (East or West).&lt;br /&gt;
* &#039;&#039;&#039;Inquisitor (Religious Op)&#039;&#039;&#039;&lt;br /&gt;
** Move a Bishop to an adjacent card in a Tableau, or to a card with the same Location as its current position.&lt;br /&gt;
** If the destination card has a Bishop, both Bishops are killed.&lt;br /&gt;
** If the destination card has any Repressed Tokens you may kill one.&lt;br /&gt;
** A Bishop silences the card it is on.&lt;br /&gt;
*** Non-Religious Ops cannot be used.&lt;br /&gt;
*** Abilities cannot be used (unless they&#039;re immune to silencing).&lt;br /&gt;
*** Prestige is still counted.&lt;br /&gt;
&lt;br /&gt;
=== Battle ===&lt;br /&gt;
&lt;br /&gt;
* Each attacking token kills a defending token, and dies itself.&lt;br /&gt;
* The attacking player chooses which tokens die.&lt;br /&gt;
* The battle is Victorious if at least one attacking token is left.&lt;br /&gt;
&lt;br /&gt;
=== Key Concepts for Decisions ===&lt;br /&gt;
* &#039;&#039;&#039;Prestige:&#039;&#039;&#039; There are four types (Law, Discovery, Religious, Patron). Prestige is essential for meeting victory conditions.&lt;br /&gt;
* &#039;&#039;&#039;Empire Cards:&#039;&#039;&#039; An empire has two sides: the &#039;&#039;&#039;Kingdom&#039;&#039;&#039; side allows you to campaign, while the &#039;&#039;&#039;Republics&#039;&#039;&#039; side is a modernized state potentially providing Law prestige and Vote/Commerce operations.&lt;br /&gt;
* &#039;&#039;&#039;Theocracy:&#039;&#039;&#039; If an empire is theocratic, it can be Catholic, Islamic, or Reformed. This dictates which units (Knights/Rooks) are active and contributes to the military strength of a religion. Most of the time, however, an empire is medieval (not theocratic).&lt;br /&gt;
* &#039;&#039;&#039;Bishops:&#039;&#039;&#039; Unlike other tokens, bishops are not on the map but on tableaus or empire cards. They contribute to the theocratic strength of their religion and silence cards they land on.&lt;br /&gt;
&lt;br /&gt;
=== End of Game (Empty Market) ===&lt;br /&gt;
If none of the four victory conditions is met before the market runs out, the player with the most Patron prestige wins &#039;&#039;&#039;Patron Victory&#039;&#039;&#039;. Tie-breaker is the number of florins, and if still tied, players share the victory.&lt;/div&gt;</summary>
		<author><name>Stopgap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyes&amp;diff=30523</id>
		<title>Gamehelptroyes</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyes&amp;diff=30523"/>
		<updated>2026-07-03T18:59:26Z</updated>

		<summary type="html">&lt;p&gt;Stopgap: Adjust spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
(This rules summary is based on the game help written by [http://boardgamegeek.com/user/pregremlin Andrew Agard] for Board Game Geek, under Creative Commons license. Please see [http://boardgamegeek.com/filepage/66976/complete-rules-reference-1-page-fold-in-half original file] here for details. Thank you Andrew !)&lt;br /&gt;
&lt;br /&gt;
===Initial Placement===&lt;br /&gt;
&lt;br /&gt;
* In clockwise order place a citizen in empty space of one building&lt;br /&gt;
* Continue in counter clockwise order from last player and so on until all citizens placed&lt;br /&gt;
&lt;br /&gt;
===Game play===&lt;br /&gt;
&lt;br /&gt;
====Phase 0: Reveal the Activity cards====&lt;br /&gt;
&lt;br /&gt;
Reveal activity card for each color corresponding to current round (first 3 rounds only)&lt;br /&gt;
&lt;br /&gt;
====Phase 1: Income and salaries====&lt;br /&gt;
&lt;br /&gt;
Receive 10 deniers and pay 1 per Bishopric and 2 per Palace citizen or lose 2 VP&lt;br /&gt;
&lt;br /&gt;
====Phase 2: Assembling the workforce====&lt;br /&gt;
&lt;br /&gt;
Roll yellow/white/red die per citizen in City Hall/Bishopric/Palace and place in district&lt;br /&gt;
&lt;br /&gt;
====Phase 3: Events====&lt;br /&gt;
&lt;br /&gt;
Reveal top red and white or yellow Event and place to right of queue (unlimited Events)&lt;br /&gt;
&lt;br /&gt;
Events take effect from left to right&lt;br /&gt;
&lt;br /&gt;
* Military: start player takes 1 black die per die symbol&lt;br /&gt;
&lt;br /&gt;
* Other events: see annex (can’t execute: execute as much as possible and lose 2 VP)&lt;br /&gt;
&lt;br /&gt;
After Events, roll black dice and counter:&lt;br /&gt;
&lt;br /&gt;
* Start player must counter highest-value with one or more dice form district. Total value must be &amp;gt;= die. Discard dice. May counter several dice at once&lt;br /&gt;
&lt;br /&gt;
* Gain 1 influence per dice countered (can’t counter: discard die and lose 2 VP)&lt;br /&gt;
&lt;br /&gt;
* In order players must counter highest remaining until all countered&lt;br /&gt;
&lt;br /&gt;
* Use any color dice. Double red dice. Can’t buy dice or use activity cubes&lt;br /&gt;
&lt;br /&gt;
====Phase 4: Actions====&lt;br /&gt;
&lt;br /&gt;
See below.&lt;br /&gt;
&lt;br /&gt;
====Phase 5: End of the round====&lt;br /&gt;
&lt;br /&gt;
Receive deniers from district&lt;br /&gt;
&lt;br /&gt;
Return citizens lying on buildings to personal supplies&lt;br /&gt;
&lt;br /&gt;
Return unused dice to general supply&lt;br /&gt;
&lt;br /&gt;
Pass start player card left.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
In order each player can use 1-3 dice of the same color for one action or pass.&lt;br /&gt;
&lt;br /&gt;
The round ends when no dice available or all players have passed. &lt;br /&gt;
&lt;br /&gt;
May pay player or bank (gray) to use their dice. If using 1/2/3 total dice, you pay 2/4/6 deniers per die.&lt;br /&gt;
&lt;br /&gt;
====Activate Activity Card====&lt;br /&gt;
&lt;br /&gt;
Must have tradesman. Hire if necessary by paying indicated amount in deniers.&lt;br /&gt;
&lt;br /&gt;
Place citizen on free space (or illustration if full) from personal supply, any board location or pay two influence to take one from the general supply.&lt;br /&gt;
&lt;br /&gt;
* 1 tradesman per player per card&lt;br /&gt;
* Must activate at least once if tradesman hired&lt;br /&gt;
* Citizens on card cannot be moved to newly freed space&lt;br /&gt;
&lt;br /&gt;
Immediate effect: activation cost (round down) determines color and use of dice&lt;br /&gt;
&lt;br /&gt;
Delayed effect: place cubes equal to activation cost. Use later (one cube per action)&lt;br /&gt;
&lt;br /&gt;
====Construct Cathedral====&lt;br /&gt;
&lt;br /&gt;
* Use 1-3 white dice to place 1-3 cubes on same-numbered construction site&lt;br /&gt;
* Must place on lower levels before placing in higher levels for each set of valued spaces&lt;br /&gt;
* Gain 1 VP and 1 or 2 Influence for each cube placed in spaces 1-3 or 4-6&lt;br /&gt;
&lt;br /&gt;
====Combat Events====&lt;br /&gt;
&lt;br /&gt;
* Activation cost (round down) defines dice and number of cubes to place on card&lt;br /&gt;
* Place cubes on small banner starting with upper left. Gain 1 influence for each. Only place on a single card each action and can’t place more cubes than banners&lt;br /&gt;
    &lt;br /&gt;
Event countered when banners filled&lt;br /&gt;
* Most cubes earns higher reward (tied: total rounded down, 2nd earns nothing). If only 1 player on card earn both rewards.&lt;br /&gt;
* 2nd most cubes earns smaller reward (tied: total rounded down)&lt;br /&gt;
* Most cubes takes card (tied: player who placed first). Discard if neutral has most&lt;br /&gt;
* Marauding: rewards given, cubes removed, and then event is available again&lt;br /&gt;
&lt;br /&gt;
====Place a citizen on building====&lt;br /&gt;
&lt;br /&gt;
* Use exactly one die to place one citizen from personal supply or any board location on first space of matching building row or space corresponding to die color and value.&lt;br /&gt;
&lt;br /&gt;
* Citizens placed in the City Hall and the Bishopric cause existing citizens in that space to shift right.  The right-most citizen in that row is expelled.&lt;br /&gt;
&lt;br /&gt;
* Citizens placed in the Palace simply replace the citizen already there.  The existing citizen is expelled.&lt;br /&gt;
&lt;br /&gt;
* Citizens pushed off are laid on building illustration.&lt;br /&gt;
&lt;br /&gt;
* If already have expelled citizen nobody can expel your citizens from that building.&lt;br /&gt;
&lt;br /&gt;
====Use Agriculture====&lt;br /&gt;
&lt;br /&gt;
* Gain number of deniers equal to total value divided by 2 (round down)&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
&lt;br /&gt;
* If dice still in any city square, pass and receive 2 deniers which are placed in district&lt;br /&gt;
&lt;br /&gt;
* Each turn add another denier to district&lt;br /&gt;
&lt;br /&gt;
===End of Game Scoring===&lt;br /&gt;
&lt;br /&gt;
Sum of:&lt;br /&gt;
&lt;br /&gt;
* VP token gained during the game&lt;br /&gt;
&lt;br /&gt;
* 1 VP per un-resolved event card that you have a presence&lt;br /&gt;
&lt;br /&gt;
* VP on activity cards as occupied by each of your tradesman&lt;br /&gt;
&lt;br /&gt;
* -2 VP per row in cathedral that you do not have a cube on&lt;br /&gt;
&lt;br /&gt;
* Once revealed, gain VP per character cards. Note: you gain VP from ALL character cards in play, not just your own.&lt;br /&gt;
&lt;br /&gt;
==Characters scoring==&lt;br /&gt;
===Chretien de Troyes===&lt;br /&gt;
Awards citizens placed on the 3 principal buildings&lt;br /&gt;
* 1 VP for 3+ (4+ with 2 players)&lt;br /&gt;
* 3 VP for 5+ (6+ with 2 players)&lt;br /&gt;
* 6 VP for 7+ (8+ with 2 players) &lt;br /&gt;
===Urbain IV===&lt;br /&gt;
Awards cubes placed on the cathedral&lt;br /&gt;
* 1 VP for 3+ (4+ with 2 players)&lt;br /&gt;
* 3 VP for 5+ (6+ with 2 players)&lt;br /&gt;
* 6 VP for 7+ (8+ with 2 players) &lt;br /&gt;
===Thibaut II===&lt;br /&gt;
Awards deniers&lt;br /&gt;
* 1 VP for 6+ &lt;br /&gt;
* 3 VP for 12+ &lt;br /&gt;
* 6 VP for 18+ &lt;br /&gt;
===Hugues de Payns===&lt;br /&gt;
Awards influence&lt;br /&gt;
* 1 VP for 5+ &lt;br /&gt;
* 3 VP for 10+ &lt;br /&gt;
* 6 VP for 15+ &lt;br /&gt;
===Le Florentin===&lt;br /&gt;
Awards tradesman on the activity cards&lt;br /&gt;
* 1 VP for 2+ &lt;br /&gt;
* 3 VP for 4+ &lt;br /&gt;
* 6 VP for 6+ &lt;br /&gt;
===Henry I===&lt;br /&gt;
Awards event cards&lt;br /&gt;
* 1 VP for 1+ &lt;br /&gt;
* 3 VP for 3+ &lt;br /&gt;
* 6 VP for 5+&lt;/div&gt;</summary>
		<author><name>Stopgap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolo&amp;diff=30522</id>
		<title>Gamehelpmarcopolo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolo&amp;diff=30522"/>
		<updated>2026-07-03T18:52:53Z</updated>

		<summary type="html">&lt;p&gt;Stopgap: Describe normal actions and costs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Game ends after 5 rounds.&#039;&#039;&#039;&lt;br /&gt;
----&#039;&#039;&#039;Actions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Once per turn, place some your dice on an action space, one die per square.&lt;br /&gt;
* Typically, the lowest value die you place indicates how many times you may take the action, or how much you get.&lt;br /&gt;
* You may place dice on any unoccupied action space.&lt;br /&gt;
* You may place dice on an occupied &#039;&#039;&#039;blue&#039;&#039;&#039; action space by paying as many coins as the die value of the lowest die you place.&lt;br /&gt;
* You may not place dice on an occupied &#039;&#039;&#039;blue&#039;&#039;&#039; space that already holds your colour of dice.&lt;br /&gt;
* You may not place dice on a &#039;&#039;&#039;brown&#039;&#039;&#039; occupied space.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Bonus actions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Take 3 coins using a die (value does not matter)&lt;br /&gt;
* Buy a black die (only once per turn) for 3 camels&lt;br /&gt;
* Bump a die +1/-1 for 2 camels&lt;br /&gt;
* Re-roll a die for 1 camel&lt;br /&gt;
* Fulfill a contract by returning the required goods&lt;br /&gt;
----&#039;&#039;&#039;Extra end of game points:&#039;&#039;&#039;&lt;br /&gt;
* 1 VP for every 10 coins left over&lt;br /&gt;
* 7 VP to player with most contracts&lt;br /&gt;
* Score VP from Beijing, depends on position in Beijing&lt;br /&gt;
* Score 1 VP for every 2 resources if you have a trading post in Beijing&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Expert variant:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Distribution of City Bonuses: Randomized&lt;br /&gt;
* Distribution of Characters: Randomly shuffle playercount +1, choose one, starting from last player.&lt;br /&gt;
* Distribution of Goal Cards: Deal 4 choose 2 to keep.&lt;/div&gt;</summary>
		<author><name>Stopgap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdarwinsjourney&amp;diff=24797</id>
		<title>Gamehelpdarwinsjourney</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdarwinsjourney&amp;diff=24797"/>
		<updated>2025-04-28T12:29:46Z</updated>

		<summary type="html">&lt;p&gt;Stopgap: Formatting changes to try and improve rendering on BGA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
The board contains two Main Diaries, a Special Diary, and a Small Diary. A Diary may be divided into Sections by a red bookmark. On their turn, the active player places a worker onto a location to take that location&#039;s action. If the location is in a Diary Section with no other workers, there is no cost to placing it.&lt;br /&gt;
&lt;br /&gt;
However, if a Diary Section already has workers of any colour (including the active player&#039;s), the active player must pay a Coin Penalty. The Coin Penalty is &#039;&#039;&#039;3&#039;&#039;&#039; for a 2-player game, &#039;&#039;&#039;2&#039;&#039;&#039; otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Circular Magnifying Glass&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any number of workers may be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Lens&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only one worker can be placed.&lt;br /&gt;
&lt;br /&gt;
Whenever a player places a worker onto an opponent&#039;s Lens, that opponent gains 1 Coin from the supply. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rectangular Magnifying Glass&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any number of workers may be placed.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;no Coin Penalty&#039;&#039;&#039; for rectangular magnifying glass locations.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
After the active player places a worker on a location, they may perform the location&#039;s action. Actions may be performed in any order. The player is not required to complete all actions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Unlock Lens Location&#039;&#039;&#039; | Gray Lens&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place an unlocked Lens token on a locked Lens location.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The active player may immediately perform all actions at this location, ignoring all Wax Seal requirements.&lt;br /&gt;
&lt;br /&gt;
This Lens location is now unlocked, and any player may use the location on their turn.&lt;br /&gt;
&lt;br /&gt;
The owner of the unlocked Lens will receive 1 Coin from the supply when an opponent places a worker on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Academy&#039;&#039;&#039; | Red Scroll&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Purchase a Wax Seal. ====&lt;br /&gt;
A Wax Seal costs Coins according to its row.&lt;br /&gt;
&lt;br /&gt;
The active player adds the new Wax Seal to the left-most empty spot for any worker, paying the cost of the spot.&lt;br /&gt;
&lt;br /&gt;
The 4th and 6th Wax Seal for a worker grants silver and gold distinctions, respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Navigation&#039;&#039;&#039; | Blue Tall Ship&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Ship along the Ocean track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any number of Ships can be on the same Ocean track space. &lt;br /&gt;
&lt;br /&gt;
When a Ship crosses a silver banner on the Ocean track, the active player must place an Explorer on the starting space of the corresponding Island.&lt;br /&gt;
&lt;br /&gt;
If there is an action icon where the Ship stops, the active player may perform the action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Exploration&#039;&#039;&#039; | Green Boot&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move an Explorer along an Island track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip spaces occupied by opponent&#039;s Explorers.&lt;br /&gt;
&lt;br /&gt;
Only one Explorer can be on each Island track space, except for the first and last spaces.&lt;br /&gt;
&lt;br /&gt;
When the first Explorer crosses a golden ribbon on an Island track, that player gains victory points.&lt;br /&gt;
&lt;br /&gt;
The player may immediately perform the action where the Explorer stopped. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Correspondence&#039;&#039;&#039; | Yellow Envelope&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move personal Stamps to an Envelope.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The active player may the Stamps from any personal stack, but may only place them onto one Envelope. &lt;br /&gt;
&lt;br /&gt;
If the last Stamp was removed from a stack, the player may perform the actions for the depleted stack.&lt;br /&gt;
&lt;br /&gt;
The players with the most and second-most Stamps placed on an Envelope will receive rewards during the Reward Phase.&lt;br /&gt;
&lt;br /&gt;
If there are not enough Stamps in the personal stacks, the active player may take their Stamps  from the used Stamps tray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Deliver Specimen&#039;&#039;&#039; | Brown Shipping Container&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place a Specimen tile in the Museum if it is researched.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player must have a Research token for the Specimen on their personal board. They place the matching Museum tile on the Museum display.&lt;br /&gt;
&lt;br /&gt;
If this is the first Museum tile placed into a row, the active player receives the Coin from the row.&lt;br /&gt;
&lt;br /&gt;
If this is the last Museum tile placed into a row, the active player moves their Evolution marker one space on the Theory of Evolution track.&lt;br /&gt;
&lt;br /&gt;
For each empty space in the Museum row or column, the active player gains 1 Coin&lt;br /&gt;
&lt;br /&gt;
For each occupied space in the Museum Museum, the active player moves their Evolution marker one space on the Theory of Evolution track.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Research Museum Specimen&#039;&#039;&#039; | Teal Microscope&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Research a Specimen if its tile is in the Museum. ====&lt;br /&gt;
The Specimen icon must match a occupied Museum space.&lt;br /&gt;
&lt;br /&gt;
The player adds a Research token for the specimen to their personal board.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Gain Objective&#039;&#039;&#039; | Orange Camera&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take an Objective tile.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The active player moves an Objective to their reserve.&lt;br /&gt;
&lt;br /&gt;
Up to 2 Objectives can be in a player’s reserve.&lt;br /&gt;
&lt;br /&gt;
Additional Objectives are stored on top of personal Objective locations.&lt;br /&gt;
&lt;br /&gt;
If the location is marked with a Coin penalty icon, the cost must be paid to place the tile. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reserve Turn Order&#039;&#039;&#039; | Purple Insect&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Claim the earliest space on the Turn Order track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also gain Coins from the supply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Theory of Evolution Track Advancement&#039;&#039;&#039; | Book&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move forward on the Theory of Evolution track.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Personal Board Bonuses for Completed Objectives ==&lt;br /&gt;
From top to bottom, left to right, below are the bonuses you get for completing objectives:&lt;br /&gt;
* Top 1: Select a previously placed Tent of that player’s color and perform the associated actions as if the Tent had just been placed for the first time. No Coin penalties are paid with this re-activation.&lt;br /&gt;
* Top 2: The player no longer pays the Coin penalty for taking Wax Seals from any Scroll row in the Academy. They must still pay the Coin penalty associated with the Wax Seal placement on their personal board.&lt;br /&gt;
* Top 3: The active player places a Research token onto any Specimen on the player’s personal board that matches any Specimen token found on an island with that player’s Explorer.&lt;br /&gt;
* Top 4: When scoring the Theory of Evolution track, the player adds 1 Book multiplier to the number of Book multipliers reached on the Track. This happens before scoring the Theory of Evolution track.&lt;br /&gt;
* Top 5: End game victory points&lt;br /&gt;
* Bottom 1: The player may move their 5th worker from the side of the player’s board onto this spot to unlock the worker. The player may use this worker in the current round. Wax Seals cannot be placed next to this worker, but Temporary Knowledge tokens may be spent to meet Wax Seal requirements.&lt;br /&gt;
* Bottom 2: The player immediately takes a Special Wax Seal (purple) from the supply and places it onto the left-most empty Wax Seal spot on one of the worker rows on their personal board. They do not have to pay any indicated Coin penalty for this placement.&lt;br /&gt;
* Bottom 3: The placement penalty for visiting an occupied Diary Section is reduced by one for the rest of the game.&lt;br /&gt;
* Bottom 4: During Beagle goal scoring, each Lagging penalty between the player’s Ship and the HMS Beagle is reduced to a maximum of 2&lt;br /&gt;
* Bottom 5: End game victory points&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
After the fifth round, final scoring commences:&lt;br /&gt;
* &#039;&#039;&#039;Personal Board Endgame Victory Points&#039;&#039;&#039;&lt;br /&gt;
** Completed Objectives&lt;br /&gt;
** Workers with 5 or 6 wax seals&lt;br /&gt;
** All five tents gone from board&lt;br /&gt;
* &#039;&#039;&#039;Theory of Evolution Track Scoring&#039;&#039;&#039;&lt;br /&gt;
** Calculate &amp;quot;Museum Modifier&amp;quot; = 2 + number of completed rows in the Museum  (regardless of player)&lt;br /&gt;
** Multiply your number of books by on the track by the Museum Modifier&lt;br /&gt;
* &#039;&#039;&#039;Leftover Resources&#039;&#039;&#039;&lt;br /&gt;
** 1 point for every 5 coins remaining&lt;br /&gt;
** 1 point for every Temporary Knowledge token remaining&lt;/div&gt;</summary>
		<author><name>Stopgap</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdarwinsjourney&amp;diff=24777</id>
		<title>Gamehelpdarwinsjourney</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdarwinsjourney&amp;diff=24777"/>
		<updated>2025-04-27T14:54:22Z</updated>

		<summary type="html">&lt;p&gt;Stopgap: Add description of action locations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
The board contains two Main Diaries, a Special Diary, and a Small Diary. A Diary may be divided into Sections by a red bookmark.&lt;br /&gt;
&lt;br /&gt;
There is no cost for placing a worker into a Diary Section.&lt;br /&gt;
&lt;br /&gt;
If a Diary Section a workers of any colour (including the active player&#039;s), the active player must pay a Coin Penalty. The Coin Penalty is 3 for a 2-player game, 3 otherwise.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Circular Magnifying Glass&#039;&#039;&#039; ===&lt;br /&gt;
Any number of workers may be placed.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lens&#039;&#039;&#039; ===&lt;br /&gt;
Only one worker can be placed.&lt;br /&gt;
&lt;br /&gt;
Whenever a player places a worker onto an opponent&#039;s Lens, that opponent gains 1 Coin from the supply. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rectangular Magnifying Glass&#039;&#039;&#039; ===&lt;br /&gt;
Any number of workers may be placed.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;no Coin Penalty&#039;&#039;&#039; for rectangular magnifying glass locations.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
After the active player places a worker on a location, they may perform the location&#039;s action. Actions may be performed in any order. The player is not required to complete all actions.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Unlock Lens Location&#039;&#039;&#039; | Gray Lens ===&lt;br /&gt;
&lt;br /&gt;
==== Place an unlocked Lens token on a locked Lens location. ====&lt;br /&gt;
The active player may immediately perform all actions at this location, ignoring all Wax Seal requirements.&lt;br /&gt;
&lt;br /&gt;
This Lens location is now unlocked, and any player may use the location on their turn.&lt;br /&gt;
&lt;br /&gt;
The owner of the unlocked Lens will receive 1 Coin from the supply when an opponent places a worker on it.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Academy&#039;&#039;&#039; | Red Scroll ===&lt;br /&gt;
&lt;br /&gt;
==== Purchase a Wax Seal. ====&lt;br /&gt;
A Wax Seal costs Coins according to its row.&lt;br /&gt;
&lt;br /&gt;
The active player adds the new Wax Seal to the left-most empty spot for any worker, paying the cost of the spot.&lt;br /&gt;
&lt;br /&gt;
The 4th and 6th Wax Seal for a worker grants silver and gold distinctions, respectively.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Navigation&#039;&#039;&#039; | Blue Tall Ship ===&lt;br /&gt;
&lt;br /&gt;
==== Move Ship along the Ocean track. ====&lt;br /&gt;
Any number of Ships can be on the same Ocean track space. &lt;br /&gt;
&lt;br /&gt;
When a Ship crosses a silver banner on the Ocean track, the active player must place an Explorer on the starting space of the corresponding Island.&lt;br /&gt;
&lt;br /&gt;
If there is an action icon where the Ship stops, the active player may perform the action.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Exploration&#039;&#039;&#039; | Green Boot ===&lt;br /&gt;
&lt;br /&gt;
==== Move an Explorer along an Island track. ====&lt;br /&gt;
Skip spaces occupied by opponent&#039;s Explorers.&lt;br /&gt;
&lt;br /&gt;
Only one Explorer can be on each Island track space, except for the first and last spaces.&lt;br /&gt;
&lt;br /&gt;
When the first Explorer crosses a golden ribbon on an Island track, that player gains victory points.&lt;br /&gt;
&lt;br /&gt;
The player may immediately perform the action where the Explorer stopped. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Correspondence&#039;&#039;&#039; | Yellow Envelope ===&lt;br /&gt;
&lt;br /&gt;
==== Move personal Stamps to an Envelope. ====&lt;br /&gt;
The active player may the Stamps from any personal stack, but may only place them onto one Envelope. &lt;br /&gt;
&lt;br /&gt;
If the last Stamp was removed from a stack, the player may perform the actions for the depleted stack.&lt;br /&gt;
&lt;br /&gt;
The players with the most and second-most Stamps placed on an Envelope will receive rewards during the Reward Phase.&lt;br /&gt;
&lt;br /&gt;
If there are not enough Stamps in the personal stacks, the active player may take their Stamps  from the used Stamps tray.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Deliver Specimen&#039;&#039;&#039; | Brown Shipping Container ===&lt;br /&gt;
&lt;br /&gt;
==== Place a Specimen tile in the Museum if it is researched. ====&lt;br /&gt;
The player must have a Research token for the Specimen on their personal board. They place the matching Museum tile on the Museum display.&lt;br /&gt;
&lt;br /&gt;
If this is the first Museum tile placed into a row, the active player receives the Coin from the row.&lt;br /&gt;
&lt;br /&gt;
If this is the last Museum tile placed into a row, the active player moves their Evolution marker one space on the Theory of Evolution track.&lt;br /&gt;
&lt;br /&gt;
For each empty space in the Museum row or column, the active player gains 1 Coin&lt;br /&gt;
&lt;br /&gt;
For each occupied space in the Museum Museum, the active player moves their Evolution marker one space on the Theory of Evolution track.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Research Museum Specimen&#039;&#039;&#039; | Teal Microscope ===&lt;br /&gt;
&lt;br /&gt;
==== Research a Specimen if its tile is in the Museum. ====&lt;br /&gt;
The Specimen icon must match a occupied Museum space.&lt;br /&gt;
&lt;br /&gt;
The player adds a Research token for the specimen to their personal board.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gain Objective&#039;&#039;&#039; | Orange Camera ===&lt;br /&gt;
&lt;br /&gt;
==== Take an Objective tile. ====&lt;br /&gt;
The active player moves an Objective to their reserve.&lt;br /&gt;
&lt;br /&gt;
Up to 2 Objectives can be in a player’s reserve.&lt;br /&gt;
&lt;br /&gt;
Additional Objectives are stored on top of personal Objective locations.&lt;br /&gt;
&lt;br /&gt;
If the location is marked with a Coin penalty icon, the cost must be paid to place the tile. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Reserve Turn Order&#039;&#039;&#039; | Purple Insect ===&lt;br /&gt;
&lt;br /&gt;
==== Claim the earliest space on the Turn Order track. ====&lt;br /&gt;
Also gain Coins from the supply.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Theory of Evolution Track Advancement&#039;&#039;&#039; | Book ===&lt;br /&gt;
&lt;br /&gt;
==== Move forward on the Theory of Evolution track. ====&lt;br /&gt;
&lt;br /&gt;
== Personal Board Bonuses for Completed Objectives ==&lt;br /&gt;
From top to bottom, left to right, below are the bonuses you get for completing objectives:&lt;br /&gt;
* Top 1: Select a previously placed Tent of that player’s color and perform the associated actions as if the Tent had just been placed for the first time. No Coin penalties are paid with this re-activation.&lt;br /&gt;
* Top 2: The player no longer pays the Coin penalty for taking Wax Seals from any Scroll row in the Academy. They must still pay the Coin penalty associated with the Wax Seal placement on their personal board.&lt;br /&gt;
* Top 3: The active player places a Research token onto any Specimen on the player’s personal board that matches any Specimen token found on an island with that player’s Explorer.&lt;br /&gt;
* Top 4: When scoring the Theory of Evolution track, the player adds 1 Book multiplier to the number of Book multipliers reached on the Track. This happens before scoring the Theory of Evolution track.&lt;br /&gt;
* Top 5: End game victory points&lt;br /&gt;
* Bottom 1: The player may move their 5th worker from the side of the player’s board onto this spot to unlock the worker. The player may use this worker in the current round. Wax Seals cannot be placed next to this worker, but Temporary Knowledge tokens may be spent to meet Wax Seal requirements.&lt;br /&gt;
* Bottom 2: The player immediately takes a Special Wax Seal (purple) from the supply and places it onto the left-most empty Wax Seal spot on one of the worker rows on their personal board. They do not have to pay any indicated Coin penalty for this placement.&lt;br /&gt;
* Bottom 3: The placement penalty for visiting an occupied Diary Section is reduced by one for the rest of the game.&lt;br /&gt;
* Bottom 4: During Beagle goal scoring, each Lagging penalty between the player’s Ship and the HMS Beagle is reduced to a maximum of 2&lt;br /&gt;
* Bottom 5: End game victory points&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
After the fifth round, final scoring commences:&lt;br /&gt;
* &#039;&#039;&#039;Personal Board Endgame Victory Points&#039;&#039;&#039;&lt;br /&gt;
** Completed Objectives&lt;br /&gt;
** Workers with 5 or 6 wax seals&lt;br /&gt;
** All five tents gone from board&lt;br /&gt;
* &#039;&#039;&#039;Theory of Evolution Track Scoring&#039;&#039;&#039;&lt;br /&gt;
** Calculate &amp;quot;Museum Modifier&amp;quot; = 2 + number of completed rows in the Museum  (regardless of player)&lt;br /&gt;
** Multiply your number of books by on the track by the Museum Modifier&lt;br /&gt;
* &#039;&#039;&#039;Leftover Resources&#039;&#039;&#039;&lt;br /&gt;
** 1 point for every 5 coins remaining&lt;br /&gt;
** 1 point for every Temporary Knowledge token remaining&lt;/div&gt;</summary>
		<author><name>Stopgap</name></author>
	</entry>
</feed>