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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-06T12:43:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpescapefromthehiddencastle&amp;diff=23229</id>
		<title>Gamehelpescapefromthehiddencastle</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpescapefromthehiddencastle&amp;diff=23229"/>
		<updated>2024-11-15T10:53:32Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: Revamped the page based on rulebook found on Board Game Geek. Fixed incorrect info about which cellar step a captured guest would be placed on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Aim and Idea of the Game==&lt;br /&gt;
&amp;lt;i&amp;gt;The guests in the castle are having the time of their lives. But when the clock strikes midnight, the cellar doors creak open, and Hugo, the castle&#039;s ghost, makes his appearance. He glides up the cellar steps und moves onto the gallery. Now a great commotion is stirred when everybody tries to hide from Hugo in one of the castle&#039;s many rooms. A hectic chase for unoccupied hideouts begins.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players try to bring their own guest figures to safety before Hugo can capture and banish them to the cellar steps. Each of your figures that Hugo captures will earn you spooky points. Players who manage to hide all of their guest figures in the castle&#039;s rooms will escape with no more than a fright. &lt;br /&gt;
&lt;br /&gt;
The player with the &amp;lt;u&amp;gt;fewest&amp;lt;/u&amp;gt; spooky points wins the game.&lt;br /&gt;
&lt;br /&gt;
==Game Setup==&lt;br /&gt;
Each player starts with a number of &amp;quot;guests&amp;quot; as follows:&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;2 players = 6 &amp;quot;guests&amp;quot; each&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;3 players = 5 &amp;quot;guests&amp;quot; each&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;4 players = 4 &amp;quot;guests&amp;quot; each&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;5 players = 3 &amp;quot;guests&amp;quot; each&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;6-8 players = 2 &amp;quot;guests&amp;quot; each&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each player starts with 10 Spooky Points (you don&#039;t want these), which are indicated by the appropriately colored token on the outside edge of the board.&lt;br /&gt;
&lt;br /&gt;
Hugo&#039;s speed (movements per turn) starts at 3 and is indicated by the blue clocks in the upper right of the board. (If he gets faster than 7, the game is over!)&lt;br /&gt;
&lt;br /&gt;
Hugo&#039;s figure is placed on the cellar door, before the +10 space.&lt;br /&gt;
&lt;br /&gt;
Each player, starting with the first player and continuing &amp;quot;clockwise&amp;quot;, places one of their guests on any &#039;&#039;free&#039;&#039; gallery space until all guests are placed in the gallery.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
Roll the die, which has faces 1-2-Ghost-4-5-Ghost (anything divisible by 3 is a ghost).&lt;br /&gt;
&lt;br /&gt;
If Ghost is rolled on the die, Hugo gets to move (see below) INSTEAD of one of your guests.&lt;br /&gt;
&lt;br /&gt;
If a number is rolled, you MUST move one of your guests clockwise the number of spaces indicated (unless entering a room). You cannot pass your turn, so if you have no guests in the gallery, then you MUST move a guest out of a room or out of the cellar. You MAY pass or land on the same gallery square as another guest.&lt;br /&gt;
&lt;br /&gt;
You can safely pass THROUGH Hugo and not be captured. However, if your guest STOPS on the same space as Hugo, they are captured.&lt;br /&gt;
&lt;br /&gt;
Guests in a room start their steps INSIDE the room, so just leaving the room counts as moving 1 space.&lt;br /&gt;
&lt;br /&gt;
The cellar counts as one room (for players) in that it only requires ONE &amp;quot;space&amp;quot; to get to the arrow at the top of the stairs, no matter how far down the stairs the guest started. (In other words, a roll of 1 will get you to the &amp;quot;arrow&amp;quot; square in the gallery, from anywhere in the cellar).&lt;br /&gt;
&lt;br /&gt;
If you have multiple guests in the cellar, you must move the guest on the space with the highest number first.&lt;br /&gt;
&lt;br /&gt;
==Rooms==&lt;br /&gt;
You can start moving your guests into rooms ONLY when Hugo is in the gallery. Otherwise the guests wouldn&#039;t have any reason to be afraid! :) &lt;br /&gt;
&lt;br /&gt;
There are 9 rooms where guests can hide from Hugo, and each room can only hold 1 guest at a time.&lt;br /&gt;
&lt;br /&gt;
Guests can enter a room only via the gallery space directly in front of its door (indicated by an arch on the gallery floor).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Moving from the gallery into a room counts as moving 1 space. &lt;br /&gt;
&lt;br /&gt;
Rooms with a &amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; coat of arms/shield (the Armory at the top, with Hugo Jr. (and the abandoned room in the Midnight Party variant)) or neutral rooms with no guest in them may be entered with AT LEAST the required number of spaces.&lt;br /&gt;
&lt;br /&gt;
Rooms with a &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; coat of arms/shield (the Ballroom and the Banquet Hall on the bottom) or neutral rooms with a guest already in them may be entered ONLY with an EXACT number of spaces.&lt;br /&gt;
&lt;br /&gt;
Rooms with coats of arms/shields are worth positive (bad) or negative (good) Spooky Points as indicated on the coat of arms, scored as soon as your guest enters the room. Remember, Spooky Points are BAD, so &#039;&#039;negative&#039;&#039; Spooky Points is a good thing!&lt;br /&gt;
&amp;lt;br&amp;gt;(Lore: The room with Hugo Jr. is scary and adds one Spooky Point. Guests in the ballroom or banquet hall are lucky and can relax with some lovely music and a scrumptious meal, so 3 Spooky Points are removed.)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; Green rooms have no effect if you&#039;re already at 0 Spooky Points (lucky you!).&lt;br /&gt;
&lt;br /&gt;
If your guest moves into an occupied room, the guest already in there is expelled to the gallery space directly in front of the room&#039;s door. They can re-enter (expelling you) by rolling a 1 on their next turn, or by working their way around the gallery and back to the room again.&lt;br /&gt;
&lt;br /&gt;
You cannot expel one of your own guests from a room. Why would you? :)&lt;br /&gt;
&lt;br /&gt;
If you choose to leave a room, leaving counts as moving 1 space. So if you&#039;re in a room and roll a 1, you can only step back out to the gallery and cannot progress any farther around the board.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tip:&amp;lt;/b&amp;gt; If you roll a 4 or 5, you could move a guest from the cellar steps straight to one of the first two rooms. You are allowed to move directly from one room to another if your die roll allows it.&lt;br /&gt;
&lt;br /&gt;
==Hugo&#039;s Movement==&lt;br /&gt;
If the Hugo symbol is rolled, Hugo moves a number of spaces clockwise according to his speed counter (blue clocks in the upper right), starting with 3.&lt;br /&gt;
&lt;br /&gt;
Hugo starts at the bottom of the cellar and must move onto each space to exit (unlike players who only need to roll a 1 to exit the cellar). Once out of the cellar, Hugo haunts the gallery for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
If Hugo passes &amp;lt;u&amp;gt;or&amp;lt;/u&amp;gt; stops on a space with a guest, that guest is captured and sent to the cellar steps. Guests are sent to the first available step, starting from the bottom (highest number). (So the first guest to be sent to the cellar is put on the &amp;quot;+10&amp;quot; step. The next guest is put on the &amp;quot;+9&amp;quot; step, and so on.) At the same time, the number of Spooky Points indicated on the step is added to the player&#039;s score (which is bad!).&lt;br /&gt;
&lt;br /&gt;
If multiple guests are on the same space in the gallery when Hugo captures them, all of them are captured and placed on the same step in the cellar, and the player(s) of the captured guests receive the appropriate Spooky Points for that cellar step (per guest, if multiple guests belong to the same player).&lt;br /&gt;
&lt;br /&gt;
If all cellar steps are occupied, the next captured guest is put on the &amp;quot;+10&amp;quot; step with the other guest(s) already on that space. The player of the new captured guest receives 10 Spooky Points.&lt;br /&gt;
&lt;br /&gt;
Hugo ALWAYS takes all of his moves, so it&#039;s possible he may capture multiple guests on multiple gallery squares in a single turn.&lt;br /&gt;
&lt;br /&gt;
Each time Hugo moves onto or passes over the arrow space (at the top of the cellar steps), his speed counter (blue clocks in the upper right) is increased and he starts moving the new number of spaces on his NEXT move.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game ends either when a player reaches at least 46 Spooky Points OR when Hugo passes the arrow while his speed is 7.&lt;br /&gt;
&lt;br /&gt;
The player with the LEAST Spooky Points wins.&lt;br /&gt;
&lt;br /&gt;
==Board Game Arena Notes==&lt;br /&gt;
The standard &amp;quot;player score&amp;quot; section of Board Game Arena will show a player&#039;s Spooky Points as a NEGATIVE number, despite most of the values on board showing as a &amp;quot;+&amp;quot;. This means the player with the LEAST NEGATIVE score is the winner.&lt;br /&gt;
&amp;lt;br&amp;gt;When these rules mention points being &amp;quot;added&amp;quot; to a player&#039;s score, they are added as more negative points. (So if your score is -10 and you receive +10 from the bottom cellar step, your new score is -20.)&lt;br /&gt;
&lt;br /&gt;
It is unclear how Board Game Arena handles a tie in Hugo, but it is assumed that all players with the lowest number of Spooky Points get to SHARE the win.&lt;br /&gt;
&lt;br /&gt;
==Variant - Midnight Party==&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The game consists of 3 rounds.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Hugo always move 3 spaces, unless there are 7-8 players, then he moves 2.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Guests cannot be expelled from rooms. Guests also cannot leave the cellar once captured.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If you only have one guest in the gallery, you still roll the die, but you can choose not to move your guest.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If you have no guests left in the gallery, you still roll the die (since you might roll the Hugo symbol), but you cannot move if you roll a number.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;A round ends either (a) when there are no guests left in the gallery, or (b) when all rooms are occupied, in which case any guests left in the gallery are all placed on the &amp;quot;-2&amp;quot; cellar step.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;At the end of a round, players receive Spooky Points corresponding to each of their guests on the cellar steps. Guests in a room with Hugo Jr. receive 1 Spooky Point each. Guests in rooms with green shields remove 3  Spooky Points each.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;To prepare for the next round, guests in rooms are moved to the gallery space directly in front of their room. Then, players remove guests from the cellar and place them in the gallery on a space of their choosing, beginning with the guest on the &amp;quot;-10&amp;quot; space. If there is more than one guest on a cellar step, the player with more Spooky Points goes first.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Hugo is placed back onto the &amp;quot;-10&amp;quot; cellar space, and the player with the most Spooky Points becomes the first player for the round.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=23228</id>
		<title>Gamehelpoasis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=23228"/>
		<updated>2024-11-15T09:23:43Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: Finally came back and fixed the bullets, based on formatting that ended up looking ok on the actual BGA page. Changed main heading format, only affects wiki view not BGA view.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Each Scout (player) must fight to be the first to reach the Oasis. &lt;br /&gt;
&lt;br /&gt;
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0. &lt;br /&gt;
&lt;br /&gt;
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).&lt;br /&gt;
&lt;br /&gt;
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.&lt;br /&gt;
&lt;br /&gt;
== Game Lore ==&lt;br /&gt;
&amp;lt;b&amp;gt;XXIIIrd Century&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger. &lt;br /&gt;
&lt;br /&gt;
The atomic weapon was used again and caused an increase in the Earth&#039;s temperature. The radiation forced the survivors to flee the ruined cities.&lt;br /&gt;
&lt;br /&gt;
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.&lt;br /&gt;
&lt;br /&gt;
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.&lt;br /&gt;
&lt;br /&gt;
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.&lt;br /&gt;
&lt;br /&gt;
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.&lt;br /&gt;
&lt;br /&gt;
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.&lt;br /&gt;
&lt;br /&gt;
Each Scout begins with 1 Khalla #13 card in their play area. &lt;br /&gt;
&lt;br /&gt;
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.&lt;br /&gt;
&lt;br /&gt;
==== Starting Hand ====&lt;br /&gt;
Each Scout is given 4 Journey cards to form their starting hand. &lt;br /&gt;
&lt;br /&gt;
In 2-player games only, each Scout also starts with a Shield card in their hand.&lt;br /&gt;
&lt;br /&gt;
Each Scout will also choose 1 starting Companion (see below).&lt;br /&gt;
&lt;br /&gt;
==== Choosing a Starting Companion ====&lt;br /&gt;
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.&lt;br /&gt;
&lt;br /&gt;
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.&lt;br /&gt;
&lt;br /&gt;
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.&lt;br /&gt;
&lt;br /&gt;
The last Scout to choose a Companion starts the game.&lt;br /&gt;
&lt;br /&gt;
== Part 1 of Your Turn: Mandatory Action ==&lt;br /&gt;
On your turn, you must choose from one of the five possible actions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Explore:&amp;lt;/b&amp;gt; Draw 2 Journey cards from the Exploration deck and add them to your hand&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Recycle:&amp;lt;/b&amp;gt; Take 1 Journey card from the Ruins and add it to your hand&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Equip:&amp;lt;/b&amp;gt; Discard X cards (Journey, Companion, or Equipment cards) to take 1 Equipment of cost X (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Travel:&amp;lt;/b&amp;gt; Play any number of Journey cards (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Recruit:&amp;lt;/b&amp;gt; Play 1 Companion card from your hand and immediately perform the 2 actions on its banner  &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;OR&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;  Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;More Information About the Equip Action:&amp;lt;/u&amp;gt; ====&lt;br /&gt;
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment. &lt;br /&gt;
&lt;br /&gt;
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.&lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Available Equipment:&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Compass&amp;lt;/b&amp;gt; (cost: 2 cards): The Compass is considered a Journey card. During a Travel action, a Scout can play it instead of any number (except Oasis #0).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Shield&amp;lt;/b&amp;gt; (cost: 2 cards): The Shield can provide protection against the Pillage action. This card is passive and remains in the owner&#039;s hand. (See below for more information about the Pillage action.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Map&amp;lt;/b&amp;gt; (cost: 3 cards): The Map is played during a Travel action and can replace only the Oasis #0 card. A Scout who plays a Map card immediately wins the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;More Information About the Travel Action:&amp;lt;/u&amp;gt; ====&lt;br /&gt;
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;(1) You cannot completely skip a number, but you can play a Compass card in place of a number you do not have (except Oasis #0)&lt;br /&gt;
        &amp;lt;ul style=&amp;quot;margin:1em 0; padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;The game will automatically place Compass cards where needed to fill in gaps&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;(2) Playing a &amp;quot;Stage&amp;quot; card ends the current Travel action&lt;br /&gt;
        &amp;lt;ul style=&amp;quot;margin:1em 0; padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;A Stage card is a Journey card with a &amp;quot;Stop&amp;quot; hand symbol and a Recruit symbol&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;After this card is played, immediately perform the Recruit action (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;More Information About the Recruit Action:&amp;lt;/u&amp;gt; ====&lt;br /&gt;
During a Recruit action, you have 2 options:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;(1) Play a Companion Card&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.&lt;br /&gt;
&lt;br /&gt;
In addition to the basic actions already described above, there are two Companion-specific actions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Pillage:&amp;lt;/b&amp;gt; Target 1 opponent and randomly take 2 cards from their hand&lt;br /&gt;
        &amp;lt;ul style=&amp;quot;margin:1em 0; padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;If either of the 2 cards is a Shield, give both cards back to their owner&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;If neither of the 2 cards is a Shield, choose 1 card to add to your hand, then return the other card back to its owner&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; You cannot Pillage a Scout who has only one card left in their hand&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Upgraded Equip:&amp;lt;/b&amp;gt; Perform the Equip action, but the cost of the Equipment card is decreased by 1 (you discard 1 less card than usually required)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;(2) Take a Companion Card&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.&lt;br /&gt;
&lt;br /&gt;
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;Creating a Chain of Actions&amp;lt;/u&amp;gt; ====&lt;br /&gt;
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; You will discard down to 8 cards at the &amp;lt;u&amp;gt;end&amp;lt;/u&amp;gt; of your turn, but you are allowed to have more than 8 cards in your hand &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; your turn.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s one example of a useful chain of actions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Recruit:&amp;lt;/b&amp;gt; Play a Companion card from your hand that allows you to perform the Explore action and the Travel action&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Explore:&amp;lt;/b&amp;gt; Draw two Journey cards&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Travel:&amp;lt;/b&amp;gt; Play Journey cards (possibly including 1-2 cards that you just drew during the Explore action), including a Stage card, which stops the Travel action and allows you to perform the Recruit action&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Recruit:&amp;lt;/b&amp;gt; Take a Companion card - or if you have another in your hand, play a Companion card (possibly one that allows you to travel again!)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).&lt;br /&gt;
&lt;br /&gt;
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
== Part 2 of Your Turn: Optional Mission Action ==&lt;br /&gt;
After performing one of the five possible actions above, you MAY perform the optional &amp;lt;b&amp;gt;Mission&amp;lt;/b&amp;gt; action, if it is available to you.&lt;br /&gt;
&lt;br /&gt;
During the Mission action, you may discard &amp;lt;b&amp;gt;one or more&amp;lt;/b&amp;gt; Companions &amp;lt;b&amp;gt;of the same clan (same color banner)&amp;lt;/b&amp;gt; from your play area. You then perform the top highlighted action of each discarded Companion card.&lt;br /&gt;
&lt;br /&gt;
==== Available Mission Actions: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Explorers&amp;lt;/b&amp;gt; (gold banner): Perform the Explore action&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Scavengers&amp;lt;/b&amp;gt; (purple banner): Perform the Recycle action&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Marauders&amp;lt;/b&amp;gt; (red banner): Perform the Pillage action&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rules: ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;You are not &amp;lt;u&amp;gt;required&amp;lt;/u&amp;gt; to Mission available Companions (you can save them to Mission them on a future turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If you have multiple Companions from the same clan, you may Mission any number of them (you are not required to Mission all of them)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;You cannot Mission Companions from multiple clans&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card (but you can Mission Companions from a different clan, if available)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If you Mission multiple Marauders, you may pick the same or different targets for each Pillage action&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Part 3 of Your Turn: Discard Down to 8 Cards (If Needed) ==&lt;br /&gt;
&amp;lt;b&amp;gt;You can have a maximum of 8 cards in your hand.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number. &lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!&lt;br /&gt;
&lt;br /&gt;
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game). The Scout closest to the Oasis wins the game.&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=23227</id>
		<title>Gamehelpoasis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=23227"/>
		<updated>2024-11-15T08:39:56Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: /* More Information About the Travel Action */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Each Scout (player) must fight to be the first to reach the Oasis. &lt;br /&gt;
&lt;br /&gt;
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0. &lt;br /&gt;
&lt;br /&gt;
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).&lt;br /&gt;
&lt;br /&gt;
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.&lt;br /&gt;
&lt;br /&gt;
=== Game Lore ===&lt;br /&gt;
&#039;&#039;&#039;XXIIIrd Century&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger. &lt;br /&gt;
&lt;br /&gt;
The atomic weapon was used again and caused an increase in the Earth&#039;s temperature. The radiation forced the survivors to flee the ruined cities.&lt;br /&gt;
&lt;br /&gt;
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.&lt;br /&gt;
&lt;br /&gt;
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.&lt;br /&gt;
&lt;br /&gt;
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.&lt;br /&gt;
&lt;br /&gt;
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.&lt;br /&gt;
&lt;br /&gt;
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.&lt;br /&gt;
&lt;br /&gt;
Each Scout begins with 1 Khalla #13 card in their play area. &lt;br /&gt;
&lt;br /&gt;
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.&lt;br /&gt;
&lt;br /&gt;
==== Starting Hand ====&lt;br /&gt;
Each Scout is given 4 Journey cards to form their starting hand. &lt;br /&gt;
&lt;br /&gt;
In 2-player games only, each Scout also starts with a Shield card in their hand.&lt;br /&gt;
&lt;br /&gt;
Each Scout will also choose 1 starting Companion (see below).&lt;br /&gt;
&lt;br /&gt;
==== Choosing a Starting Companion ====&lt;br /&gt;
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.&lt;br /&gt;
&lt;br /&gt;
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.&lt;br /&gt;
&lt;br /&gt;
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.&lt;br /&gt;
&lt;br /&gt;
The last Scout to choose a Companion starts the game.&lt;br /&gt;
=== Part 1 of Your Turn: Mandatory Action ===&lt;br /&gt;
On your turn, you must choose from one of the five possible actions:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw 2 Journey cards from the Exploration deck and add them to your hand&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Recycle:&#039;&#039;&#039; Take 1 Journey card from the Ruins and add it to your hand&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Equip:&#039;&#039;&#039; Discard X cards (Journey, Companion, or Equipment cards) to take 1 Equipment of cost X (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play any number of Journey cards (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play 1 Companion card from your hand and immediately perform the 2 actions on its banner  &amp;lt;u&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;/u&amp;gt;  Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand (see below for more information about this action)&lt;br /&gt;
==== More Information About the Equip Action ====&lt;br /&gt;
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment. &lt;br /&gt;
&lt;br /&gt;
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.&lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
===== Available Equipment =====&lt;br /&gt;
• &#039;&#039;&#039;Compass&#039;&#039;&#039; (cost: 2 cards):  The Compass is considered a Journey card. During a Travel action, a Scout can play it instead of any number (except Oasis #0).&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Shield&#039;&#039;&#039; (cost: 2 cards):  The Shield can provide protection against the Pillage action. This card is passive and remains in the owner&#039;s hand. (See below for more information about the Pillage action.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Map&#039;&#039;&#039; (cost: 3 cards):  The Map is played during a Travel action and can replace only the Oasis #0 card. A Scout who plays a Map card immediately wins the game.&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Travel Action ====&lt;br /&gt;
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:30px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;(1) You cannot completely skip a number, but you can play a Compass card in place of a number you do not have (except Oasis #0)&lt;br /&gt;
        &amp;lt;ul style=&amp;quot;margin:1em 0; padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;The game will automatically place Compass cards where needed to fill in gaps&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;(2) Playing a &amp;quot;Stage&amp;quot; card ends the current Travel action&lt;br /&gt;
        &amp;lt;ul style=&amp;quot;margin:1em 0; padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;A Stage card is a Journey card with a &amp;quot;Stop&amp;quot; hand symbol and a Recruit symbol&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;After this card is played, immediately perform the Recruit action (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Recruit Action ====&lt;br /&gt;
During a Recruit action, you can either:&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;u&amp;gt;Play a Companion Card&amp;lt;/u&amp;gt; =====&lt;br /&gt;
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.&lt;br /&gt;
&lt;br /&gt;
In addition to the basic actions already described above, there are two Companion-specific actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pillage:&#039;&#039;&#039; Target 1 opponent and randomly take 2 cards from their hand&lt;br /&gt;
** If either of the 2 cards is a Shield, give both cards back to their owner&lt;br /&gt;
** If neither of the 2 cards is a Shield, choose one card to add to your hand, then return the other card back to its owner&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; You cannot Pillage a Scout who has only one card left in their hand&lt;br /&gt;
* &#039;&#039;&#039;Upgraded Equip:&#039;&#039;&#039; Perform the Equip action, but the cost of the Equipment card is decreased by 1 (you discard 1 less card than usually required)&lt;br /&gt;
&lt;br /&gt;
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;u&amp;gt;Take a Companion Card&amp;lt;/u&amp;gt; =====&lt;br /&gt;
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.&lt;br /&gt;
&lt;br /&gt;
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Chain of Actions ====&lt;br /&gt;
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You will discard down to 8 cards at the &amp;lt;u&amp;gt;end&amp;lt;/u&amp;gt; of your turn, but you are allowed to have more than 8 cards in your hand &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; your turn.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s one example of a useful chain of actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play a Companion card from your hand that allows you to perform the Explore action and the Travel action&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw two Journey cards&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play Journey cards (possibly including 1-2 cards that you just drew during the Explore action), including a Stage card, which stops the Travel action and allows you to perform the Recruit action&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Take a Companion card - or if you have another in your hand, play a Companion card (possibly one that allows you to travel again!)&lt;br /&gt;
&lt;br /&gt;
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).&lt;br /&gt;
&lt;br /&gt;
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
=== Part 2 of Your Turn: Optional Mission Action ===&lt;br /&gt;
After performing one of the five possible actions above, you MAY perform the optional &#039;&#039;&#039;Mission&#039;&#039;&#039; action, if it is available to you.&lt;br /&gt;
&lt;br /&gt;
During the Mission action, you may discard &#039;&#039;&#039;one or more&#039;&#039;&#039; Companions &#039;&#039;&#039;of the same clan (same color banner)&#039;&#039;&#039; from your play area. You then perform the top highlighted action of each discarded Companion card.&lt;br /&gt;
&lt;br /&gt;
==== Available Mission Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explorers&#039;&#039;&#039; (gold banner): Perform the Explore action&lt;br /&gt;
* &#039;&#039;&#039;Scavengers&#039;&#039;&#039; (purple banner): Perform the Recycle action&lt;br /&gt;
* &#039;&#039;&#039;Marauders&#039;&#039;&#039; (red banner): Perform the Pillage action&lt;br /&gt;
&lt;br /&gt;
==== Rules ====&lt;br /&gt;
&lt;br /&gt;
* You are not &amp;lt;u&amp;gt;required&amp;lt;/u&amp;gt; to Mission available Companions (you can save them to Mission them on a future turn)&lt;br /&gt;
* If you have multiple Companions from the same clan, you may Mission any number of them (you are not required to Mission all of them)&lt;br /&gt;
* You cannot Mission Companions from multiple clans&lt;br /&gt;
* You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card (but you can Mission Companions from a different clan, if available)&lt;br /&gt;
* If you Mission multiple Marauders, you may pick the same or different targets for each Pillage action&lt;br /&gt;
&lt;br /&gt;
=== Part 3 of Your Turn: Discard Down to 8 Cards (If Needed) ===&lt;br /&gt;
&#039;&#039;&#039;You can have a maximum of 8 cards in your hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number. &lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!&lt;br /&gt;
&lt;br /&gt;
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game).&lt;br /&gt;
&lt;br /&gt;
The Scout closest to the Oasis wins the game.&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22020</id>
		<title>Gamehelpoasis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22020"/>
		<updated>2024-08-01T03:26:52Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: bullets html&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Each Scout (player) must fight to be the first to reach the Oasis. &lt;br /&gt;
&lt;br /&gt;
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0. &lt;br /&gt;
&lt;br /&gt;
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).&lt;br /&gt;
&lt;br /&gt;
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.&lt;br /&gt;
&lt;br /&gt;
=== Game Lore ===&lt;br /&gt;
&#039;&#039;&#039;XXIIIrd Century&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger. &lt;br /&gt;
&lt;br /&gt;
The atomic weapon was used again and caused an increase in the Earth&#039;s temperature. The radiation forced the survivors to flee the ruined cities.&lt;br /&gt;
&lt;br /&gt;
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.&lt;br /&gt;
&lt;br /&gt;
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.&lt;br /&gt;
&lt;br /&gt;
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.&lt;br /&gt;
&lt;br /&gt;
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.&lt;br /&gt;
&lt;br /&gt;
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.&lt;br /&gt;
&lt;br /&gt;
Each Scout begins with 1 Khalla #13 card in their play area. &lt;br /&gt;
&lt;br /&gt;
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.&lt;br /&gt;
&lt;br /&gt;
==== Starting Hand ====&lt;br /&gt;
Each Scout is given 4 Journey cards to form their starting hand. &lt;br /&gt;
&lt;br /&gt;
In 2-player games only, each Scout also starts with a Shield card in their hand.&lt;br /&gt;
&lt;br /&gt;
Each Scout will also choose 1 starting Companion (see below).&lt;br /&gt;
&lt;br /&gt;
==== Choosing a Starting Companion ====&lt;br /&gt;
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.&lt;br /&gt;
&lt;br /&gt;
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.&lt;br /&gt;
&lt;br /&gt;
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.&lt;br /&gt;
&lt;br /&gt;
The last Scout to choose a Companion starts the game.&lt;br /&gt;
=== Part 1 of Your Turn: Mandatory Action ===&lt;br /&gt;
On your turn, you must choose from one of the five possible actions:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw 2 Journey cards from the Exploration deck and add them to your hand&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Recycle:&#039;&#039;&#039; Take 1 Journey card from the Ruins and add it to your hand&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Equip:&#039;&#039;&#039; Discard X cards (Journey, Companion, or Equipment cards) to take 1 Equipment of cost X (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play any number of Journey cards (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play 1 Companion card from your hand and immediately perform the 2 actions on its banner  &amp;lt;u&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;/u&amp;gt;  Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand (see below for more information about this action)&lt;br /&gt;
==== More Information About the Equip Action ====&lt;br /&gt;
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment. &lt;br /&gt;
&lt;br /&gt;
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.&lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
===== Available Equipment =====&lt;br /&gt;
• &#039;&#039;&#039;Compass&#039;&#039;&#039; (cost: 2 cards):  The Compass is considered a Journey card. During a Travel action, a Scout can play it instead of any number (except Oasis #0).&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Shield&#039;&#039;&#039; (cost: 2 cards):  The Shield can provide protection against the Pillage action. This card is passive and remains in the owner&#039;s hand. (See below for more information about the Pillage action.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Map&#039;&#039;&#039; (cost: 3 cards):  The Map is played during a Travel action and can replace only the Oasis #0 card. A Scout who plays a Map card immediately wins the game.&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Travel Action ====&lt;br /&gt;
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0; padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;You cannot completely skip a number, but you can play a Compass card in place of a number you do not have (except Oasis #0)&lt;br /&gt;
        &amp;lt;ul style=&amp;quot;list-style-type:circle;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;The game will automatically place Compass cards where needed to fill in gaps&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Playing a &amp;quot;Stage&amp;quot; card ends the current Travel action&lt;br /&gt;
        &amp;lt;ul style=&amp;quot;list-style-type:circle;&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;A Stage card is a Journey card with a &amp;quot;Stop&amp;quot; hand symbol and a Recruit symbol&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;After this card is played, immediately perform the Recruit action (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Recruit Action ====&lt;br /&gt;
During a Recruit action, you can either:&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;u&amp;gt;Play a Companion Card&amp;lt;/u&amp;gt; =====&lt;br /&gt;
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.&lt;br /&gt;
&lt;br /&gt;
In addition to the basic actions already described above, there are two Companion-specific actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pillage:&#039;&#039;&#039; Target 1 opponent and randomly take 2 cards from their hand&lt;br /&gt;
** If either of the 2 cards is a Shield, give both cards back to their owner&lt;br /&gt;
** If neither of the 2 cards is a Shield, choose one card to add to your hand, then return the other card back to its owner&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; You cannot Pillage a Scout who has only one card left in their hand&lt;br /&gt;
* &#039;&#039;&#039;Upgraded Equip:&#039;&#039;&#039; Perform the Equip action, but the cost of the Equipment card is decreased by 1 (you discard 1 less card than usually required)&lt;br /&gt;
&lt;br /&gt;
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;u&amp;gt;Take a Companion Card&amp;lt;/u&amp;gt; =====&lt;br /&gt;
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.&lt;br /&gt;
&lt;br /&gt;
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Chain of Actions ====&lt;br /&gt;
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You will discard down to 8 cards at the &amp;lt;u&amp;gt;end&amp;lt;/u&amp;gt; of your turn, but you are allowed to have more than 8 cards in your hand &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; your turn.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s one example of a useful chain of actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play a Companion card from your hand that allows you to perform the Explore action and the Travel action&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw two Journey cards&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play Journey cards (possibly including 1-2 cards that you just drew during the Explore action), including a Stage card, which stops the Travel action and allows you to perform the Recruit action&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Take a Companion card - or if you have another in your hand, play a Companion card (possibly one that allows you to travel again!)&lt;br /&gt;
&lt;br /&gt;
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).&lt;br /&gt;
&lt;br /&gt;
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
=== Part 2 of Your Turn: Optional Mission Action ===&lt;br /&gt;
After performing one of the five possible actions above, you MAY perform the optional &#039;&#039;&#039;Mission&#039;&#039;&#039; action, if it is available to you.&lt;br /&gt;
&lt;br /&gt;
During the Mission action, you may discard &#039;&#039;&#039;one or more&#039;&#039;&#039; Companions &#039;&#039;&#039;of the same clan (same color banner)&#039;&#039;&#039; from your play area. You then perform the top highlighted action of each discarded Companion card.&lt;br /&gt;
&lt;br /&gt;
==== Available Mission Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explorers&#039;&#039;&#039; (gold banner): Perform the Explore action&lt;br /&gt;
* &#039;&#039;&#039;Scavengers&#039;&#039;&#039; (purple banner): Perform the Recycle action&lt;br /&gt;
* &#039;&#039;&#039;Marauders&#039;&#039;&#039; (red banner): Perform the Pillage action&lt;br /&gt;
&lt;br /&gt;
==== Rules ====&lt;br /&gt;
&lt;br /&gt;
* You are not &amp;lt;u&amp;gt;required&amp;lt;/u&amp;gt; to Mission available Companions (you can save them to Mission them on a future turn)&lt;br /&gt;
* If you have multiple Companions from the same clan, you may Mission any number of them (you are not required to Mission all of them)&lt;br /&gt;
* You cannot Mission Companions from multiple clans&lt;br /&gt;
* You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card (but you can Mission Companions from a different clan, if available)&lt;br /&gt;
* If you Mission multiple Marauders, you may pick the same or different targets for each Pillage action&lt;br /&gt;
&lt;br /&gt;
=== Part 3 of Your Turn: Discard Down to 8 Cards (If Needed) ===&lt;br /&gt;
&#039;&#039;&#039;You can have a maximum of 8 cards in your hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number. &lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!&lt;br /&gt;
&lt;br /&gt;
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game).&lt;br /&gt;
&lt;br /&gt;
The Scout closest to the Oasis wins the game.&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22019</id>
		<title>Gamehelpoasis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22019"/>
		<updated>2024-08-01T03:20:02Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: playing with bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Each Scout (player) must fight to be the first to reach the Oasis. &lt;br /&gt;
&lt;br /&gt;
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0. &lt;br /&gt;
&lt;br /&gt;
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).&lt;br /&gt;
&lt;br /&gt;
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.&lt;br /&gt;
&lt;br /&gt;
=== Game Lore ===&lt;br /&gt;
&#039;&#039;&#039;XXIIIrd Century&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger. &lt;br /&gt;
&lt;br /&gt;
The atomic weapon was used again and caused an increase in the Earth&#039;s temperature. The radiation forced the survivors to flee the ruined cities.&lt;br /&gt;
&lt;br /&gt;
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.&lt;br /&gt;
&lt;br /&gt;
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.&lt;br /&gt;
&lt;br /&gt;
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.&lt;br /&gt;
&lt;br /&gt;
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.&lt;br /&gt;
&lt;br /&gt;
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.&lt;br /&gt;
&lt;br /&gt;
Each Scout begins with 1 Khalla #13 card in their play area. &lt;br /&gt;
&lt;br /&gt;
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.&lt;br /&gt;
&lt;br /&gt;
==== Starting Hand ====&lt;br /&gt;
Each Scout is given 4 Journey cards to form their starting hand. &lt;br /&gt;
&lt;br /&gt;
In 2-player games only, each Scout also starts with a Shield card in their hand.&lt;br /&gt;
&lt;br /&gt;
Each Scout will also choose 1 starting Companion (see below).&lt;br /&gt;
&lt;br /&gt;
==== Choosing a Starting Companion ====&lt;br /&gt;
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.&lt;br /&gt;
&lt;br /&gt;
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.&lt;br /&gt;
&lt;br /&gt;
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.&lt;br /&gt;
&lt;br /&gt;
The last Scout to choose a Companion starts the game.&lt;br /&gt;
=== Part 1 of Your Turn: Mandatory Action ===&lt;br /&gt;
On your turn, you must choose from one of the five possible actions:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw 2 Journey cards from the Exploration deck and add them to your hand&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Recycle:&#039;&#039;&#039; Take 1 Journey card from the Ruins and add it to your hand&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Equip:&#039;&#039;&#039; Discard X cards (Journey, Companion, or Equipment cards) to take 1 Equipment of cost X (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play any number of Journey cards (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play 1 Companion card from your hand and immediately perform the 2 actions on its banner  &amp;lt;u&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;/u&amp;gt;  Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand (see below for more information about this action)&lt;br /&gt;
==== More Information About the Equip Action ====&lt;br /&gt;
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment. &lt;br /&gt;
&lt;br /&gt;
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.&lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
===== Available Equipment =====&lt;br /&gt;
• &#039;&#039;&#039;Compass&#039;&#039;&#039; (cost: 2 cards):  The Compass is considered a Journey card. During a Travel action, a Scout can play it instead of any number (except Oasis #0).&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Shield&#039;&#039;&#039; (cost: 2 cards):  The Shield can provide protection against the Pillage action. This card is passive and remains in the owner&#039;s hand. (See below for more information about the Pillage action.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Map&#039;&#039;&#039; (cost: 3 cards):  The Map is played during a Travel action and can replace only the Oasis #0 card. A Scout who plays a Map card immediately wins the game.&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Travel Action ====&lt;br /&gt;
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;You cannot completely skip a number, but you can play a Compass card in place of a number you do not have (except Oasis #0)&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;The game will automatically place Compass cards where needed to fill in gaps&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Playing a &amp;quot;Stage&amp;quot; card ends the current Travel action&lt;br /&gt;
        &amp;lt;ul&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;A Stage card is a Journey card with a &amp;quot;Stop&amp;quot; hand symbol and a Recruit symbol&amp;lt;/li&amp;gt;&lt;br /&gt;
          &amp;lt;li&amp;gt;After this card is played, immediately perform the Recruit action (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
        &amp;lt;/ul&amp;gt;&lt;br /&gt;
    &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Recruit Action ====&lt;br /&gt;
During a Recruit action, you can either:&lt;br /&gt;
&lt;br /&gt;
===== Play a Companion Card =====&lt;br /&gt;
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.&lt;br /&gt;
&lt;br /&gt;
In addition to the basic actions already described above, there are two Companion-specific actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pillage:&#039;&#039;&#039; Target 1 opponent and randomly take 2 cards from their hand&lt;br /&gt;
** If either of the 2 cards is a Shield, give both cards back to their owner&lt;br /&gt;
** If neither of the 2 cards is a Shield, choose one card to add to your hand, then return the other card back to its owner&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; You cannot Pillage a Scout who has only one card left in their hand&lt;br /&gt;
* &#039;&#039;&#039;Upgraded Equip:&#039;&#039;&#039; Perform the Equip action, but the cost of the Equipment card is decreased by 1 (you discard 1 less card than usually required)&lt;br /&gt;
&lt;br /&gt;
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
===== Take a Companion Card =====&lt;br /&gt;
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.&lt;br /&gt;
&lt;br /&gt;
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Chain of Actions ====&lt;br /&gt;
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You will discard down to 8 cards at the &amp;lt;u&amp;gt;end&amp;lt;/u&amp;gt; of your turn, but you are allowed to have more than 8 cards in your hand &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; your turn.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s one example of a useful chain of actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play a Companion card from your hand that allows you to perform the Explore action and the Travel action&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw two Journey cards&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play Journey cards (possibly including 1-2 cards that you just drew during the Explore action), including a Stage card, which stops the Travel action and allows you to perform the Recruit action&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Take a Companion card - or if you have another in your hand, play a Companion card (possibly one that allows you to travel again!)&lt;br /&gt;
&lt;br /&gt;
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).&lt;br /&gt;
&lt;br /&gt;
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
=== Part 2 of Your Turn: Optional Mission Action ===&lt;br /&gt;
After performing one of the five possible actions above, you MAY perform the optional &#039;&#039;&#039;Mission&#039;&#039;&#039; action, if it is available to you.&lt;br /&gt;
&lt;br /&gt;
During the Mission action, you may discard &#039;&#039;&#039;one or more&#039;&#039;&#039; Companions &#039;&#039;&#039;of the same clan (same color banner)&#039;&#039;&#039; from your play area. You then perform the top highlighted action of each discarded Companion card.&lt;br /&gt;
&lt;br /&gt;
==== Available Mission Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explorers&#039;&#039;&#039; (gold banner): Perform the Explore action&lt;br /&gt;
* &#039;&#039;&#039;Scavengers&#039;&#039;&#039; (purple banner): Perform the Recycle action&lt;br /&gt;
* &#039;&#039;&#039;Marauders&#039;&#039;&#039; (red banner): Perform the Pillage action&lt;br /&gt;
&lt;br /&gt;
==== Rules ====&lt;br /&gt;
&lt;br /&gt;
* You are not &amp;lt;u&amp;gt;required&amp;lt;/u&amp;gt; to Mission available Companions (you can save them to Mission them on a future turn)&lt;br /&gt;
* If you have multiple Companions from the same clan, you may Mission any number of them (you are not required to Mission all of them)&lt;br /&gt;
* You cannot Mission Companions from multiple clans&lt;br /&gt;
* You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card (but you can Mission Companions from a different clan, if available)&lt;br /&gt;
* If you Mission multiple Marauders, you may pick the same or different targets for each Pillage action&lt;br /&gt;
&lt;br /&gt;
=== Part 3 of Your Turn: Discard Down to 8 Cards (If Needed) ===&lt;br /&gt;
&#039;&#039;&#039;You can have a maximum of 8 cards in your hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number. &lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!&lt;br /&gt;
&lt;br /&gt;
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game).&lt;br /&gt;
&lt;br /&gt;
The Scout closest to the Oasis wins the game.&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22018</id>
		<title>Gamehelpoasis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22018"/>
		<updated>2024-08-01T03:12:42Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: Just messing with bullets (:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Each Scout (player) must fight to be the first to reach the Oasis. &lt;br /&gt;
&lt;br /&gt;
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0. &lt;br /&gt;
&lt;br /&gt;
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).&lt;br /&gt;
&lt;br /&gt;
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.&lt;br /&gt;
&lt;br /&gt;
=== Game Lore ===&lt;br /&gt;
&#039;&#039;&#039;XXIIIrd Century&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger. &lt;br /&gt;
&lt;br /&gt;
The atomic weapon was used again and caused an increase in the Earth&#039;s temperature. The radiation forced the survivors to flee the ruined cities.&lt;br /&gt;
&lt;br /&gt;
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.&lt;br /&gt;
&lt;br /&gt;
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.&lt;br /&gt;
&lt;br /&gt;
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.&lt;br /&gt;
&lt;br /&gt;
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.&lt;br /&gt;
&lt;br /&gt;
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.&lt;br /&gt;
&lt;br /&gt;
Each Scout begins with 1 Khalla #13 card in their play area. &lt;br /&gt;
&lt;br /&gt;
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.&lt;br /&gt;
&lt;br /&gt;
==== Starting Hand ====&lt;br /&gt;
Each Scout is given 4 Journey cards to form their starting hand. &lt;br /&gt;
&lt;br /&gt;
In 2-player games only, each Scout also starts with a Shield card in their hand.&lt;br /&gt;
&lt;br /&gt;
Each Scout will also choose 1 starting Companion (see below).&lt;br /&gt;
&lt;br /&gt;
==== Choosing a Starting Companion ====&lt;br /&gt;
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.&lt;br /&gt;
&lt;br /&gt;
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.&lt;br /&gt;
&lt;br /&gt;
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.&lt;br /&gt;
&lt;br /&gt;
The last Scout to choose a Companion starts the game.&lt;br /&gt;
=== Part 1 of Your Turn: Mandatory Action ===&lt;br /&gt;
On your turn, you must choose from one of the five possible actions:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw 2 Journey cards from the Exploration deck and add them to your hand&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Recycle:&#039;&#039;&#039; Take 1 Journey card from the Ruins and add it to your hand&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Equip:&#039;&#039;&#039; Discard X cards (Journey, Companion, or Equipment cards) to take 1 Equipment of cost X (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play any number of Journey cards (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play 1 Companion card from your hand and immediately perform the 2 actions on its banner  &amp;lt;u&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;/u&amp;gt;  Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand (see below for more information about this action)&lt;br /&gt;
==== More Information About the Equip Action ====&lt;br /&gt;
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment. &lt;br /&gt;
&lt;br /&gt;
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.&lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
===== Available Equipment =====&lt;br /&gt;
• &#039;&#039;&#039;Compass&#039;&#039;&#039; (cost: 2 cards):  The Compass is considered a Journey card. During a Travel action, a Scout can play it instead of any number (except Oasis #0).&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Shield&#039;&#039;&#039; (cost: 2 cards):  The Shield can provide protection against the Pillage action. This card is passive and remains in the owner&#039;s hand. (See below for more information about the Pillage action.&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Map&#039;&#039;&#039; (cost: 3 cards):  The Map is played during a Travel action and can replace only the Oasis #0 card. A Scout who plays a Map card immediately wins the game.&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Travel Action ====&lt;br /&gt;
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:&lt;br /&gt;
&lt;br /&gt;
* You cannot completely skip a number, but you can play a Compass card in place of a number you do not have (except Oasis #0)&lt;br /&gt;
** The game will automatically place Compass cards where needed to fill in gaps&lt;br /&gt;
* Playing a &amp;quot;Stage&amp;quot; card ends the current Travel action &lt;br /&gt;
** A Stage card is a Journey card with a &amp;quot;Stop&amp;quot; hand symbol and a Recruit symbol&lt;br /&gt;
** After this card is played, immediately perform the Recruit action (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Recruit Action ====&lt;br /&gt;
During a Recruit action, you can either:&lt;br /&gt;
&lt;br /&gt;
===== Play a Companion Card =====&lt;br /&gt;
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.&lt;br /&gt;
&lt;br /&gt;
In addition to the basic actions already described above, there are two Companion-specific actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pillage:&#039;&#039;&#039; Target 1 opponent and randomly take 2 cards from their hand&lt;br /&gt;
** If either of the 2 cards is a Shield, give both cards back to their owner&lt;br /&gt;
** If neither of the 2 cards is a Shield, choose one card to add to your hand, then return the other card back to its owner&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; You cannot Pillage a Scout who has only one card left in their hand&lt;br /&gt;
* &#039;&#039;&#039;Upgraded Equip:&#039;&#039;&#039; Perform the Equip action, but the cost of the Equipment card is decreased by 1 (you discard 1 less card than usually required)&lt;br /&gt;
&lt;br /&gt;
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
===== Take a Companion Card =====&lt;br /&gt;
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.&lt;br /&gt;
&lt;br /&gt;
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Chain of Actions ====&lt;br /&gt;
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You will discard down to 8 cards at the &amp;lt;u&amp;gt;end&amp;lt;/u&amp;gt; of your turn, but you are allowed to have more than 8 cards in your hand &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; your turn.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s one example of a useful chain of actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play a Companion card from your hand that allows you to perform the Explore action and the Travel action&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw two Journey cards&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play Journey cards (possibly including 1-2 cards that you just drew during the Explore action), including a Stage card, which stops the Travel action and allows you to perform the Recruit action&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Take a Companion card - or if you have another in your hand, play a Companion card (possibly one that allows you to travel again!)&lt;br /&gt;
&lt;br /&gt;
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).&lt;br /&gt;
&lt;br /&gt;
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
=== Part 2 of Your Turn: Optional Mission Action ===&lt;br /&gt;
After performing one of the five possible actions above, you MAY perform the optional &#039;&#039;&#039;Mission&#039;&#039;&#039; action, if it is available to you.&lt;br /&gt;
&lt;br /&gt;
During the Mission action, you may discard &#039;&#039;&#039;one or more&#039;&#039;&#039; Companions &#039;&#039;&#039;of the same clan (same color banner)&#039;&#039;&#039; from your play area. You then perform the top highlighted action of each discarded Companion card.&lt;br /&gt;
&lt;br /&gt;
==== Available Mission Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explorers&#039;&#039;&#039; (gold banner): Perform the Explore action&lt;br /&gt;
* &#039;&#039;&#039;Scavengers&#039;&#039;&#039; (purple banner): Perform the Recycle action&lt;br /&gt;
* &#039;&#039;&#039;Marauders&#039;&#039;&#039; (red banner): Perform the Pillage action&lt;br /&gt;
&lt;br /&gt;
==== Rules ====&lt;br /&gt;
&lt;br /&gt;
* You are not &amp;lt;u&amp;gt;required&amp;lt;/u&amp;gt; to Mission available Companions (you can save them to Mission them on a future turn)&lt;br /&gt;
* If you have multiple Companions from the same clan, you may Mission any number of them (you are not required to Mission all of them)&lt;br /&gt;
* You cannot Mission Companions from multiple clans&lt;br /&gt;
* You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card (but you can Mission Companions from a different clan, if available)&lt;br /&gt;
* If you Mission multiple Marauders, you may pick the same or different targets for each Pillage action&lt;br /&gt;
&lt;br /&gt;
=== Part 3 of Your Turn: Discard Down to 8 Cards (If Needed) ===&lt;br /&gt;
&#039;&#039;&#039;You can have a maximum of 8 cards in your hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number. &lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!&lt;br /&gt;
&lt;br /&gt;
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game).&lt;br /&gt;
&lt;br /&gt;
The Scout closest to the Oasis wins the game.&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22017</id>
		<title>Gamehelpoasis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22017"/>
		<updated>2024-08-01T03:10:05Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: playing with bullets (:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Each Scout (player) must fight to be the first to reach the Oasis. &lt;br /&gt;
&lt;br /&gt;
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0. &lt;br /&gt;
&lt;br /&gt;
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).&lt;br /&gt;
&lt;br /&gt;
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.&lt;br /&gt;
&lt;br /&gt;
=== Game Lore ===&lt;br /&gt;
&#039;&#039;&#039;XXIIIrd Century&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger. &lt;br /&gt;
&lt;br /&gt;
The atomic weapon was used again and caused an increase in the Earth&#039;s temperature. The radiation forced the survivors to flee the ruined cities.&lt;br /&gt;
&lt;br /&gt;
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.&lt;br /&gt;
&lt;br /&gt;
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.&lt;br /&gt;
&lt;br /&gt;
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.&lt;br /&gt;
&lt;br /&gt;
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.&lt;br /&gt;
&lt;br /&gt;
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.&lt;br /&gt;
&lt;br /&gt;
Each Scout begins with 1 Khalla #13 card in their play area. &lt;br /&gt;
&lt;br /&gt;
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.&lt;br /&gt;
&lt;br /&gt;
==== Starting Hand ====&lt;br /&gt;
Each Scout is given 4 Journey cards to form their starting hand. &lt;br /&gt;
&lt;br /&gt;
In 2-player games only, each Scout also starts with a Shield card in their hand.&lt;br /&gt;
&lt;br /&gt;
Each Scout will also choose 1 starting Companion (see below).&lt;br /&gt;
&lt;br /&gt;
==== Choosing a Starting Companion ====&lt;br /&gt;
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.&lt;br /&gt;
&lt;br /&gt;
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.&lt;br /&gt;
&lt;br /&gt;
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.&lt;br /&gt;
&lt;br /&gt;
The last Scout to choose a Companion starts the game.&lt;br /&gt;
=== Part 1 of Your Turn: Mandatory Action ===&lt;br /&gt;
On your turn, you must choose from one of the five possible actions:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw 2 Journey cards from the Exploration deck and add them to your hand&lt;br /&gt;
• &#039;&#039;&#039;Recycle:&#039;&#039;&#039; Take 1 Journey card from the Ruins and add it to your hand&lt;br /&gt;
• &#039;&#039;&#039;Equip:&#039;&#039;&#039; Discard X cards (Journey, Companion, or Equipment cards) to take 1 Equipment of cost X (see below for more information about this action)&lt;br /&gt;
• &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play any number of Journey cards (see below for more information about this action)&lt;br /&gt;
• &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play 1 Companion card from your hand and immediately perform the 2 actions on its banner  &amp;lt;u&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;/u&amp;gt;  Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Equip Action ====&lt;br /&gt;
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment. &lt;br /&gt;
&lt;br /&gt;
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.&lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
===== Available Equipment =====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compass&#039;&#039;&#039; (cost: 2 cards)&lt;br /&gt;
** The Compass is considered a Journey card. During a Travel action, a Scout can play it instead of any number (except Oasis #0).&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; (cost: 2 cards)&lt;br /&gt;
** The Shield can provide protection against the Pillage action. This card is passive and remains in the owner&#039;s hand. (See below for more information about the Pillage action.)&lt;br /&gt;
* &#039;&#039;&#039;Map&#039;&#039;&#039; (cost: 3 cards)&lt;br /&gt;
** The Map is played during a Travel action and can replace only the Oasis #0 card. A Scout who plays a Map card immediately wins the game.&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Travel Action ====&lt;br /&gt;
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:&lt;br /&gt;
&lt;br /&gt;
* You cannot completely skip a number, but you can play a Compass card in place of a number you do not have (except Oasis #0)&lt;br /&gt;
** The game will automatically place Compass cards where needed to fill in gaps&lt;br /&gt;
* Playing a &amp;quot;Stage&amp;quot; card ends the current Travel action &lt;br /&gt;
** A Stage card is a Journey card with a &amp;quot;Stop&amp;quot; hand symbol and a Recruit symbol&lt;br /&gt;
** After this card is played, immediately perform the Recruit action (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Recruit Action ====&lt;br /&gt;
During a Recruit action, you can either:&lt;br /&gt;
&lt;br /&gt;
===== Play a Companion Card =====&lt;br /&gt;
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.&lt;br /&gt;
&lt;br /&gt;
In addition to the basic actions already described above, there are two Companion-specific actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pillage:&#039;&#039;&#039; Target 1 opponent and randomly take 2 cards from their hand&lt;br /&gt;
** If either of the 2 cards is a Shield, give both cards back to their owner&lt;br /&gt;
** If neither of the 2 cards is a Shield, choose one card to add to your hand, then return the other card back to its owner&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; You cannot Pillage a Scout who has only one card left in their hand&lt;br /&gt;
* &#039;&#039;&#039;Upgraded Equip:&#039;&#039;&#039; Perform the Equip action, but the cost of the Equipment card is decreased by 1 (you discard 1 less card than usually required)&lt;br /&gt;
&lt;br /&gt;
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
===== Take a Companion Card =====&lt;br /&gt;
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.&lt;br /&gt;
&lt;br /&gt;
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Chain of Actions ====&lt;br /&gt;
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You will discard down to 8 cards at the &amp;lt;u&amp;gt;end&amp;lt;/u&amp;gt; of your turn, but you are allowed to have more than 8 cards in your hand &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; your turn.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s one example of a useful chain of actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play a Companion card from your hand that allows you to perform the Explore action and the Travel action&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw two Journey cards&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play Journey cards (possibly including 1-2 cards that you just drew during the Explore action), including a Stage card, which stops the Travel action and allows you to perform the Recruit action&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Take a Companion card - or if you have another in your hand, play a Companion card (possibly one that allows you to travel again!)&lt;br /&gt;
&lt;br /&gt;
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).&lt;br /&gt;
&lt;br /&gt;
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
=== Part 2 of Your Turn: Optional Mission Action ===&lt;br /&gt;
After performing one of the five possible actions above, you MAY perform the optional &#039;&#039;&#039;Mission&#039;&#039;&#039; action, if it is available to you.&lt;br /&gt;
&lt;br /&gt;
During the Mission action, you may discard &#039;&#039;&#039;one or more&#039;&#039;&#039; Companions &#039;&#039;&#039;of the same clan (same color banner)&#039;&#039;&#039; from your play area. You then perform the top highlighted action of each discarded Companion card.&lt;br /&gt;
&lt;br /&gt;
==== Available Mission Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explorers&#039;&#039;&#039; (gold banner): Perform the Explore action&lt;br /&gt;
* &#039;&#039;&#039;Scavengers&#039;&#039;&#039; (purple banner): Perform the Recycle action&lt;br /&gt;
* &#039;&#039;&#039;Marauders&#039;&#039;&#039; (red banner): Perform the Pillage action&lt;br /&gt;
&lt;br /&gt;
==== Rules ====&lt;br /&gt;
&lt;br /&gt;
* You are not &amp;lt;u&amp;gt;required&amp;lt;/u&amp;gt; to Mission available Companions (you can save them to Mission them on a future turn)&lt;br /&gt;
* If you have multiple Companions from the same clan, you may Mission any number of them (you are not required to Mission all of them)&lt;br /&gt;
* You cannot Mission Companions from multiple clans&lt;br /&gt;
* You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card (but you can Mission Companions from a different clan, if available)&lt;br /&gt;
* If you Mission multiple Marauders, you may pick the same or different targets for each Pillage action&lt;br /&gt;
&lt;br /&gt;
=== Part 3 of Your Turn: Discard Down to 8 Cards (If Needed) ===&lt;br /&gt;
&#039;&#039;&#039;You can have a maximum of 8 cards in your hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number. &lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!&lt;br /&gt;
&lt;br /&gt;
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game).&lt;br /&gt;
&lt;br /&gt;
The Scout closest to the Oasis wins the game.&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22016</id>
		<title>Gamehelpoasis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22016"/>
		<updated>2024-08-01T03:01:39Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: Testing out adding bullets with HTML (just to one section first)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Each Scout (player) must fight to be the first to reach the Oasis. &lt;br /&gt;
&lt;br /&gt;
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0. &lt;br /&gt;
&lt;br /&gt;
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).&lt;br /&gt;
&lt;br /&gt;
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.&lt;br /&gt;
&lt;br /&gt;
=== Game Lore ===&lt;br /&gt;
&#039;&#039;&#039;XXIIIrd Century&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger. &lt;br /&gt;
&lt;br /&gt;
The atomic weapon was used again and caused an increase in the Earth&#039;s temperature. The radiation forced the survivors to flee the ruined cities.&lt;br /&gt;
&lt;br /&gt;
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.&lt;br /&gt;
&lt;br /&gt;
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.&lt;br /&gt;
&lt;br /&gt;
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.&lt;br /&gt;
&lt;br /&gt;
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.&lt;br /&gt;
&lt;br /&gt;
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.&lt;br /&gt;
&lt;br /&gt;
Each Scout begins with 1 Khalla #13 card in their play area. &lt;br /&gt;
&lt;br /&gt;
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.&lt;br /&gt;
&lt;br /&gt;
==== Starting Hand ====&lt;br /&gt;
Each Scout is given 4 Journey cards to form their starting hand. &lt;br /&gt;
&lt;br /&gt;
In 2-player games only, each Scout also starts with a Shield card in their hand.&lt;br /&gt;
&lt;br /&gt;
Each Scout will also choose 1 starting Companion (see below).&lt;br /&gt;
&lt;br /&gt;
==== Choosing a Starting Companion ====&lt;br /&gt;
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.&lt;br /&gt;
&lt;br /&gt;
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.&lt;br /&gt;
&lt;br /&gt;
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.&lt;br /&gt;
&lt;br /&gt;
The last Scout to choose a Companion starts the game.&lt;br /&gt;
=== Part 1 of Your Turn: Mandatory Action ===&lt;br /&gt;
On your turn, you must choose from one of the five possible actions:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;&lt;br /&gt;
    margin:1em 0;&lt;br /&gt;
    padding-inline-start:40px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw 2 Journey cards from the Exploration deck and add them to your hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Recycle:&#039;&#039;&#039; Take 1 Journey card from the Ruins and add it to your hand&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Equip:&#039;&#039;&#039; Discard X cards (Journey, Companion, or Equipment cards) to take 1 Equipment of cost X (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Travel:&#039;&#039;&#039; Play any number of Journey cards (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play 1 Companion card from your hand and immediately perform the 2 actions on its banner  &amp;lt;u&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;/u&amp;gt;  Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand (see below for more information about this action)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Equip Action ====&lt;br /&gt;
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment. &lt;br /&gt;
&lt;br /&gt;
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.&lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
===== Available Equipment =====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compass&#039;&#039;&#039; (cost: 2 cards)&lt;br /&gt;
** The Compass is considered a Journey card. During a Travel action, a Scout can play it instead of any number (except Oasis #0).&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; (cost: 2 cards)&lt;br /&gt;
** The Shield can provide protection against the Pillage action. This card is passive and remains in the owner&#039;s hand. (See below for more information about the Pillage action.)&lt;br /&gt;
* &#039;&#039;&#039;Map&#039;&#039;&#039; (cost: 3 cards)&lt;br /&gt;
** The Map is played during a Travel action and can replace only the Oasis #0 card. A Scout who plays a Map card immediately wins the game.&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Travel Action ====&lt;br /&gt;
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:&lt;br /&gt;
&lt;br /&gt;
* You cannot completely skip a number, but you can play a Compass card in place of a number you do not have (except Oasis #0)&lt;br /&gt;
** The game will automatically place Compass cards where needed to fill in gaps&lt;br /&gt;
* Playing a &amp;quot;Stage&amp;quot; card ends the current Travel action &lt;br /&gt;
** A Stage card is a Journey card with a &amp;quot;Stop&amp;quot; hand symbol and a Recruit symbol&lt;br /&gt;
** After this card is played, immediately perform the Recruit action (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Recruit Action ====&lt;br /&gt;
During a Recruit action, you can either:&lt;br /&gt;
&lt;br /&gt;
===== Play a Companion Card =====&lt;br /&gt;
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.&lt;br /&gt;
&lt;br /&gt;
In addition to the basic actions already described above, there are two Companion-specific actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pillage:&#039;&#039;&#039; Target 1 opponent and randomly take 2 cards from their hand&lt;br /&gt;
** If either of the 2 cards is a Shield, give both cards back to their owner&lt;br /&gt;
** If neither of the 2 cards is a Shield, choose one card to add to your hand, then return the other card back to its owner&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; You cannot Pillage a Scout who has only one card left in their hand&lt;br /&gt;
* &#039;&#039;&#039;Upgraded Equip:&#039;&#039;&#039; Perform the Equip action, but the cost of the Equipment card is decreased by 1 (you discard 1 less card than usually required)&lt;br /&gt;
&lt;br /&gt;
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
===== Take a Companion Card =====&lt;br /&gt;
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.&lt;br /&gt;
&lt;br /&gt;
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Chain of Actions ====&lt;br /&gt;
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You will discard down to 8 cards at the &amp;lt;u&amp;gt;end&amp;lt;/u&amp;gt; of your turn, but you are allowed to have more than 8 cards in your hand &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; your turn.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s one example of a useful chain of actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play a Companion card from your hand that allows you to perform the Explore action and the Travel action&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw two Journey cards&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play Journey cards (possibly including 1-2 cards that you just drew during the Explore action), including a Stage card, which stops the Travel action and allows you to perform the Recruit action&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Take a Companion card - or if you have another in your hand, play a Companion card (possibly one that allows you to travel again!)&lt;br /&gt;
&lt;br /&gt;
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).&lt;br /&gt;
&lt;br /&gt;
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
=== Part 2 of Your Turn: Optional Mission Action ===&lt;br /&gt;
After performing one of the five possible actions above, you MAY perform the optional &#039;&#039;&#039;Mission&#039;&#039;&#039; action, if it is available to you.&lt;br /&gt;
&lt;br /&gt;
During the Mission action, you may discard &#039;&#039;&#039;one or more&#039;&#039;&#039; Companions &#039;&#039;&#039;of the same clan (same color banner)&#039;&#039;&#039; from your play area. You then perform the top highlighted action of each discarded Companion card.&lt;br /&gt;
&lt;br /&gt;
==== Available Mission Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explorers&#039;&#039;&#039; (gold banner): Perform the Explore action&lt;br /&gt;
* &#039;&#039;&#039;Scavengers&#039;&#039;&#039; (purple banner): Perform the Recycle action&lt;br /&gt;
* &#039;&#039;&#039;Marauders&#039;&#039;&#039; (red banner): Perform the Pillage action&lt;br /&gt;
&lt;br /&gt;
==== Rules ====&lt;br /&gt;
&lt;br /&gt;
* You are not &amp;lt;u&amp;gt;required&amp;lt;/u&amp;gt; to Mission available Companions (you can save them to Mission them on a future turn)&lt;br /&gt;
* If you have multiple Companions from the same clan, you may Mission any number of them (you are not required to Mission all of them)&lt;br /&gt;
* You cannot Mission Companions from multiple clans&lt;br /&gt;
* You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card (but you can Mission Companions from a different clan, if available)&lt;br /&gt;
* If you Mission multiple Marauders, you may pick the same or different targets for each Pillage action&lt;br /&gt;
&lt;br /&gt;
=== Part 3 of Your Turn: Discard Down to 8 Cards (If Needed) ===&lt;br /&gt;
&#039;&#039;&#039;You can have a maximum of 8 cards in your hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number. &lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!&lt;br /&gt;
&lt;br /&gt;
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game).&lt;br /&gt;
&lt;br /&gt;
The Scout closest to the Oasis wins the game.&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22015</id>
		<title>Gamehelpoasis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22015"/>
		<updated>2024-07-31T20:03:50Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: Removed heading styling on text that&amp;#039;s better off just bold (for wiki navigation tree at top of page)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Each Scout (player) must fight to be the first to reach the Oasis. &lt;br /&gt;
&lt;br /&gt;
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0. &lt;br /&gt;
&lt;br /&gt;
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).&lt;br /&gt;
&lt;br /&gt;
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.&lt;br /&gt;
&lt;br /&gt;
=== Game Lore ===&lt;br /&gt;
&#039;&#039;&#039;XXIIIrd Century&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger. &lt;br /&gt;
&lt;br /&gt;
The atomic weapon was used again and caused an increase in the Earth&#039;s temperature. The radiation forced the survivors to flee the ruined cities.&lt;br /&gt;
&lt;br /&gt;
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.&lt;br /&gt;
&lt;br /&gt;
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.&lt;br /&gt;
&lt;br /&gt;
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.&lt;br /&gt;
&lt;br /&gt;
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.&lt;br /&gt;
&lt;br /&gt;
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.&lt;br /&gt;
&lt;br /&gt;
Each Scout begins with 1 Khalla #13 card in their play area. &lt;br /&gt;
&lt;br /&gt;
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.&lt;br /&gt;
&lt;br /&gt;
==== Starting Hand ====&lt;br /&gt;
Each Scout is given 4 Journey cards to form their starting hand. &lt;br /&gt;
&lt;br /&gt;
In 2-player games only, each Scout also starts with a Shield card in their hand.&lt;br /&gt;
&lt;br /&gt;
Each Scout will also choose 1 starting Companion (see below).&lt;br /&gt;
&lt;br /&gt;
==== Choosing a Starting Companion ====&lt;br /&gt;
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.&lt;br /&gt;
&lt;br /&gt;
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.&lt;br /&gt;
&lt;br /&gt;
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.&lt;br /&gt;
&lt;br /&gt;
The last Scout to choose a Companion starts the game.&lt;br /&gt;
=== Part 1 of Your Turn: Mandatory Action ===&lt;br /&gt;
On your turn, you must choose from one of the five possible actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw 2 Journey cards from the Exploration deck and add them to your hand&lt;br /&gt;
* &#039;&#039;&#039;Recycle:&#039;&#039;&#039; Take 1 Journey card from the Ruins and add it to your hand&lt;br /&gt;
* &#039;&#039;&#039;Equip:&#039;&#039;&#039; Discard X cards (Journey, Companion, or Equipment cards) to take 1 Equipment of cost X (see below for more information about this action)&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play any number of Journey cards (see below for more information about this action)&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play 1 Companion card from your hand and immediately perform the 2 actions on its banner  &amp;lt;u&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;/u&amp;gt;  Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Equip Action ====&lt;br /&gt;
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment. &lt;br /&gt;
&lt;br /&gt;
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.&lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
===== Available Equipment =====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compass&#039;&#039;&#039; (cost: 2 cards)&lt;br /&gt;
** The Compass is considered a Journey card. During a Travel action, a Scout can play it instead of any number (except Oasis #0).&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; (cost: 2 cards)&lt;br /&gt;
** The Shield can provide protection against the Pillage action. This card is passive and remains in the owner&#039;s hand. (See below for more information about the Pillage action.)&lt;br /&gt;
* &#039;&#039;&#039;Map&#039;&#039;&#039; (cost: 3 cards)&lt;br /&gt;
** The Map is played during a Travel action and can replace only the Oasis #0 card. A Scout who plays a Map card immediately wins the game.&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Travel Action ====&lt;br /&gt;
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:&lt;br /&gt;
&lt;br /&gt;
* You cannot completely skip a number, but you can play a Compass card in place of a number you do not have (except Oasis #0)&lt;br /&gt;
** The game will automatically place Compass cards where needed to fill in gaps&lt;br /&gt;
* Playing a &amp;quot;Stage&amp;quot; card ends the current Travel action &lt;br /&gt;
** A Stage card is a Journey card with a &amp;quot;Stop&amp;quot; hand symbol and a Recruit symbol&lt;br /&gt;
** After this card is played, immediately perform the Recruit action (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Recruit Action ====&lt;br /&gt;
During a Recruit action, you can either:&lt;br /&gt;
&lt;br /&gt;
===== Play a Companion Card =====&lt;br /&gt;
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.&lt;br /&gt;
&lt;br /&gt;
In addition to the basic actions already described above, there are two Companion-specific actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pillage:&#039;&#039;&#039; Target 1 opponent and randomly take 2 cards from their hand&lt;br /&gt;
** If either of the 2 cards is a Shield, give both cards back to their owner&lt;br /&gt;
** If neither of the 2 cards is a Shield, choose one card to add to your hand, then return the other card back to its owner&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; You cannot Pillage a Scout who has only one card left in their hand&lt;br /&gt;
* &#039;&#039;&#039;Upgraded Equip:&#039;&#039;&#039; Perform the Equip action, but the cost of the Equipment card is decreased by 1 (you discard 1 less card than usually required)&lt;br /&gt;
&lt;br /&gt;
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
===== Take a Companion Card =====&lt;br /&gt;
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.&lt;br /&gt;
&lt;br /&gt;
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Chain of Actions ====&lt;br /&gt;
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You will discard down to 8 cards at the &amp;lt;u&amp;gt;end&amp;lt;/u&amp;gt; of your turn, but you are allowed to have more than 8 cards in your hand &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; your turn.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s one example of a useful chain of actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play a Companion card from your hand that allows you to perform the Explore action and the Travel action&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw two Journey cards&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play Journey cards (possibly including 1-2 cards that you just drew during the Explore action), including a Stage card, which stops the Travel action and allows you to perform the Recruit action&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Take a Companion card - or if you have another in your hand, play a Companion card (possibly one that allows you to travel again!)&lt;br /&gt;
&lt;br /&gt;
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).&lt;br /&gt;
&lt;br /&gt;
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
=== Part 2 of Your Turn: Optional Mission Action ===&lt;br /&gt;
After performing one of the five possible actions above, you MAY perform the optional &#039;&#039;&#039;Mission&#039;&#039;&#039; action, if it is available to you.&lt;br /&gt;
&lt;br /&gt;
During the Mission action, you may discard &#039;&#039;&#039;one or more&#039;&#039;&#039; Companions &#039;&#039;&#039;of the same clan (same color banner)&#039;&#039;&#039; from your play area. You then perform the top highlighted action of each discarded Companion card.&lt;br /&gt;
&lt;br /&gt;
==== Available Mission Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explorers&#039;&#039;&#039; (gold banner): Perform the Explore action&lt;br /&gt;
* &#039;&#039;&#039;Scavengers&#039;&#039;&#039; (purple banner): Perform the Recycle action&lt;br /&gt;
* &#039;&#039;&#039;Marauders&#039;&#039;&#039; (red banner): Perform the Pillage action&lt;br /&gt;
&lt;br /&gt;
==== Rules ====&lt;br /&gt;
&lt;br /&gt;
* You are not &amp;lt;u&amp;gt;required&amp;lt;/u&amp;gt; to Mission available Companions (you can save them to Mission them on a future turn)&lt;br /&gt;
* If you have multiple Companions from the same clan, you may Mission any number of them (you are not required to Mission all of them)&lt;br /&gt;
* You cannot Mission Companions from multiple clans&lt;br /&gt;
* You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card (but you can Mission Companions from a different clan, if available)&lt;br /&gt;
* If you Mission multiple Marauders, you may pick the same or different targets for each Pillage action&lt;br /&gt;
&lt;br /&gt;
=== Part 3 of Your Turn: Discard Down to 8 Cards (If Needed) ===&lt;br /&gt;
&#039;&#039;&#039;You can have a maximum of 8 cards in your hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number. &lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!&lt;br /&gt;
&lt;br /&gt;
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game).&lt;br /&gt;
&lt;br /&gt;
The Scout closest to the Oasis wins the game.&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22014</id>
		<title>Gamehelpoasis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpoasis&amp;diff=22014"/>
		<updated>2024-07-31T19:56:36Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: Added a bunch of information from the English rulebook!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
Each Scout (player) must fight to be the first to reach the Oasis. &lt;br /&gt;
&lt;br /&gt;
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0. &lt;br /&gt;
&lt;br /&gt;
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).&lt;br /&gt;
&lt;br /&gt;
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.&lt;br /&gt;
&lt;br /&gt;
=== Game Lore ===&lt;br /&gt;
&lt;br /&gt;
==== XXIIIrd Century ====&lt;br /&gt;
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger. &lt;br /&gt;
&lt;br /&gt;
The atomic weapon was used again and caused an increase in the Earth&#039;s temperature. The radiation forced the survivors to flee the ruined cities.&lt;br /&gt;
&lt;br /&gt;
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.&lt;br /&gt;
&lt;br /&gt;
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.&lt;br /&gt;
&lt;br /&gt;
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.&lt;br /&gt;
&lt;br /&gt;
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.&lt;br /&gt;
&lt;br /&gt;
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.&lt;br /&gt;
&lt;br /&gt;
Each Scout begins with 1 Khalla #13 card in their play area. &lt;br /&gt;
&lt;br /&gt;
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.&lt;br /&gt;
&lt;br /&gt;
==== Starting Hand ====&lt;br /&gt;
Each Scout is given 4 Journey cards to form their starting hand. &lt;br /&gt;
&lt;br /&gt;
In 2-player games only, each Scout also starts with a Shield card in their hand.&lt;br /&gt;
&lt;br /&gt;
Each Scout will also choose 1 starting Companion (see below).&lt;br /&gt;
&lt;br /&gt;
==== Choosing a Starting Companion ====&lt;br /&gt;
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.&lt;br /&gt;
&lt;br /&gt;
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.&lt;br /&gt;
&lt;br /&gt;
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.&lt;br /&gt;
&lt;br /&gt;
The last Scout to choose a Companion starts the game.&lt;br /&gt;
=== Part 1 of Your Turn: Mandatory Action ===&lt;br /&gt;
On your turn, you must choose from one of the five possible actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw 2 Journey cards from the Exploration deck and add them to your hand&lt;br /&gt;
* &#039;&#039;&#039;Recycle:&#039;&#039;&#039; Take 1 Journey card from the Ruins and add it to your hand&lt;br /&gt;
* &#039;&#039;&#039;Equip:&#039;&#039;&#039; Discard X cards (Journey, Companion, or Equipment cards) to take 1 Equipment of cost X (see below for more information about this action)&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play any number of Journey cards (see below for more information about this action)&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play 1 Companion card from your hand and immediately perform the 2 actions on its banner  &amp;lt;u&amp;gt;&#039;&#039;&#039;OR&#039;&#039;&#039;&amp;lt;/u&amp;gt;  Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Equip Action ====&lt;br /&gt;
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment. &lt;br /&gt;
&lt;br /&gt;
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.&lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
===== Available Equipment =====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compass&#039;&#039;&#039; (cost: 2 cards)&lt;br /&gt;
** The Compass is considered a Journey card. During a Travel action, a Scout can play it instead of any number (except Oasis #0).&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; (cost: 2 cards)&lt;br /&gt;
** The Shield can provide protection against the Pillage action. This card is passive and remains in the owner&#039;s hand. (See below for more information about the Pillage action.)&lt;br /&gt;
* &#039;&#039;&#039;Map&#039;&#039;&#039; (cost: 3 cards)&lt;br /&gt;
** The Map is played during a Travel action and can replace only the Oasis #0 card. A Scout who plays a Map card immediately wins the game.&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Travel Action ====&lt;br /&gt;
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:&lt;br /&gt;
&lt;br /&gt;
* You cannot completely skip a number, but you can play a Compass card in place of a number you do not have (except Oasis #0)&lt;br /&gt;
** The game will automatically place Compass cards where needed to fill in gaps&lt;br /&gt;
* Playing a &amp;quot;Stage&amp;quot; card ends the current Travel action &lt;br /&gt;
** A Stage card is a Journey card with a &amp;quot;Stop&amp;quot; hand symbol and a Recruit symbol&lt;br /&gt;
** After this card is played, immediately perform the Recruit action (see below for more information about this action)&lt;br /&gt;
&lt;br /&gt;
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!&lt;br /&gt;
&lt;br /&gt;
==== More Information About the Recruit Action ====&lt;br /&gt;
During a Recruit action, you can either:&lt;br /&gt;
&lt;br /&gt;
===== Play a Companion Card =====&lt;br /&gt;
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.&lt;br /&gt;
&lt;br /&gt;
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.&lt;br /&gt;
&lt;br /&gt;
In addition to the basic actions already described above, there are two Companion-specific actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pillage:&#039;&#039;&#039; Target 1 opponent and randomly take 2 cards from their hand&lt;br /&gt;
** If either of the 2 cards is a Shield, give both cards back to their owner&lt;br /&gt;
** If neither of the 2 cards is a Shield, choose one card to add to your hand, then return the other card back to its owner&lt;br /&gt;
** &#039;&#039;&#039;Note:&#039;&#039;&#039; You cannot Pillage a Scout who has only one card left in their hand&lt;br /&gt;
* &#039;&#039;&#039;Upgraded Equip:&#039;&#039;&#039; Perform the Equip action, but the cost of the Equipment card is decreased by 1 (you discard 1 less card than usually required)&lt;br /&gt;
&lt;br /&gt;
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
===== Take a Companion Card =====&lt;br /&gt;
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.&lt;br /&gt;
&lt;br /&gt;
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.&lt;br /&gt;
&lt;br /&gt;
==== Creating a Chain of Actions ====&lt;br /&gt;
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You will discard down to 8 cards at the &amp;lt;u&amp;gt;end&amp;lt;/u&amp;gt; of your turn, but you are allowed to have more than 8 cards in your hand &amp;lt;u&amp;gt;during&amp;lt;/u&amp;gt; your turn.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s one example of a useful chain of actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Play a Companion card from your hand that allows you to perform the Explore action and the Travel action&lt;br /&gt;
* &#039;&#039;&#039;Explore:&#039;&#039;&#039; Draw two Journey cards&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Play Journey cards (possibly including 1-2 cards that you just drew during the Explore action), including a Stage card, which stops the Travel action and allows you to perform the Recruit action&lt;br /&gt;
* &#039;&#039;&#039;Recruit:&#039;&#039;&#039; Take a Companion card - or if you have another in your hand, play a Companion card (possibly one that allows you to travel again!)&lt;br /&gt;
&lt;br /&gt;
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).&lt;br /&gt;
&lt;br /&gt;
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)&lt;br /&gt;
&lt;br /&gt;
=== Part 2 of Your Turn: Optional Mission Action ===&lt;br /&gt;
After performing one of the five possible actions above, you MAY perform the optional &#039;&#039;&#039;Mission&#039;&#039;&#039; action, if it is available to you.&lt;br /&gt;
&lt;br /&gt;
During the Mission action, you may discard &#039;&#039;&#039;one or more&#039;&#039;&#039; Companions &#039;&#039;&#039;of the same clan (same color banner)&#039;&#039;&#039; from your play area. You then perform the top highlighted action of each discarded Companion card.&lt;br /&gt;
&lt;br /&gt;
==== Available Mission Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Explorers&#039;&#039;&#039; (gold banner): Perform the Explore action&lt;br /&gt;
* &#039;&#039;&#039;Scavengers&#039;&#039;&#039; (purple banner): Perform the Recycle action&lt;br /&gt;
* &#039;&#039;&#039;Marauders&#039;&#039;&#039; (red banner): Perform the Pillage action&lt;br /&gt;
&lt;br /&gt;
==== Rules ====&lt;br /&gt;
&lt;br /&gt;
* You are not &amp;lt;u&amp;gt;required&amp;lt;/u&amp;gt; to Mission available Companions (you can save them to Mission them on a future turn)&lt;br /&gt;
* If you have multiple Companions from the same clan, you may Mission any number of them (you are not required to Mission all of them)&lt;br /&gt;
* You cannot Mission Companions from multiple clans&lt;br /&gt;
* You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card (but you can Mission Companions from a different clan, if available)&lt;br /&gt;
* If you Mission multiple Marauders, you may pick the same or different targets for each Pillage action&lt;br /&gt;
&lt;br /&gt;
=== Part 3 of Your Turn: Discard Down to 8 Cards (If Needed) ===&lt;br /&gt;
&#039;&#039;&#039;You can have a maximum of 8 cards in your hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number. &lt;br /&gt;
&lt;br /&gt;
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)&lt;br /&gt;
&lt;br /&gt;
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!&lt;br /&gt;
&lt;br /&gt;
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game).&lt;br /&gt;
&lt;br /&gt;
The Scout closest to the Oasis wins the game.&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdaybreak&amp;diff=19246</id>
		<title>Gamehelpdaybreak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdaybreak&amp;diff=19246"/>
		<updated>2023-12-18T23:47:56Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: Changed text in &amp;quot;emissions stage&amp;quot; to correct heading formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game in which the players collectively need to win within 6 rounds or less, by sequestering more carbon than they produce and then surviving that round&#039;s crises.&lt;br /&gt;
&lt;br /&gt;
==Start of game==&lt;br /&gt;
&lt;br /&gt;
Players each start as a particular region/faction, each with their own starting values and starting projects. During the game, players can strengthen their projects by adding/stacking cards on their projects. &lt;br /&gt;
&lt;br /&gt;
The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or taking too many rounds can cause game loss.&lt;br /&gt;
&lt;br /&gt;
==Stages in a Round==&lt;br /&gt;
The following stage headings below are followed each round. See each section for what that stage includes.&lt;br /&gt;
&lt;br /&gt;
== Global Stage ==&lt;br /&gt;
Draw new crisis cards, putting one face up and others face down. The amount of crises is determined by the current level on the Thermometer.&lt;br /&gt;
&lt;br /&gt;
Draw 2 Global Project cards, pick one as a group to keep, and discard the other. If there&#039;s already 4 Global Projects out, then discard down to 4 as well.&lt;br /&gt;
&lt;br /&gt;
== Local Stage ==&lt;br /&gt;
Each player draws 5 cards and reveals them. Players take actions at the same time, using these cards to interact with their card stacks in a few ways. &lt;br /&gt;
&lt;br /&gt;
==== Start a Local Project ====&lt;br /&gt;
This action allows you to play a new card on top of a pre-existing stack. When this happens, the ability of the old card is no longer available, but its symbols remain. (You don&#039;t have to meet a card&#039;s requirements to play the card, only use to its action.)&lt;br /&gt;
&lt;br /&gt;
==== Take a Local Action ====&lt;br /&gt;
This allows you to use the top ability in a stack. Some cards become stronger, the more of a particular symbol is in their stack, and some cards requires certain symbols to be in the card&#039;s stack in order to use it.  &lt;br /&gt;
&lt;br /&gt;
You may use the top action in the Local Stage as many times as you can, even coming back to it later, up to limits on the card. (The game will track this for you, using carbon cubes.) &lt;br /&gt;
&lt;br /&gt;
Note you can use a project&#039;s action, cover the old project with a new one, then use the new project&#039;s action in the same turn. This allows you to take several actions in one turn with the same stack.&lt;br /&gt;
&lt;br /&gt;
==== Support a Card ====&lt;br /&gt;
You can tuck a card behind an existing project to simply contribute its symbols. This can be used on Local, Global, and/or Crisis cards. On Local cards, it may make the action stronger. On Global cards, it helps unlock the ability. On Crisis cards, it will reduce or cancel the effect.&lt;br /&gt;
&lt;br /&gt;
== Emissions Stage ==&lt;br /&gt;
&lt;br /&gt;
==== Check energy demand and add emissions ====&lt;br /&gt;
First, if any player&#039;s Energy Demand is more than their Total Energy count (Clean + Dirty), they must take Community in Crisis Tokens equal to the difference.&lt;br /&gt;
&lt;br /&gt;
Then, each player adds Carbon cubes to the Recent Emissions area equal to their Dirty Energy + Emissions. (This is unaffected by meeting or failing to meet your Energy Demand.) You must count all of your Dirty Energy tokens each round, even if you can meet your demand more efficiently with Clean Energy tokens.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Sequester carbon&#039;&#039;&#039; ====&lt;br /&gt;
Remove Carbon cubes from the Recent Emissions area based on the value of Trees, Oceans, and Direct Air Capture (DAC) tokens on the central board. (DAC tokens are added by certain cards and function exactly like Trees and Oceans in sequestering Carbon.) This is Carbon that was successfully sequestered and will not lead to rising temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Check for Drawdown ====&lt;br /&gt;
After you Sequester Carbon, if you have 0 Carbon cubes in the Recent Emissions area, and there is remaining unused value in your Trees, Oceans, and/or DAC tokens, you have reached an important milestone: &#039;&#039;&#039;Drawdown!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Continue sequestering Carbon onto the board, but instead of taking cubes from the Recent Emissions area, take them from the Thermometer, breaking Temperature Bands into Carbon cubes as needed. (Removing these cubes may help you survive the Crisis stage later this round.)&lt;br /&gt;
&lt;br /&gt;
If you trigger Drawdown, you only need to survive one final Crisis stage, and then you win!&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;If you did not trigger Drawdown, adjust temperature&#039;&#039;&#039; ====&lt;br /&gt;
If Drawdown did not trigger, add any remaining Carbon cubes to the thermometer. The Thermometer is filled bottom to top, left to right -- one column per player (for example, in a 3 player game, the rightmost space in each row will be empty). &lt;br /&gt;
&lt;br /&gt;
Note each Thermometer space has room for 5 Carbon Cubes, stacked like a pyramid. When a row is completely filled (i.e. 5/10/15/20 Carbon Cubes) the cubes are wiped off and replaced with a Temperature Band. More temperature bands means more dice rolls, more hazards, and possibly stronger crisis effects. (If you complete a row which has more Crisis cards, add a new face down Crisis card to be resolved.)&lt;br /&gt;
&lt;br /&gt;
==Crisis Stage==&lt;br /&gt;
&lt;br /&gt;
==== Planetary Die ====&lt;br /&gt;
Roll the Planetary Die once per temperature band, and resolve the dice roll by adding a token to the corresponding row. If this token goes on a tipping point (or the row is already full), an additional hazard occurs:&lt;br /&gt;
&lt;br /&gt;
*Change in Major Weather Systems: Draw 2 more Crisis Cards to reveal&lt;br /&gt;
*Desertification: Remove 1 tree per player&lt;br /&gt;
*Dieback of the Amazon: Add 1 Carbon Cube per player AND Remove 1 tree per player&lt;br /&gt;
*Loss of Arctic Sea Ice: Add 2 Carbon Cubes per player DIRECTLY to Thermometer&lt;br /&gt;
*Thawing Permafrost: Add 2 Carbon Cubes per player&lt;br /&gt;
*Ocean Acidification: Remove 1 Ocean per player&lt;br /&gt;
&lt;br /&gt;
==== Crisis Cards ====&lt;br /&gt;
Resolve all Crisis cards in order. Examples of Crisis effects:  &lt;br /&gt;
&lt;br /&gt;
*All players must discard one card per temperature band (reduced by resilience)&lt;br /&gt;
*All players gain 1 community in crisis per temperature band (reduced by resilience)&lt;br /&gt;
*All players lose 1 social resilience&lt;br /&gt;
*The player with the most pink symbols must discard two cards with them&lt;br /&gt;
*Passive: Players may not remove dirty energy (tuck to remove this)&lt;br /&gt;
*Passive: No crisis cards may be revealed/forecast (tuck to remove this)&lt;br /&gt;
&lt;br /&gt;
====Resolving Crisis Effects====&lt;br /&gt;
Resilience can be gained through individual local projects. Note each person reduces the crisis effect individually according to their own resilience. Resilience level is not used up when decreasing a crisis&#039;s effect.  &lt;br /&gt;
&lt;br /&gt;
If you need to lose a card, token, resilience, and don&#039;t have one, take a Community in Crisis token instead.&lt;br /&gt;
&lt;br /&gt;
When adding Community in Crisis tokens, add them left to right, top to bottom. A player with 4 or more will draw 1 fewer Local Card, and a player with 8 or more will draw 2 fewer Local Cards. &lt;br /&gt;
&lt;br /&gt;
When discarding a card from your play area, you may choose any card -- not just the top one, though if you do discard the top one, this will allow the effect just beneath it to be usable.&lt;br /&gt;
&lt;br /&gt;
==Growth Stage==&lt;br /&gt;
&lt;br /&gt;
If you achieved Drawdown earlier and didn&#039;t lose during the Crisis stage, then you win!&lt;br /&gt;
&lt;br /&gt;
If not, advance the round tracker (if this was round 6, you lose), Then advance your energy demand based on your society (U.S. &amp;amp; Europe +1, China +2, Majority World +3)&lt;br /&gt;
==End of Game==&lt;br /&gt;
&lt;br /&gt;
Everyone wins during Growth if you reached &amp;quot;Drawdown&amp;quot; and survived the Crisis stage.&lt;br /&gt;
&lt;br /&gt;
Everyone loses if any of the following are reached:&lt;br /&gt;
&lt;br /&gt;
*The Thermometer reaches 8 Bands&lt;br /&gt;
*Any player has 12 or more communities in crisis&lt;br /&gt;
*You haven&#039;t won at the end of round 6 (start of round 7)&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdaybreak&amp;diff=19244</id>
		<title>Gamehelpdaybreak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdaybreak&amp;diff=19244"/>
		<updated>2023-12-18T23:45:10Z</updated>

		<summary type="html">&lt;p&gt;Sunflowerliz: Improved language around the emissions and sequestering carbon stages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This is a co-operative game in which the players collectively need to win within 6 rounds or less, by sequestering more carbon than they produce and then surviving that round&#039;s crises.&lt;br /&gt;
&lt;br /&gt;
==Start of game==&lt;br /&gt;
&lt;br /&gt;
Players each start as a particular region/faction, each with their own starting values and starting projects. During the game, players can strengthen their projects by adding/stacking cards on their projects. &lt;br /&gt;
&lt;br /&gt;
The goal is to decrease emissions to meet the current sequestered amount. Having too many communities in crisis, too high a temperature, or taking too many rounds can cause game loss.&lt;br /&gt;
&lt;br /&gt;
==Stages in a Round==&lt;br /&gt;
The following stage headings below are followed each round. See each section for what that stage includes.&lt;br /&gt;
&lt;br /&gt;
== Global Stage ==&lt;br /&gt;
Draw new crisis cards, putting one face up and others face down. The amount of crises is determined by the current level on the Thermometer.&lt;br /&gt;
&lt;br /&gt;
Draw 2 Global Project cards, pick one as a group to keep, and discard the other. If there&#039;s already 4 Global Projects out, then discard down to 4 as well.&lt;br /&gt;
&lt;br /&gt;
== Local Stage ==&lt;br /&gt;
Each player draws 5 cards and reveals them. Players take actions at the same time, using these cards to interact with their card stacks in a few ways. &lt;br /&gt;
&lt;br /&gt;
==== Start a Local Project ====&lt;br /&gt;
This action allows you to play a new card on top of a pre-existing stack. When this happens, the ability of the old card is no longer available, but its symbols remain. (You don&#039;t have to meet a card&#039;s requirements to play the card, only use to its action.)&lt;br /&gt;
&lt;br /&gt;
==== Take a Local Action ====&lt;br /&gt;
This allows you to use the top ability in a stack. Some cards become stronger, the more of a particular symbol is in their stack, and some cards requires certain symbols to be in the card&#039;s stack in order to use it.  &lt;br /&gt;
&lt;br /&gt;
You may use the top action in the Local Stage as many times as you can, even coming back to it later, up to limits on the card. (The game will track this for you, using carbon cubes.) &lt;br /&gt;
&lt;br /&gt;
Note you can use a project&#039;s action, cover the old project with a new one, then use the new project&#039;s action in the same turn. This allows you to take several actions in one turn with the same stack.&lt;br /&gt;
&lt;br /&gt;
==== Support a Card ====&lt;br /&gt;
You can tuck a card behind an existing project to simply contribute its symbols. This can be used on Local, Global, and/or Crisis cards. On Local cards, it may make the action stronger. On Global cards, it helps unlock the ability. On Crisis cards, it will reduce or cancel the effect.&lt;br /&gt;
&lt;br /&gt;
== Emissions Stage ==&lt;br /&gt;
&lt;br /&gt;
==== Check energy demand and add emissions ====&lt;br /&gt;
First, if any player&#039;s Energy Demand is more than their Total Energy count (Clean + Dirty), they must take Community in Crisis Tokens equal to the difference.&lt;br /&gt;
&lt;br /&gt;
Then, each player adds Carbon cubes to the Recent Emissions area equal to their Dirty Energy + Emissions. (This is unaffected by meeting or failing to meet your Energy Demand.) You must count all of your Dirty Energy tokens each round, even if you can meet your demand more efficiently with Clean Energy tokens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sequester carbon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove Carbon cubes from the Recent Emissions area based on the value of Trees, Oceans, and Direct Air Capture (DAC) tokens on the central board. (DAC tokens are added by certain cards and function exactly like Trees and Oceans in sequestering Carbon.) This is Carbon that was successfully sequestered and will not lead to rising temperatures.&lt;br /&gt;
&lt;br /&gt;
==== Check for Drawdown ====&lt;br /&gt;
After you Sequester Carbon, if you have 0 Carbon cubes in the Recent Emissions area, and there is remaining unused value in your Trees, Oceans, and/or DAC tokens, you have reached an important milestone: &#039;&#039;&#039;Drawdown!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Continue sequestering Carbon onto the board, but instead of taking cubes from the Recent Emissions area, take them from the Thermometer, breaking Temperature Bands into Carbon cubes as needed. (Removing these cubes may help you survive the Crisis stage later this round.)&lt;br /&gt;
&lt;br /&gt;
If you trigger Drawdown, you only need to survive one final Crisis stage, and then you win!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you did not trigger Drawdown, adjust temperature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Drawdown did not trigger, add any remaining Carbon cubes to the thermometer. The Thermometer is filled bottom to top, left to right -- one column per player (for example, in a 3 player game, the rightmost space in each row will be empty). &lt;br /&gt;
&lt;br /&gt;
Note each Thermometer space has room for 5 Carbon Cubes, stacked like a pyramid. When a row is completely filled (i.e. 5/10/15/20 Carbon Cubes) the cubes are wiped off and replaced with a Temperature Band. More temperature bands means more dice rolls, more hazards, and possibly stronger crisis effects. (If you complete a row which has more Crisis cards, add a new face down Crisis card to be resolved.)&lt;br /&gt;
&lt;br /&gt;
==Crisis Stage==&lt;br /&gt;
&lt;br /&gt;
==== Planetary Die ====&lt;br /&gt;
Roll the Planetary Die once per temperature band, and resolve the dice roll by adding a token to the corresponding row. If this token goes on a tipping point (or the row is already full), an additional hazard occurs:&lt;br /&gt;
&lt;br /&gt;
*Change in Major Weather Systems: Draw 2 more Crisis Cards to reveal&lt;br /&gt;
*Desertification: Remove 1 tree per player&lt;br /&gt;
*Dieback of the Amazon: Add 1 Carbon Cube per player AND Remove 1 tree per player&lt;br /&gt;
*Loss of Arctic Sea Ice: Add 2 Carbon Cubes per player DIRECTLY to Thermometer&lt;br /&gt;
*Thawing Permafrost: Add 2 Carbon Cubes per player&lt;br /&gt;
*Ocean Acidification: Remove 1 Ocean per player&lt;br /&gt;
&lt;br /&gt;
==== Crisis Cards ====&lt;br /&gt;
Resolve all Crisis cards in order. Examples of Crisis effects:  &lt;br /&gt;
&lt;br /&gt;
*All players must discard one card per temperature band (reduced by resilience)&lt;br /&gt;
*All players gain 1 community in crisis per temperature band (reduced by resilience)&lt;br /&gt;
*All players lose 1 social resilience&lt;br /&gt;
*The player with the most pink symbols must discard two cards with them&lt;br /&gt;
*Passive: Players may not remove dirty energy (tuck to remove this)&lt;br /&gt;
*Passive: No crisis cards may be revealed/forecast (tuck to remove this)&lt;br /&gt;
&lt;br /&gt;
====Resolving Crisis Effects====&lt;br /&gt;
Resilience can be gained through individual local projects. Note each person reduces the crisis effect individually according to their own resilience. Resilience level is not used up when decreasing a crisis&#039;s effect.  &lt;br /&gt;
&lt;br /&gt;
If you need to lose a card, token, resilience, and don&#039;t have one, take a Community in Crisis token instead.&lt;br /&gt;
&lt;br /&gt;
When adding Community in Crisis tokens, add them left to right, top to bottom. A player with 4 or more will draw 1 fewer Local Card, and a player with 8 or more will draw 2 fewer Local Cards. &lt;br /&gt;
&lt;br /&gt;
When discarding a card from your play area, you may choose any card -- not just the top one, though if you do discard the top one, this will allow the effect just beneath it to be usable.&lt;br /&gt;
&lt;br /&gt;
==Growth Stage==&lt;br /&gt;
&lt;br /&gt;
If you achieved Drawdown earlier and didn&#039;t lose during the Crisis stage, then you win!&lt;br /&gt;
&lt;br /&gt;
If not, advance the round tracker (if this was round 6, you lose), Then advance your energy demand based on your society (U.S. &amp;amp; Europe +1, China +2, Majority World +3)&lt;br /&gt;
==End of Game==&lt;br /&gt;
&lt;br /&gt;
Everyone wins during Growth if you reached &amp;quot;Drawdown&amp;quot; and survived the Crisis stage.&lt;br /&gt;
&lt;br /&gt;
Everyone loses if any of the following are reached:&lt;br /&gt;
&lt;br /&gt;
*The Thermometer reaches 8 Bands&lt;br /&gt;
*Any player has 12 or more communities in crisis&lt;br /&gt;
*You haven&#039;t won at the end of round 6 (start of round 7)&lt;/div&gt;</summary>
		<author><name>Sunflowerliz</name></author>
	</entry>
</feed>