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	<updated>2026-11-10T19:32:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpreefgardens&amp;diff=29423</id>
		<title>Gamehelpreefgardens</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpreefgardens&amp;diff=29423"/>
		<updated>2026-04-15T22:07:06Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: Complete overhaul, previous version was for a different game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Game overview:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The aim is to plant corals on the seabed in such a way that they score as many victory points as possible.&lt;br /&gt;
Points are scored for each coral tile planted and, if applicable, for shell tiles.&lt;br /&gt;
&lt;br /&gt;
Points are also awarded to the players who have the largest adjacent coral reefs when the underwater stations are scored. You need research funds (money) to create new reefs which can be obtained by closing your own reefs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turn:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On your turn, choose between the two available actions: &#039;&#039;Planting or Surfacing&#039;&#039;. Passing is not allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action: Planting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select a row in the underwater nursery and take all the coral tiles there. You must pay 1 money for each coral tile you acquire. If you do not have enough money to purchase the complete row, you cannot choose the row.&lt;br /&gt;
You must always take all coral tiles in a row and plant them immediately. Coral tiles that you cannot or do not want to plant are discarded from the game. You lose 3 points for each coral tile you discard.&lt;br /&gt;
&lt;br /&gt;
After you have taken tiles, if there are only 3 or fewer coral tiles left in the nursery, a new underwater station will appear on the map and the nursery will be refilled with new coral tiles.&lt;br /&gt;
&lt;br /&gt;
When Planting, you can also use any number of your collected shell tiles before, during or after the action for the associated bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planting rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Coral reefs may only be planted on free spaces or spaces containing shell tiles. This means that no tiles may be planted on caves or building sites reserved for underwater stations.&lt;br /&gt;
* A new coral reef must always start at an underwater station. To do this the first tile of the new reef must be placed on one of the four starting spaces orthogonally adjacent to an underwater station.&lt;br /&gt;
&lt;br /&gt;
* Existing coral reefs that you already own can be extended by placing tiles of the same type orthogonally adjacent to each other (side by side, not diagonally).&lt;br /&gt;
&lt;br /&gt;
* A player’s own coral reef may not be connected to another player’s coral reef of the same type.&lt;br /&gt;
&lt;br /&gt;
When you start a new reef at an underwater station, you take one of your divers from the player board and place it on the tile. If you extend your own reef (marked with a diver) with a coral tile of the same type, you do not have to place another diver on it. On each connected reef, only one diver marks who owns the reef. The reef background also marks the owner on BGA.&lt;br /&gt;
&lt;br /&gt;
As soon as you close a reef with the Surfacing action, it becomes neutral. Neutral reefs do not belong to anyone, but they can become the property of a player when merged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fusion with own or neutral coral reefs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Coral reefs of the same coral species can be merged under certain circumstances:&lt;br /&gt;
&lt;br /&gt;
* If you connect 2 of your own coral reefs of the same type, both reefs are merged and one of the divers is immediately returned to your player board. You do not receive any new research funds for taking the diver back.&lt;br /&gt;
* You can merge your own reef with a neutral reef of the same type, provided that the neutral reef —before it is merged— is the same size or smaller than your own reef. However, if the neutral reef is larger, the two reefs may not be merged.&lt;br /&gt;
* If you can connect several neutral reefs to your own at the same time, the condition must be met for each individual reef. Your own reef must therefore be larger or the same size as each individual neutral reef. If one of the neutral reefs is larger than your own, the reefs cannot be merged.&lt;br /&gt;
&lt;br /&gt;
If you place a coral tile on a space containing a shell tile, you take this tile and place it face up in front of you. Some of the shell tiles allow additional actions. You can use these tiles in any number and in any order during the Planting action. The tile that you used to perform an action is then removed from the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring after Planting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After you have performed the Planting action, you must check whether an underwater station will be scored.&lt;br /&gt;
&lt;br /&gt;
* If, at the end of a turn, all 8 spaces around an underwater station are occupied (by coral or shell tiles or by spaces showing a cave), this underwater station is scored.&lt;br /&gt;
* Now determine which player has the most coral tiles in all their reefs adjacent to this underwater station, including diagonally. To do this, first check which reefs occupied by divers are connected to the underwater station, i.e., which have at least one tile adjacent to the station on one of the 8 surrounding spaces. Neutral reefs are ignored. Then, for each player, count the coral tiles on their reefs. If a player has multiple reefs adjacent to the underwater station, the tiles from all reefs are added together.&lt;br /&gt;
* Whoever has the most coral tiles belonging to reefs adjacent to the underwater station receives the higher value indicated on the underwater station. The player with the second most coral tiles receives the lower value indicated. If more players have adjacent coral reefs, but they are not as large, they do not score any points.&lt;br /&gt;
* If several players are tied for the most coral tiles, they all receive the higher score. The score for 2nd place is then omitted. If there are several players who are tied for the second most coral tiles, they all receive the lower score.&lt;br /&gt;
* If only one player has coral tiles adjacent to the underwater station, they only receive the higher point value.&lt;br /&gt;
&lt;br /&gt;
After an underwater station has been scored, the station tile is turned over so that it cannot be scored again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action: Surfacing:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Instead of planting, if you own at least one coral reef, you can also close any number of your own reefs and retrieve their divers by selecting the Surfacing action. This will give you new research funds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close and score coral reef:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Remove your diver from the reef you are closing and put him back on your player board.&lt;br /&gt;
* You receive 1 victory point for each coral tile of a reef that you close. You receive 1 additional victory point for each clownfish in your closed reef.&lt;br /&gt;
&lt;br /&gt;
The closed coral reefs remain on the seabed. They do not belong to anyone and are considered neutral. No further coral tiles can be added to neutral reefs. However, they can be taken over again through merging and expanded again after that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research funds:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you choose the Surfacing action, you must close at least one reef, but you may close as many of your own reefs as you like. You will now receive new research funds. These are based on the number of divers on your player board at the end of this action. The more divers you have on your board, the more money you receive, according to the table below:&lt;br /&gt;
&lt;br /&gt;
* 1 diver 2 money&lt;br /&gt;
* 2 divers 4 money&lt;br /&gt;
* 3 divers 6 money&lt;br /&gt;
* 4 divers 7 money&lt;br /&gt;
* 5 divers 8 money&lt;br /&gt;
&lt;br /&gt;
The maximum amount of funds is 12. Any income above this is forfeited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game ends when the underwater nursery is empty and can no longer be refilled. Final scoring follows:&lt;br /&gt;
&lt;br /&gt;
* All underwater stations that have not yet been completely surrounded are now scored. The player with the most coral tiles in their reefs adjacent to a station receives the lower point value on the station tile. Any other players with reefs adjacent to this station receive no points. If there are several players tied for the most coral tiles, they each receive the lower score.&lt;br /&gt;
* All coral reefs on which you have divers are scored. Count the coral tiles on your reefs and score 1 victory point per tile. Then add an additional point for each tile with a clownfish.&lt;br /&gt;
* Finally, you receive 1 victory point for each shell tile in front of you. Shoal tiles instead score the number of points printed on them.&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpriichimahjong&amp;diff=22280</id>
		<title>Gamehelpriichimahjong</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpriichimahjong&amp;diff=22280"/>
		<updated>2024-08-23T09:45:28Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: Added clarification that claiming discarded tiles is only possible when the tile is being discarded, and not for tiles previously discarded.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Brief description =&lt;br /&gt;
&lt;br /&gt;
Japanese Mahjong is played through several hands. In each hand, the goal is to construct a valid Mahjong hand from drawn and/or claimed tiles. The set of tiles consists of three regular suits (character, bamboo, circle) and two special suits (so-called honor tiles: dragons and winds). In the regular suits there are 4x9 tiles numbered 1-9 whereas there are 4x4 wind tiles and 4x3 dragon tiles. The total number of tiles is 136. The player seats each have an associated wind direction and are rotated according to specific rules as hands are played.&lt;br /&gt;
&lt;br /&gt;
To achieve a valid hand, that hand must generally consist of 4 sets and a pair. The sets can be either sequences of three tiles in the regular suits or triplets or quadruplets (three or four identical tiles) with two notable exceptions (see below). Sets can be completed by drawing tiles (regular play is in counterclockwise order) or by claiming tiles as they are being discarded by other players to form a so-called meld. Sequences can be only be called from discards made by the player to the left. Unless quadruplets occur, a hand consists of 14 (3x4 + 2) tiles and players discard down to 13. For every quadruplet, a replacement tile is drawn.&lt;br /&gt;
&lt;br /&gt;
Japanese Mahjong is particular in that each valid hand must also fulfill at least one scoring condition (Yaku). These Yaku are properties of hands, and the most important ones are listed below. Different Yaku are worth different numbers of big points (Han). Secondly, the game is particular because some of the tiles (at random) are used up as so-called Dora indicators. The indicators identify tiles that will add Han to a hand, specifically the one that is next in sequence. More Dora tiles become available through forming quadruplets and through Riichi bets. &lt;br /&gt;
&lt;br /&gt;
The calls for completed melds are Chi/Chii/Chow (sequence), Pon/Pong/Pung (triplet), and Kan/Kang/Kong (quadruplet). The calls to complete a winning hand are Tsumo if it is a drawn tile and Ron if it is a tile that was just discarded. A pair can only be completed from a called tile if the call is Ron. A tile that does not complete a meld or hand can never be called. Riichi is a special call that indicates that a 1000-point bet is placed. The bet is to complete a hand without altering it from this point on. It is available when the hand misses exactly one tile. The two main benefits of calling Riichi are hidden Dora tiles (also called Ura-Dora) and, most importantly, the fact that a Riichi call is a Yaku in itself.&lt;br /&gt;
&lt;br /&gt;
The final value of a hand is calculated from its Yaku and sets. Unless the hand has many Han, there are also small points (Fu) that are used to compute the score.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Yaku =&lt;br /&gt;
&lt;br /&gt;
Some Yaku give variable Han depending on whether a hand relied on any open meld (open hand) or not (closed hand). Note that a meld-free hand completed via Ron is always considered closed, but the specific set is no longer considered concealed. For these variable Yaku, the lower number refers to open hands.&lt;br /&gt;
&lt;br /&gt;
== Common call-based Yaku ==&lt;br /&gt;
Riichi (1 Yaku), Ippatsu (completing hand within a single round after calling Riichi, 1 Han)&lt;br /&gt;
&lt;br /&gt;
== Common basic Yaku ==&lt;br /&gt;
All simples (no terminal or honor tile in any of the sets, 1 Han), no-points hand (a closed hand free of any additional Fu, 1 Han), fully concealed hand (completing a closed hand via Tsumo, 1 Han)&lt;br /&gt;
&lt;br /&gt;
== Common honors-based Yaku ==&lt;br /&gt;
Triplet or quadruplet of round wind, seat wind, or any dragon (1 Han each; if round wind and seat wind coincide, both count)&lt;br /&gt;
&lt;br /&gt;
== Common sequence-based Yaku ==&lt;br /&gt;
Identical sequences in all three suits (1 or 2 Han), duplicated sequence in the same suit (1 Han, only for closed hand)&lt;br /&gt;
&lt;br /&gt;
== Common terminal-based Yaku ==&lt;br /&gt;
Clean outside hand (all sets involve 1 or 9 tiles of the standard suits, 2 or 3 Han), mixed outside hand (all sets involve 1 or 9 tiles of the standard suits or honor tiles, 1 or 2 Han)&lt;br /&gt;
&lt;br /&gt;
== Common triplet-based Yaku ==&lt;br /&gt;
Three concealed triplets (2 Han), all-triplet hand (no sequences, 2 Han), three identical triplets in the standard suits (2 Han)&lt;br /&gt;
&lt;br /&gt;
== Common suit-based Yaku ==&lt;br /&gt;
Full flush (all sets from the same standard suit, 5 or 6 Han), half flush (all sets from the same standard suit or honor tiles, 2 or 3 Han)&lt;br /&gt;
&lt;br /&gt;
In addition, there are rarer Yaku including the most valuable hands of them all: Yakuman hands (see below for a full list). There are two exceptions to the general structure of Mahjong hands: the first is a Yaku (2 Han) called 7 pairs, which is always a closed hand consisting of 7 different pairs. The second is a Yakuman hand called 13 orphans that consists of all 13 different terminal (1/9) and honor tiles and an additional tile from the same set of 13 tiles. Naturally, this is also always a closed hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Scoring =&lt;br /&gt;
&lt;br /&gt;
== Exchange of points ==&lt;br /&gt;
If a hand is won by Tsumo, all other players pay the winner. If a hand is won by Ron, only the discarder pays the one or, rarely, more winners. The value depends on both Han and Fu unless the hand has at least 5 Han. The player sitting in the East seat (the dealer) always pays and gains more points. The other three seats are all equivalent in terms of scoring. A single round is completed after the seats have rotated once in full. However, the seats rotate only if the dealer does not win. A hand ends in a draw if no winning hand is declared before the tiles run out. The scoring in a draw is particular and depends on whether hands are declared to be what is called Tenpai (one tile away from being complete) or not. The total sum of points involved is always 3000.&lt;br /&gt;
&lt;br /&gt;
The small points (Fu) are awarded to sets themselves. Sequences are worth nothing. Concealed triplets are always twice as valuable as open ones. Triplets of honor or terminal tiles are twice as valuable as triplets of common suit tiles (2-8). Quadruplets are four times as valuable as the corresponding triplets. Some Fu are given to the pair if it is a relevant wind or dragon. Finally, the base Fu of a hand are 30 (concealed hand winning by Ron), 25 (7 pairs hand), or 20 (all other cases).&lt;br /&gt;
&lt;br /&gt;
== Dora tiles ==&lt;br /&gt;
Anytime a quadruplet is formed, a replacement tile is drawn from the dead wall, and a new Dora indicator is revealed (unless the use of these Kan-Dora has been disabled while setting up the table). Together with the 4 replacement tiles, the Dora indicators are part of the 14-tile dead wall. One indicator is revealed at the start of each round. Each tile that is next in rank after the indicator in the same suit will count as 1 Han in a winning hand. For the standard suits, 9 wraps back to 1, for the winds, the order is ESWN, wrapping back from N to E. For dragons, the order is by Japanese alphabetical order (chun (red), haku (white), hatsu (green)), wrapping back from green to red. There can never be more than 4 quadruplets formed in a single hand, at which point all 5 Dora indicators in the top row might be visible. The ones below are the aforementioned Ura- or hidden Dora. They will be revealed only if a player who called Riichi wins a hand. This means that a maximum of 10 types of tiles could be Dora tiles. As a result, the call to form a quadruplet must be made with care. It is much safer to do so if Kan-Dora are not in use.&lt;br /&gt;
&lt;br /&gt;
= Strategy =&lt;br /&gt;
&lt;br /&gt;
== Hand building ==&lt;br /&gt;
Generally speaking, Mahjong allows only drawing, discarding, and calling tiles, which means that the basic options are not complex. In Japanese Mahjong, it is frequently beneficial to keep the hand closed, that is, to refrain from forming melds through calling tiles. Because of the one-Yaku requirement, indiscriminate tile calls can easily lead to a hand that is virtually impossible to rescue. In particular, calls for sequences involving terminal tiles should be evaluated carefully. The reason is that the three simplest and most common Yaku, Riichi, all-simples, and the no-points hand, all become impossible by such a call. Building toward specific, rarer hands usually makes sense only if the hand drawn initially is well on its way towards completion. In these cases, tile calls are often essential to have a realistic chance.&lt;br /&gt;
&lt;br /&gt;
== Defensive play ==&lt;br /&gt;
Players begin to get an idea of the hands of other players through two main mechanisms: open melds and discarded tiles. The discarded tiles are visible for everyone and remain associated with each player. On average, the safest tiles to discard are wind tiles that are neither seat nor round wind. All honors tiles have the advantage that they play very limited roles, so the discard tableaus will give good hints if, for example, a particular dragon tile is safe to discard. In the standard suits, terminal tiles are, on average, safer to discard than central tiles because they can complete fewer sequences and because they need to be avoided for several Yaku. Later in a hand, the hopes to complete one&#039;s own hand might be so small that the priority becomes to avoid discarding tiles that lead to a Ron call. In a bad hand, it might be worthwhile to discard dangerous tiles early and hold on to safer tiles. Avoiding discards that complete hands is nearly as important as winning hands in Japanese Mahjong.&lt;br /&gt;
&lt;br /&gt;
== Furiten == &lt;br /&gt;
The discard tableau plays another important role: a tile that would complete a player&#039;s hand found among the discards means that that player is in a state called Furiten. In this state, the player cannot win a hand by Ron. This rule has the very useful consequence that discarding a tile that is found in someone else&#039;s discards is always a safe defensive play against that player. Similarly, the rule means that it is unwise to change frequently the sets targeted for one&#039;s own hand. In doing so, the discard tableau will inevitably fill up with many different and unrelated tiles, which increases the chance of being Furiten and makes it easier for other players to discard tiles. Players must watch out, however, that this applies also to discarded tiles that were claimed by other players, which are consequently no longer in the discard tableau. This is why melded sets always indicate the source of the called tile by the placement of the sideways tile in the set (left: player to the left; center: player across; right: player to the right).&lt;br /&gt;
&lt;br /&gt;
= BGA implementation =&lt;br /&gt;
&lt;br /&gt;
== User interface ==&lt;br /&gt;
Players can discard tiles, when it is their turn, by clicking on them. There is a player preference to turn on a confirmation button that can be useful when playing on small screens. Other options on a player&#039;s turn are buttons to form a &amp;quot;secret&amp;quot; quadruplet or an appended quadruplet. The former keeps the hand closed and is counted as a concealed set even though it is visible to other players. Finally, if the drawn tile completes a winning hand, the Tsumo button will be available. Use it to declare a win. The best scoring hand in terms of Han has to be selected according to the rules, and this is done automatically. Players do not have to denote or score hands on their own.&lt;br /&gt;
&lt;br /&gt;
Whenever you discard a tile and you still have a closed hand and have not called Riichi yet, you can check the box next to Riichi close to your name and seat information. In real life, a Riichi call is done accompanying the discard and, to emphasize this, a notification is sent immediately to all players. Importantly, this only applies to a valid declaration. An invalid declaration occurs when the resultant hand is not actually one tile away from a winning hand (not in Tenpai yet). In this case, the attempted declaration will be invisible to other players and only you get a corresponding notification. Some valid Riichi calls can lead to a dead hand if the winning tiles are all used up already. This is something players have to monitor themselves. On other players&#039; discarded tiles, buttons for tile calls or declaring a win via Ron will appear automatically. You never click directly on a discarded tile. The tile calls (Pon for a triplet, Kan for a quadruplet, and Chi for sequences) are clarified as needed in the button text itself. Passing on a Ron call puts the player at least temporarily in Furiten (permanent if Riichi was called prior).&lt;br /&gt;
&lt;br /&gt;
If a game ends in an exhaustive draw, buttons appear to declare a Tenpai (hand one tile way) or Noten (anything else) hand. Sometimes both calls are eligible, and it is very rarely useful to not call Tenpai in this situation. The only downside of the call is that the hand is revealed to all players.&lt;br /&gt;
 &lt;br /&gt;
Tooltips explain the Dora indicators, the piles of remaining tiles (wall tiles), the bonus counter and Riichi bets on the table, as well as open tiles. The tile set itself can be changed via player preference. The &amp;quot;abstract&amp;quot; set is an original design meant to be readable universally. When a player is in the state of Furiten due to discarded tiles, the font used for the player name on the main game screen changes to highlight this. In this case, the Ron button will not show up even though the discarded tile would complete a winning hand (this is the definition of Furiten: not being able to win on a discarded tile).&lt;br /&gt;
&lt;br /&gt;
== Timing and automation ==&lt;br /&gt;
When setting up a table, it is possible to select options that let available calls time out. This is only available for real-time games not including training mode. It is the recommended mode in this case as it mimics what happens at a live table. Alternatively or additionally, every player has the option to set a preference to pass on some calls automatically. Note that it is generally visible to other players when this happens due to BGA&#039;s clock management, which means that it can reveal information about a hand. These options are meant primarily to facilitate turn-based play. You should understand that turning on such automation options might irritate other players. This is because the gain in information might to lead to situational advantages or disadvantages amongst your opponents.&lt;br /&gt;
&lt;br /&gt;
== Rule variants ==&lt;br /&gt;
Japanese Mahjong is a traditional game played in countless variants and house rules. While competition rules are increasingly standardized, the implementation offers several common variants. The webpage at https://ooyamaneko.net/mahjong/rratw/ offers a great overview of the subtle differences between various rule sets.&lt;br /&gt;
&lt;br /&gt;
==== Alternate ending conditions ====&lt;br /&gt;
The game length can be set. Just playing the East round means that the seats need to rotate in full once. A second full rotation would be the South round. The game can end earlier if the option is selected that negative points are not allowed. In this case, the game will end immediately if a player drops below zero points. It can also last longer if the option is set that ties (for the win) must be broken. In this case, extra hands are added. As an additional non-standard mode facilitating shorter games, you can select a single-hand variant where the only condition is that that single hand must be won for the game to end immediately. Finally, the normal requirement to play repeat hands can be waived at the end of the game (known as &amp;quot;Agari-Yame&amp;quot;) if the player sitting East at that point is in the lead. &lt;br /&gt;
&lt;br /&gt;
==== Early hand terminations ====&lt;br /&gt;
So-called abortive draws can be allowed in different sets. These are special conditions upon which a hand is aborted, and new tiles are dealt. The five types are the following: three Ron calls on the same tile; fourth quadruplet formed unless they are all by the same player; four Riichi calls; four of the same wind tile discarded without interruption to start the hand; calling an aborted hand when the dealt tiles include at least 9 unique terminal or honor tiles. The last one is the only abortive draw involving player choice.&lt;br /&gt;
&lt;br /&gt;
==== Scoring variants ====&lt;br /&gt;
The Dora tiles are a big determinant of hand scores, and they tend to be the most luck-based element in the game (especially the hidden or &amp;quot;Ura&amp;quot;-Dora). Using customization, you can increase or reduce this randomness.&lt;br /&gt;
First, some of the 5-tiles in the standard suits can be marked red. These tiles count directly as Dora tiles and add one Han to the hand&#039;s value independent of and cumulative with the visible Dora indicators. Like all Dora tiles, they do not constitute a Yaku in itself. Red Dora tiles add an additional element of luck and volatility of scores. Second, some or all of the additional Dora indicators (except the very first one) can be removed from the game. This limits Yaku gained from Dora tiles when Kan calls have been made and when Riichi is invoked. Some competitive organizations remove all other Dora tiles, and this option is present here as well. A second more minor variant regards whether high-scoring hands (common when many Dora indicators have been revealed) that are not Yakuman hands per se should be upgraded to be counted as Yakuman hands.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ==== &lt;br /&gt;
The case of multiple players calling Ron on the same tile is particular. The implementation allows you to customize what happens in this case (also see the abortive draw on three Ron calls mentioned above). Finally, the starting points can be adjusted (20K, 25K, or 30K). This is of relevance only if a player dropping into negative points will actually end the game. If negative points are allowed, the number of starting points is a completely inconsequential choice.&lt;br /&gt;
&lt;br /&gt;
== Player preferences ==&lt;br /&gt;
While some options for player preferences are touched upon above, the following is a complete list. Because player preferences are primarily meant to change the appearance, changing them has no immediate effect despite the page reloading. The functional ones come into action only after the next user input has occurred (tile discarded or button press). &lt;br /&gt;
&lt;br /&gt;
==== Choice of tile set ====&lt;br /&gt;
The tile set can be chosen between three variants. The &amp;quot;abstract&amp;quot; one might be better-suited for players who do not want to learn the Chinese/Japanese numerals and use small screens (so that the annotated set becomes hard to read). &lt;br /&gt;
&lt;br /&gt;
==== Confirm choice of discarded tile ====&lt;br /&gt;
Players can request that every discard is confirmed by pressing a confirmation button. This is to prevent accidentally discarding the wrong tile, especially on touch devices.&lt;br /&gt;
&lt;br /&gt;
==== Automatic passing ====&lt;br /&gt;
Players can set automatic passing options, which means that they will not have to press the button. When this happens, it is generally visible to other players and might reveal information about the hand although some of this is obscured by having different automatic passing options. This option exists primarily for turn-based play. For real-time play, it is preferable to use the time-based automatic passing options when setting up the game. Players should remember to change this option back to the desired state at the beginning of a hand to avoid passing on important calls.&lt;br /&gt;
&lt;br /&gt;
==== Automatic discarding ====&lt;br /&gt;
When a player has called Riichi, the only three options on one&#039;s turn are to form a concealed Kan, to declare Tsumo, and to discard the tile just drawn. Because there is no choice of tile to discard, this process can be automated. Similarly to automatic passing, this option exists primarily for turn-based play, and players should remember to change this option back to the desired state at the beginning of a hand to avoid passing on important calls.&lt;br /&gt;
&lt;br /&gt;
==== Animations ====&lt;br /&gt;
This player preference simply enables or disables animations of tiles moving across the board. These are implemented for the most common and important game events (drawing tiles, discarding tiles, forming melds like triplets or sequences). These animations help, especially for beginners, in understanding what the general flow of the game is. There are three options (off, fast, slow).&lt;br /&gt;
&lt;br /&gt;
==== Custom sounds ====&lt;br /&gt;
This player preference implements a few custom, percussive sounds to be played upon special events occurring in the game (tile calls, Riichi declarations, win declarations). Each type of call is associated with a particular sound. Turning this preference on will suppress some of the default BGA sounds.&lt;br /&gt;
&lt;br /&gt;
==== Allow reordering of tiles ====&lt;br /&gt;
Normally, the tiles are automatically sorted with a fixed order of suits and in strict numerical order within suits. For seeing some patterns, it might be helpful to rearrange the tiles slightly, and turning on this preference will create two types of buttons on the main game board under your concealed tiles: one for swapping two adjacent tiles, and one for resorting the tiles according to the standard criteria (at the far left). When tiles are removed (melds, discards), any custom order is maintained but a newly drawn tile is never sorted in. This means players are required to continuously update this order. The implementation uses clickable buttons because a drag-and-drop function might interfere too much with the process of discarding by click (or tap), i.e., lead to too many accidental discards of wrong tiles.&lt;br /&gt;
&lt;br /&gt;
= Additional information (not specific to this implementation or to EMA rules) =&lt;br /&gt;
&lt;br /&gt;
== Order of play ==&lt;br /&gt;
The dealer (East) discards first, and afterwards play order is counterclockwise with the 2nd player being South, 3rd West, and the last player North. When the seats rotate after a hand has finished, they rotate in the opposite direction. East becomes North, South becomes East, and so on.&lt;br /&gt;
&lt;br /&gt;
== Bonus counter and bets==&lt;br /&gt;
If a player who is not the dealer (East) wins, the bonus counter (Honba) is reset to 0; if the dealer wins, 1 Honba is added (literally a repeat). Each Honba means that payouts increase by 300 points in total. Riichi bets accumulate on the table until a player declares a winning hand. If multiple players declare a winning hand on calling the same tile, the Riichi bets are paid out only to the player nearest in turn order.&lt;br /&gt;
&lt;br /&gt;
== Value calculation ==&lt;br /&gt;
Once a winning hand is declared, its value must be calculated. Each Yaku gives a specific corresponding number of Han. To this, the Han from Dora tiles are added. Finally, the total number of Fu is calculated. Every hand has at least 20 Fu and 1 Han. Fu are rounded up to the nearest multiple of 10. &lt;br /&gt;
&lt;br /&gt;
The base value follows with this formula:&lt;br /&gt;
Points=fu * 2^(han+2)&lt;br /&gt;
&lt;br /&gt;
The base value is replaced with a simpler table as soon as the hand has 5 Han or the value calculated above would exceed 2000 points.&lt;br /&gt;
&lt;br /&gt;
If a non dealer wins by Tsumo, the dealer pays two times this base value, the others pay the value as is.&lt;br /&gt;
&lt;br /&gt;
If non-dealer wins by Ron, a total of 4 times the base value has to be paid by the discarding player.&lt;br /&gt;
&lt;br /&gt;
If the dealer wins by Tsumo, all other players pay twice the value.&lt;br /&gt;
&lt;br /&gt;
If the dealer wins by Ron, a total of 6 times the base value has to be paid by the discarding player.&lt;br /&gt;
&lt;br /&gt;
The actual payments get rounded up to the nearest 100 after multiplying as above. &lt;br /&gt;
&lt;br /&gt;
1 to 4 Han: calculated as above but capped to 2000 points.&lt;br /&gt;
&lt;br /&gt;
5 Han: Mangan, fixed base value of 2000 (not calculated)&lt;br /&gt;
&lt;br /&gt;
6+ Han: Haneman, 3000 points base value&lt;br /&gt;
&lt;br /&gt;
8+ Han: Baiman, 4000 points base value&lt;br /&gt;
&lt;br /&gt;
11+ Han: Sanbaiman (lit. triple Mangan), 6000 points base value&lt;br /&gt;
&lt;br /&gt;
Limit hand (Yakuman): 8000 points base value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Draws (Ryuukyoku) ==&lt;br /&gt;
&lt;br /&gt;
=== Exhaustive draw ===&lt;br /&gt;
A draw occurs in the following cases, and a Honba (repeat counter, 100 point stick) is added:&lt;br /&gt;
&lt;br /&gt;
If the wall has no eligible tile left, a player can either call Tsumo or discard. Likewise, after the discard, the other players get a last chance to call Ron but nothing else. If no win is declared in this way, the hands becomes an exhaustive draw.&lt;br /&gt;
&lt;br /&gt;
Then depending on which players declared and revealed their hands to be Tenpai:&lt;br /&gt;
&lt;br /&gt;
1 Tenpai: The Tenpai player gets 1000 from all the other players&lt;br /&gt;
2 Tenpai: Each Tenpai player gets 1500 from the non-Tenpai (Noten) players&lt;br /&gt;
3 Tenpai: The Tenpai players each get 1000 from the last player&lt;br /&gt;
All Noten or all Tenpai: No exchange&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Abortive draws (before the end of a hand) (Tochuu) ===&lt;br /&gt;
&lt;br /&gt;
Those draws start a new hand immediately without payments, and the seats do not rotate. They are only available if the corresponding rule variant is enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Nine different terminals and honors (Kyuushu (Kyuuhai)) ====&lt;br /&gt;
&lt;br /&gt;
As the name implies, the starting hand has 9 or more different terminals and honors. Calling this draw is optional.&lt;br /&gt;
&lt;br /&gt;
==== Four winds draw (Suufon Renda (literally, four-wind repeat)) ====&lt;br /&gt;
&lt;br /&gt;
In the first turn, all 4 players discard the same round wind without interruption, that is, they &amp;quot;repeat&amp;quot; the wind.&lt;br /&gt;
&lt;br /&gt;
==== Four quadruplets (Suukaikan) ====&lt;br /&gt;
&lt;br /&gt;
This case only applies if multiple players have called kans, if only 1 player called all 4 kans, the player can go for a 4 kan win and hand is not aborted. In case of an open kan a final discard is required to pass (can still be ronned) before the draw is declared&lt;br /&gt;
&lt;br /&gt;
==== Four Riichi bets (Suucha Riichi (literally 4-player Riichi)) ====&lt;br /&gt;
&lt;br /&gt;
All 4 players have called Riichi, and the last called has not been interrupted (voided) by a Ron call.&lt;br /&gt;
&lt;br /&gt;
==== Triple Ron (Sanchahou) ====&lt;br /&gt;
&lt;br /&gt;
3 players call Ron on the same tile discarded by the fourth player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Detailed list of Yakus==&lt;br /&gt;
&lt;br /&gt;
===Based on the situation of the win (1 han for most of them)===&lt;br /&gt;
&lt;br /&gt;
====Riichi====&lt;br /&gt;
&lt;br /&gt;
Player has called riichi and won the hand. In this case, they get access to ura doras, a second set of dora tiles under the regular dora indicators.&lt;br /&gt;
&lt;br /&gt;
====Double Riichi (daburii)====&lt;br /&gt;
&lt;br /&gt;
Same as riichi but called on first turn before any other calls are made (1 more han than a regular riichi, therefore, double the riichi han count)&lt;br /&gt;
&lt;br /&gt;
====One-shot (ippatsu)====&lt;br /&gt;
&lt;br /&gt;
Winning on the turn a player called riichi/daburii as long as no other calls are made (so no riichi makes ippatsu not count)&lt;br /&gt;
&lt;br /&gt;
====Robbing a kan (chankan)====&lt;br /&gt;
&lt;br /&gt;
A player can rob a kan if it has been promoted from a triplet (with the exception of a certain limit hand (yakuman))&lt;br /&gt;
&lt;br /&gt;
====Dead-wall draw (rinshan kaihou)====&lt;br /&gt;
&lt;br /&gt;
If the tile a player draws after calling any kan completes their hand, this yaku is awarded.&lt;br /&gt;
&lt;br /&gt;
====Closed hand Tsumo (aka fully closed hand)((menzen) Tsumo)====&lt;br /&gt;
&lt;br /&gt;
Tsumo on a closed hand, all 14 tiles are closed in that case (closed kan is still considered closed do qualifies even though 2 tiles have their value revealed.&lt;br /&gt;
&lt;br /&gt;
====On draw (Haitei (raoyue))====&lt;br /&gt;
&lt;br /&gt;
Win on the last drawn tile from the wall&lt;br /&gt;
&lt;br /&gt;
====On discard(Houtei (raoyui))====&lt;br /&gt;
&lt;br /&gt;
Win on the last tile that would be discarded this hand &lt;br /&gt;
&lt;br /&gt;
===Based on hand composition===&lt;br /&gt;
&lt;br /&gt;
All of these amounts considered closed hand value, kuisagari means lose 1 han if open&lt;br /&gt;
&lt;br /&gt;
A kan also counts as a triplet&lt;br /&gt;
&lt;br /&gt;
====1 han====&lt;br /&gt;
&lt;br /&gt;
=====No-points hand (Pinfu)=====&lt;br /&gt;
&lt;br /&gt;
The hand is closed, composed entirely of runs and has it&#039;s pair already made for a 2 or 3 tile open wait, the player is not waiting on a pair with similar conditions. In this case the hand gives no fu itself.&lt;br /&gt;
&lt;br /&gt;
=====2 identical sequences (iipei(kou))=====&lt;br /&gt;
&lt;br /&gt;
1 set of 2 identical sequences, hand must be closed for this to count&lt;br /&gt;
&lt;br /&gt;
=====All simples (Tanyao)=====&lt;br /&gt;
&lt;br /&gt;
Hand is composed entirely of simples (2 to 8 in any suits) (kuitan open)&lt;br /&gt;
&lt;br /&gt;
=====Dragon triplet (yakuhai)=====&lt;br /&gt;
&lt;br /&gt;
A triplet of dragons (haku (white), hatsu (green), chun (red)). Note that 2 triplets stack for 2 han.&lt;br /&gt;
&lt;br /&gt;
=====Seat/round wind (Bakaze/jikaze/kazehai)=====&lt;br /&gt;
&lt;br /&gt;
A wind triplet fitting the round&#039;s wind or a player&#039;s seat wind.&lt;br /&gt;
In the case it fits both, that&#039;s 2 han stack for double (wind) (dabuton, dabunan, dabusha)&lt;br /&gt;
&lt;br /&gt;
====2 han====&lt;br /&gt;
&lt;br /&gt;
=====Seven pairs (chiitoitsu)=====&lt;br /&gt;
&lt;br /&gt;
The hand is composed of 7 pairs. Closed by definition, bc no pair calls exist, non-standard composition hand. gives fixed 25 fu. Not to be confused with 2 sets of identical sequences (when 2 sets of 3 pairs follow each other), which score differently.&lt;br /&gt;
&lt;br /&gt;
=====All triplets (toitoi(tsu))=====&lt;br /&gt;
&lt;br /&gt;
Hand is composed of 4 triplets and a pair, no value loss if open&lt;br /&gt;
&lt;br /&gt;
=====Three color straight (sanshoku (doujun))=====&lt;br /&gt;
&lt;br /&gt;
The same run in all 3 suits. This hand is subject to kuisagari (-1 han if open)&lt;br /&gt;
&lt;br /&gt;
=====Three color triplets (sanshoku doukou, sandoukou)=====&lt;br /&gt;
&lt;br /&gt;
Similar to three color straight, but this time with triplets. No value loss for opening.&lt;br /&gt;
&lt;br /&gt;
=====Full straight (iittsuu, ikkitsukan)=====&lt;br /&gt;
&lt;br /&gt;
The hand is composed of 123456789 in a single suit. Note that since mahjong uses only 3 tile runs, there must be 123, 456 and 789 sequences for this to count. Kuisagari applies.&lt;br /&gt;
&lt;br /&gt;
=====Half Outside hand (Chanta(iyaochuu))=====&lt;br /&gt;
&lt;br /&gt;
A hand composed of melds with terminals and honors. Note that a run must be present otherwise it turns into All Terminals and Honors. Subject to kuisagari&lt;br /&gt;
&lt;br /&gt;
======All Terminals and Honors (Honrou(tou))======&lt;br /&gt;
&lt;br /&gt;
Like half outside but with all triplets. Note that in this case hand is at least mangan because All triplets also apply. No value loss.&lt;br /&gt;
&lt;br /&gt;
=====Little Three Dragons (shousangen)=====&lt;br /&gt;
&lt;br /&gt;
A triplet of 2 of the 3 dragons + a pair of the third. This hand also gets the 2 han for the 2 dragon triplets. No value loss.&lt;br /&gt;
&lt;br /&gt;
=====Three concealed triplets (sanan(kou))=====&lt;br /&gt;
&lt;br /&gt;
Three triplets directly in a player&#039;s hand which you haven&#039;t called, and are not part of a run themselves. No value loss.&lt;br /&gt;
&lt;br /&gt;
=====Three quads (sankantsu)=====&lt;br /&gt;
&lt;br /&gt;
Three quads, any work but if closed can combine with three concealed. No value loss.&lt;br /&gt;
&lt;br /&gt;
====3 han====&lt;br /&gt;
&lt;br /&gt;
=====Twice Double Pure Sequence (ryanpei(kou))=====&lt;br /&gt;
&lt;br /&gt;
2 sets of identical sequences, hand must be closed. Not to be confused with 7 pairs, since highest value must always be counted.&lt;br /&gt;
&lt;br /&gt;
=====Half Flush (honitsu)=====&lt;br /&gt;
&lt;br /&gt;
All tiles are in a single suit and honors are present. Kuisagari applies (-1 han if open)&lt;br /&gt;
&lt;br /&gt;
=====True Outside Hand (junchan(taiyaoo))=====&lt;br /&gt;
&lt;br /&gt;
Like half outside, but without honors. If hand is composed of triplets, it becomes all terminals, a limit hand. Kuisagari applies(-1 han if open)&lt;br /&gt;
&lt;br /&gt;
====6 han====&lt;br /&gt;
&lt;br /&gt;
=====Full flush (chinitsu)=====&lt;br /&gt;
&lt;br /&gt;
Like half flush but without honors. Like Half Flush, kuisagari applies (-1 han if open)&lt;br /&gt;
&lt;br /&gt;
====Limit hand====&lt;br /&gt;
&lt;br /&gt;
=====Heavenly hand (Tenhou)=====&lt;br /&gt;
&lt;br /&gt;
Dealer has a winning hand with its initial tiles&lt;br /&gt;
&lt;br /&gt;
=====Earthly Hand (Chihou)=====&lt;br /&gt;
&lt;br /&gt;
Same as Tenhou, but non-dealer and no calls made&lt;br /&gt;
&lt;br /&gt;
=====Big Three Dragons (daisangen)=====&lt;br /&gt;
&lt;br /&gt;
A triplet of all 3 Dragons&lt;br /&gt;
&lt;br /&gt;
==== Four Winds (suushii) ====&lt;br /&gt;
Single version: A triplet of 3 Winds + a pair of the fourth; Small Four Winds (shousuushii)&lt;br /&gt;
&lt;br /&gt;
Double version: A triplet of all 4 Winds; Big Four Winds (daishushii)&lt;br /&gt;
&lt;br /&gt;
=====Four Quads (suukantsu)=====&lt;br /&gt;
&lt;br /&gt;
Four quads, any count. If those 4 kans are closed, this can stack with 4 concealed triplets and in this case is also pair wait for a possible triple limit.&lt;br /&gt;
&lt;br /&gt;
=====All Green (Ryuuiisou)=====&lt;br /&gt;
&lt;br /&gt;
Hand is composed of tiles that are entirely green (hence the name). Those are: 23468 of bamboo and the green Dragon. Not necessarily all triplets, can have a 234 run.&lt;br /&gt;
&lt;br /&gt;
=====All honors (tsuuisou)=====&lt;br /&gt;
&lt;br /&gt;
Hand composed entirely of honors. This hand can be 7 pairs because 7 different honors exist.&lt;br /&gt;
&lt;br /&gt;
=====All terminals (chinroutou)=====&lt;br /&gt;
&lt;br /&gt;
Hand composed entirely of terminals. Only available in all triplets because 6 different terminals&lt;br /&gt;
&lt;br /&gt;
=====Thirteen orphans (kokushi (musou))=====&lt;br /&gt;
&lt;br /&gt;
1 of each terminal and honor and a copy of one of them. If the pair is there, it&#039;s a single. (Can rob a closed kan, only case where a player can do that).&lt;br /&gt;
&lt;br /&gt;
If the pair is waiting to be completed, it&#039;s a double (true or the best 13-wait kokushi).&lt;br /&gt;
&lt;br /&gt;
=====Four concealed triplets (suuankou)=====&lt;br /&gt;
&lt;br /&gt;
Single version: Hand is fully closed and is composed of all triplets.&lt;br /&gt;
&lt;br /&gt;
Double version (suutan, suuankou tanki): 4 triplets are already in a player&#039;s hand and they are waiting for a single tile, can be ronned off of.&lt;br /&gt;
&lt;br /&gt;
=====Nine gates (chuuren (poutou))=====&lt;br /&gt;
&lt;br /&gt;
A hand which is composed of 1112345678999 and a copy of any tile on the same suit, Nine Gates come from the fact that hand can be completed with 9 tiles and form a valid hand. Must be closed.&lt;br /&gt;
&lt;br /&gt;
Single version: A player either has all 1s or 9s of a suit in the deck or they have a pair of another number while still having the rest to get the corresponding hand, in this case single wait.&lt;br /&gt;
&lt;br /&gt;
Double version (true or 9 wait nine gates): A player&#039;s hand is 1112345678999 giving you the full 9 tile wait.&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatinthebox&amp;diff=21361</id>
		<title>Gamehelpcatinthebox</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatinthebox&amp;diff=21361"/>
		<updated>2024-05-27T21:00:14Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: /* Preparation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&#039;&#039;&#039;Cat in the Box&#039;&#039;&#039; is a trick-taking game.  Your goal is to get the most points by winning tricks.  You receive bonus points for successfully predicting the number of tricks you win.  However, you lose points if you cause a paradox!&lt;br /&gt;
&lt;br /&gt;
The game includes:&lt;br /&gt;
&lt;br /&gt;
* 45 cards: 1-9 (5 copies each)&lt;br /&gt;
* Research board with colors: blue, yellow, green, red (trump color)&lt;br /&gt;
* Player boards&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Card Uses&lt;br /&gt;
!&#039;&#039;&#039;Player&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cat Cards&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cards per Player&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|45 (1-9)&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|40 (1-8)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|30 (1-6)&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|25 (1-5)&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
&lt;br /&gt;
# Cards are dealt evenly to each player&lt;br /&gt;
# After checking their hand, each player selects one of their cards and places it facedown near the research board&lt;br /&gt;
# Predict number of tricks in clockwise order&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
Beginning with the start player, play a turn:&lt;br /&gt;
&lt;br /&gt;
# Play a card and declare the observed color&lt;br /&gt;
# Place a player token on the corresponding space on the research board&lt;br /&gt;
# Determine winner of trick (See below)&lt;br /&gt;
&lt;br /&gt;
Repeat playing turns until there is only &#039;&#039;&#039;one card&#039;&#039;&#039; left in your hand.&lt;br /&gt;
&lt;br /&gt;
===Check the winner of the trick===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength of Color&#039;&#039;&#039;: If there is any card which is not the led color:&lt;br /&gt;
** Red (trump): ignore all other colors&lt;br /&gt;
** Colors except red: Ignore all non-led colors&lt;br /&gt;
* &#039;&#039;&#039;Strength of numbers&#039;&#039;&#039;: The card with the highest number wins&lt;br /&gt;
&lt;br /&gt;
The player who played the winning card leads the next trick.&lt;br /&gt;
&lt;br /&gt;
===Declaring the Observed Color===&lt;br /&gt;
Rules to follow:&lt;br /&gt;
&lt;br /&gt;
# In the row of the color you are declaring on the research board, the played card number&#039;s space must be empty.&lt;br /&gt;
# On your player board, X of the color you are declaring is not revealed.&lt;br /&gt;
&lt;br /&gt;
Follow these rules depending on your position:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Start Player&#039;&#039;&#039;: You may only declare blue, yellow, or green.  Exception: if any tokens are on the red row of the research board, you may declare red.  In other words, the start player can lead with trump if it has been broken.&lt;br /&gt;
* &#039;&#039;&#039;Following Players&#039;&#039;&#039;: You may declare any color (following the above rules). If you declare a color other than the led color, remove your player token of the led color on your player board, revealing X.  For the rest of the round, you will not be able to declare that color.&lt;br /&gt;
&lt;br /&gt;
===Paradox===&lt;br /&gt;
A paradox occurs when declaring the observed color rule cannot be met.  Immediately proceed to the scoring phase.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
Points from tricks&lt;br /&gt;
&lt;br /&gt;
* 1 point for each trick won&lt;br /&gt;
&lt;br /&gt;
Bonus points from prediction&lt;br /&gt;
&lt;br /&gt;
* 1 point for each token in the largest group of your player tokens connected adjacently on the research board&lt;br /&gt;
&lt;br /&gt;
If you caused a paradox&lt;br /&gt;
&lt;br /&gt;
* -1 point for each trick won and bonus score is forfeited.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game ends after all players have been the round start player.  The winner is the player with the most total points.&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparknova&amp;diff=18574</id>
		<title>Gamehelparknova</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparknova&amp;diff=18574"/>
		<updated>2023-10-29T08:39:08Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: Small correction in the Game End section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to Ark Nova! In this game, you&#039;ll manage a modern zoo. In addition to building enclosures and putting popular and well-liked animals into them, you&#039;ll also gain sponsors and support conservation projects. You&#039;ll do this by taking one of five actions each turn, with each of them having strength related to their position in the line - the longer it&#039;s been since the last time you took that action, the more powerful it&#039;ll be. Your score is measured by both your Appeal (ticket icon) and Conservation (green shield icon), and when they cross each other on the scoring track, the endgame is triggered. After one more round the player with the most points, as measured by how far apart these two trackers are from each other, wins the game!&lt;br /&gt;
&lt;br /&gt;
==What To Do On Your Turn==&lt;br /&gt;
When it&#039;s your turn, you&#039;ll choose one of the five action cards in front of you. This action has a strength associated with it, based on its position along the bottom of your board, ranging from 1 to 5. You&#039;ll be able to add to this value by spending X-tokens. After performing that action, it moves to the far left position, at strength 1, pushing all other action cards one space to the right.&lt;br /&gt;
&lt;br /&gt;
Upon achieving certain conditions, you&#039;ll be able to upgrade these action cards as well by flipping them to the pink side, where they will remain for the rest of the game. These upgraded actions will allow you to use these actions more efficiently, but otherwise follow the same rules as their basic form.&lt;br /&gt;
&lt;br /&gt;
===The Build Action===&lt;br /&gt;
The basic Build action allows you to build one new enclosure or special building 1 to 5 tiles in size. You need to build enclosures in order to place animals in your zoo. To do this, you&#039;ll pay 2 money per hex (for example, you would pay 6 money for a size 3 enclosure or for a Petting Zoo special building). All enclosures and buildings must be placed touching already-existing enclosures or buildings in your zoo. Enclosures and buildings cannot overlap, and no tiles can be placed on top of the rock or water spaces already printed on your zoo map. &lt;br /&gt;
&lt;br /&gt;
Some spaces have a purple shovel and a &amp;quot;II&amp;quot; - these cannot be built upon until you upgrade your Build action. &lt;br /&gt;
&lt;br /&gt;
Tiles with other icons on them are &amp;quot;placement bonuses&amp;quot; - upon building on these spaces, you gain the bonuses pictured on them.&lt;br /&gt;
&lt;br /&gt;
At any point, you can see all the possible basic enclosure and building shapes in a tab by clicking the little shovel icon near the top right corner of your map.&lt;br /&gt;
&lt;br /&gt;
====== Special buildings ======&lt;br /&gt;
A Kiosk is a dark gray building of size 1. A Kiosk gives you money each break during the income phase -- 1 money for each adjacent building or occupied enclosure.&lt;br /&gt;
&lt;br /&gt;
A Pavilion is a pink building of size 1. Upon placing a Pavilion, you gain 1 appeal.&lt;br /&gt;
&lt;br /&gt;
A Petting Zoo is a special enclosure of size 3. Some animals must be placed in a Petting Zoo, but multiple animals can coexist in the building. You can only build one Petting Zoo.&lt;br /&gt;
&lt;br /&gt;
===== The Upgraded Build Action: =====&lt;br /&gt;
&lt;br /&gt;
# Allows you to build multiple &#039;&#039;&#039;different&#039;&#039;&#039; enclosures and/or buildings with a total size no more than the action strength - for example at strength 5, you could build a size 3 enclosure, size 1 enclosure, and a kiosk all at once (but not a size 3 enclosure and two kiosks; they must all be different);&lt;br /&gt;
# Allows you to build on spaces requiring the upgraded Build action;&lt;br /&gt;
# Allows you to build a Reptile House and a Large Bird Aviary. Much like the Petting Zoo, these buildings can house multiple animals of a particular type. When you build a Reptile House or Large Bird Aviary, if you have an animal that could be housed in one of these special buildings, you may immediately move it to the building, freeing up that enclosure for another animal.&lt;br /&gt;
===The Cards Action===&lt;br /&gt;
&lt;br /&gt;
The Cards action allows you to draw more cards. Depending on the strength of this action, you&#039;ll draw one or more cards from the top of the deck and possibly discard cards from your hand (possibly including ones you just drew). At strength 5, you may instead &amp;quot;snap&amp;quot; one card from the board directly to your hand. Keep in mind that the hand limit (3, or 5 if you&#039;ve acquired the appropriate University) will be enforced during Breaks. Additionally note that using the Cards action moves the Break counter up by 2.&lt;br /&gt;
&lt;br /&gt;
==== The Upgraded Cards Action ====&lt;br /&gt;
&lt;br /&gt;
# Allows you to draw cards directly from the board within your reputation range (to the left of your reputation marker);&lt;br /&gt;
# Allows you to &amp;quot;snap&amp;quot; cards from the board at strength 3 or more;&lt;br /&gt;
# Allows your reputation range to reach levels higher than 9, with associated bonuses;&lt;br /&gt;
# Allows you to draw more cards overall at a given strength and discard fewer cards.&lt;br /&gt;
===The Animals Action===&lt;br /&gt;
&lt;br /&gt;
The Animals action allows you to play animal cards into your zoo. Each animal has a money cost and also requires an enclosure of a specific size or higher. Some may also need to border the rocks/or water. Be sure to note any other prerequisites which are listed on the left side, such as having a particular icon (e.g. Australia, Predators, or Research) in your zoo. Prerequisites for playing the card will always be on its left edge.  &lt;br /&gt;
&lt;br /&gt;
When you play a new animal card, you gain the bonuses listed on the bottom edge of the card. The most common things this gives are&lt;br /&gt;
&lt;br /&gt;
# Appeal points (ticket icon)&lt;br /&gt;
# Conservation points (green shield icon)&lt;br /&gt;
# Reputation points (black mortarboard cap icon)&lt;br /&gt;
&lt;br /&gt;
Most animal cards will have at least one animal type - Reptiles, Birds, Bears, etc. - and a region - Americas, Africa, Europe, etc. (Petting Zoo animals do not have a region.) These icons are very important for deciding which Conservation Projects you can score later.&lt;br /&gt;
&lt;br /&gt;
==== The Upgraded Animals Action ====&lt;br /&gt;
&lt;br /&gt;
# Allows you to play multiple animal cards at a lower strength;&lt;br /&gt;
# Allows you to play animals from your reputation range (to the left of your reputation marker) and not just your hand;&lt;br /&gt;
# Allows you to play certain animals that list Animals (II) as a prerequisite on their left edge.&lt;br /&gt;
===The Sponsors Action===&lt;br /&gt;
The basic Sponsors action allows you to play a sponsor (blue) card from your hand. The minimum action strength required for each Sponsor card is listed at its top-left corner. These typically don&#039;t cost any money to play, but may have other requirements. Sponsor cards are color-coded to tell you whether they will give you benefits now, later, and/or at the end of the game:&lt;br /&gt;
&lt;br /&gt;
# A yellow box lists what you get immediately when the card is played;&lt;br /&gt;
# A purple box lists what you get on each break;&lt;br /&gt;
# A blue box lists what you get upon another condition such as playing or getting certain icons;&lt;br /&gt;
# A brown box lists what you will get at the end of the game.&lt;br /&gt;
If you don&#039;t have any Sponsor cards you want to play, you can also use the Sponsors action to both gain money and move the Break up by an amount equal to the action&#039;s strength.&lt;br /&gt;
&lt;br /&gt;
==== The Upgraded Sponsors Action ====&lt;br /&gt;
&lt;br /&gt;
# Allows you to play sponsors from the board within reputation range (to the left of your reputation marker) instead of from your hand;&lt;br /&gt;
# Allows you to, instead of playing a Sponsor card, gain money equal to the twice the action&#039;s strength (and Break equal to the action&#039;s strength);&lt;br /&gt;
# Allows you to play sponsors that list Sponsors (II) as a requirement;&lt;br /&gt;
# Allows you to play multiple sponsors with a single action;&lt;br /&gt;
# Allows you to play sponsors of 1 greater strength than the strength of the action.&lt;br /&gt;
===The Association Action===&lt;br /&gt;
&lt;br /&gt;
The Association action allows you to send your worker(s) to the association board to take actions there. You start with just one worker, but can gain more workers as the game progresses. Workers return to your supply only at Breaks. When you use the Association action, you may do one of four things depending on the strength of the action:&lt;br /&gt;
&lt;br /&gt;
* Strength 2: Gain 2 reputation (one of the most straightforward ways to get reputation);&lt;br /&gt;
* Strength 3: Gain a partner zoo (handshake icon). Playing animals from that continent permanently costs 3 less money, and you gain an icon of that type. Place this on the right side of your board (starting at the bottom) -- you gain any bonus this covers up.&lt;br /&gt;
* Strength 4: Gain a partner university (gray monument icon) -- these will give reputation, research icons, or an improved hand size limit;&lt;br /&gt;
* Strength 5: You can support a conservation project (existing or from hand) -- these will typically be some milestone, for example requiring a number of Africa icons or Reptile icons.&lt;br /&gt;
Other players&#039; workers do not affect your ability to place your workers; there is unlimited space on each section of the Association board. However, choosing the same Association action a second time before the Break will cost you two workers instead of one (for a total of three). All the partner zoo and university tiles will be replenished at each Break.&lt;br /&gt;
&lt;br /&gt;
==== Conservation Projects ====&lt;br /&gt;
Typically conservation projects will give you all-important conservation points, and possibly other benefits. To score a conservation project, your Association action must be at 5 strength. When you take the action, take one of the cubes from the left side of your player board and place it on the conservation project. Whatever space the cube comes off is the benefit you&#039;ll get. If it comes from the yellow section, you&#039;ll get the benefit immediately but only once, and if it comes from the purple/yellow section, you get the bonus immediately and also at each Break. Note that you typically can&#039;t claim more than one level of a particular conservation project, so you&#039;ll have to judge when it&#039;s time to take the action vs waiting until you have more of the appropriate icons.&lt;br /&gt;
&lt;br /&gt;
If a conservation project requires you to &amp;quot;release an animal&amp;quot;, you&#039;ll be discarding a previously played animal, losing its appeal points and icons, as well as emptying an enclosure of the same size as the animal required. However you&#039;ll still have the conservation points and can reuse the enclosure. Therefore, it can be beneficial to release animals with icons for which you&#039;ve already scored the relevant conservation project.&lt;br /&gt;
&lt;br /&gt;
Base conservation cards are drawn at the beginning of the game and known to every player. They involve collection species or habitat icons. There are additional conversation project cards in the cards deck that can be played from your hand when performing supporting a conservation project with the Association action.&lt;br /&gt;
&lt;br /&gt;
==== The Upgraded Association Action: ====&lt;br /&gt;
&lt;br /&gt;
* Allows you to split the actions&#039; strength between multiple actions;&lt;br /&gt;
* Allows you to have more partner zoos;&lt;br /&gt;
* Allows you to donate money directly to get conservation points! The first person who uses this pays only 2 money for a conservation point, but every person who uses it thereafter must pay more and more, to a maximum of 12 money for a conservation point;&lt;br /&gt;
* Allows you to play conservation project cards from the board within reputation range (to the left of your reputation marker).&lt;br /&gt;
===The X-Token action===&lt;br /&gt;
&lt;br /&gt;
If you can&#039;t or don&#039;t want to take any of the other actions, you may take one X-Token from the supply. Recall that you can spend X-tokens to increase the strength of any action by 1 (per token). After taking the X-token, move any action card to strength 1 of your board, pushing the other cards to the right. This is not usually an efficient choice, but can be a good way to gain X-tokens.&lt;br /&gt;
&lt;br /&gt;
== Upgrading Action cards ==&lt;br /&gt;
There are four ways to upgrade an action card. Since there are five actions cards, at least one will not be upgraded each game. The four ways to upgrade a card are:&lt;br /&gt;
# Advancing your conservation score to 2 (this gives the option of either upgrading a card &#039;&#039;or&#039;&#039; gaining an additional association worker);&lt;br /&gt;
# Advancing your reputation to 5;&lt;br /&gt;
# Playing a second university;&lt;br /&gt;
# Playing a second partner zoo.&lt;br /&gt;
&lt;br /&gt;
== Gaining additional Association workers ==&lt;br /&gt;
Recall that each association action requires an association worker, and if you have already taken that association action since the last break, it requires two association workers. Your association workers are returned to you when the Break occurs. You start the game with one worker, and can gain up to three more. Depending on which map you are using, there also may be a conservation point bonus for obtaining your fourth conservation worker.&lt;br /&gt;
&lt;br /&gt;
The ways to obtain additional conservation workers are:&lt;br /&gt;
# Advancing your conservation score to 2 (this gives a choice between getting an association worker &#039;&#039;or&#039;&#039; upgrading a card);&lt;br /&gt;
# Advancing your reputation score to 8;&lt;br /&gt;
# If an association worker is one of the bonuses that may be chosen when you support a conservation project (except when using map 0, where instead a conservation worker may be obtained by covering a specific spot on your zoo map)&lt;br /&gt;
# Gaining a third partner zoo (this requires that the association action has been upgraded)&lt;br /&gt;
# Certain animals (usually bears) and sponsors have the &#039;&#039;Full-Throated&#039;&#039; ability, which gains you an association worker when played.&lt;br /&gt;
&lt;br /&gt;
== Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Break Track ===&lt;br /&gt;
Players continue taking actions, some of which generate Break, until the Break track meets or exceeds 15. The player who triggered the Break receives one X-token. Then, the following steps happen:&lt;br /&gt;
&lt;br /&gt;
# All players discard down to their hand limit (starting hand limit is 3, but having the relevant University ups it to 5);&lt;br /&gt;
# Take any multiplier tokens off action cards, and any venom/constriction tokens off cards, if any exist;&lt;br /&gt;
# Return all Association workers to the players and replenish the partner zoos and partner universities;&lt;br /&gt;
# Discard the two leftmost cards of the card display, slide the remaining cards left, and replenishing the display;&lt;br /&gt;
# All players receive income from base zoo appeal, kiosks, sponsors, and possibly spaces on the left side of the board from which cubes have been removed to contribute to conservation projects.&lt;br /&gt;
&lt;br /&gt;
Then the Break track marker resets and the next player can take their turn as normal.&lt;br /&gt;
&lt;br /&gt;
=== Appeal Track and Conservation Track ===&lt;br /&gt;
To track how many Appeal points and Conservation points players have, you have two tokens that start from opposite ends of a long track. (On boardgamearena, you can click the appeal + conservation icon in the top right to see this.) Note that conservation points are more valuable than appeal (one conservation is roughly equal to three appeal), but also more difficult to gain.&lt;br /&gt;
&lt;br /&gt;
Moving your marker further on the appeal (tickets icon) track increases the amount of income you get per turn.&lt;br /&gt;
&lt;br /&gt;
Moving your marker to certain key points on the Conservation track (green shield icon) gives the effects in pentagons:&lt;br /&gt;
&lt;br /&gt;
* (At 2 points) You may either upgrade an action or gain an Association worker;&lt;br /&gt;
* (At 5 and 8 points) You may gain a benefit chosen for that particular game, each shown in a yellow pentagon. (Everyone can get the 5 money bonus, but only one player can get each of the others);&lt;br /&gt;
* (At 10 points) &#039;&#039;&#039;All players&#039;&#039;&#039; discard one of their bonus cards from the game start. (This only happens the first time this is reached.)&lt;br /&gt;
&lt;br /&gt;
=== Reputation Track ===&lt;br /&gt;
The Reputation track is largely used for drawing and playing cards from within reputation range. By playing directly from the display, players can more efficiently play animals, sponsors, and conservation projects. Note that playing directly from reputation range has an additional cost equal to the card&#039;s location in the display -- playing an animal at the 6th folder would cost 6 additional money.&lt;br /&gt;
&lt;br /&gt;
As with the conservation track, there are bonus effects when crossing certain levels on the Reputation track, most of which are near the end of the track. Keep in mind players will need the upgraded Cards action to gain more than 9 reputation.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
If at the end of your turn or during a break your Conservation counter and Appeal counter are ever in the same scoring area, or if they have passed one another, the end of the game is triggered. If a player triggers the end during their turn, all &#039;&#039;&#039;other&#039;&#039;&#039; players will take one more turn. If the end of the game is triggered during a Break, &#039;&#039;&#039;all&#039;&#039;&#039; players will take one more turn.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, you still get conservation points or appeal from your Final Scoring card(s), as well as from all your cards with end-of-game scoring (generally the brown section on Sponsors cards).&lt;br /&gt;
&lt;br /&gt;
==Score==&lt;br /&gt;
Scoring is different to the original game: All conservation point spaces feature a small number. To determine your score, you must add your appeal to the number of the space with your conservation point marker on it. No more calculating the distance between your 2 markers. The numbers are calculated in such a way that having your 2 markers reach each other will score you exactly 100 points. If your markers cross, your score will be above 100; if they don&#039;t, it will be below. Therefore, 100 is the point threshold to end the game. In case of a tie, the tied player who supported the most Conservation Projects wins the game.&lt;br /&gt;
==Maps==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map 1 (Observation Tower):&#039;&#039;&#039; The enclosure must be adjacent to the space with the tower, not merely to any one of the other 3 rock spaces. The platform has no effect on special enclosures. If you release an animal into the wild (and thus flip an occupied enclosure back to the empty side) and then accommodate a new animal in this enclosure, you gain the 2 appeal again. The Observation Tower itself does not count as a building (e. g. for kiosks). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map 2 (Outdoor Areas):&#039;&#039;&#039; The enclosure must be adjacent to the space with the Outdoor Area, not merely to any one of the other 4 water spaces. The Outdoor Area has no effect on special enclosures. Treat any standard enclosure adjacent to the Outdoor Areas as if it were 2 spaces larger (after it is placed there). The Outdoor Area itself is not considered a building (e. g. for kiosks). Example: If you have built a standard 1-space enclosure adjacent to the Outdoor Area, you may accommodate an animal there that requires an enclosure of 1, 2, or 3 spaces. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map 4 (Commercial Harbor):&#039;&#039;&#039; The Commercial Harbor is considered to be connected as soon as you have placed a building on the adjacent building space. You may build your first building directly adjacent to the Commercial Harbor, but you do not have to. You may use the ability at any time during your turn, before, after, or during an action. However, you may only discard 1 card with the Commercial Harbor per turn. You may not use the ability during a break or someone else’s turn. The Commercial Harbor itself does not count as a building (e. g. for kiosks). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map 5 (Park Restaurant):&#039;&#039;&#039; During the break, you gain income of 1 money for each space adjacent to the Park Restaurant with a building on it. It does not matter if these are single buildings or if several spaces belong to the same building. It also doesn’t matter what kind of buildings you build there and whether enclosures are occupied or not. The Park Restaurant itself does not count as a building.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map 6 (Research Institute):&#039;&#039;&#039; The Research Institute is considered connected as soon as you have placed a building on the adjacent building space. You may build your first building directly adjacent to the Research Institute, but you do not have to. Once active, you can play Animal cards even when you are 1 condition short; you must still fulfill all other conditions. You cannot ignore rock or water requirements. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map 7 (Ice Cream Parlors):&#039;&#039;&#039; If you have covered all bonus spots granting kiosks, you gain 1 additional money for each kiosk on your zoo map as income during the break. It does not matter if these kiosks were built as placement bonuses or by other means. It also does not matter if they generate income without this bonus or not. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Map 8 (Hollywood Hills):&#039;&#039;&#039; Spaces with an &#039;H&#039; may be covered like any other space. This is similar to a placement bonus, but does not count as one (e. g. for card 221). Every time you place a building on an H, reveal cards from the deck one by one until you reveal a Sponsor card. Add this card to your hand and put all other revealed cards onto the discard pile. Once you have covered all 3 spaces, the level of each Sponsor card you play is 1 lower.&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=17872</id>
		<title>Gamehelpteotihuacan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=17872"/>
		<updated>2023-08-24T09:21:42Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: added clarification for some cocoa cost calculations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Basics===&lt;br /&gt;
Your Workers are Dice. Don&#039;t roll them! The numbers show their level.&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
On each board, you can choose from three actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect Cocoa:&#039;&#039;&#039; gain cocoa equal to the number of unlocked dice colours present &#039;&#039;&#039;before you place your die,&#039;&#039;&#039; plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.&lt;br /&gt;
# &#039;&#039;&#039;Main action:&#039;&#039;&#039; pay Cocoa equal to the number of the dice colours present &#039;&#039;&#039;before you place your die&#039;&#039;&#039;, then activate the benefit of the location (collect resources, build the pyramid, etc., check the &amp;quot;?&amp;quot; on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).&lt;br /&gt;
# &#039;&#039;&#039;Worship:&#039;&#039;&#039; place your Worker in the coloured box to one side on each board. If another  Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn&#039;t count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. &lt;br /&gt;
&lt;br /&gt;
===Unlocking Workers===&lt;br /&gt;
Two methods:&lt;br /&gt;
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free&lt;br /&gt;
&lt;br /&gt;
2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.&lt;br /&gt;
&lt;br /&gt;
===Ascension===&lt;br /&gt;
When a Worker levels up to six pips, it immediately &amp;quot;ascends&amp;quot;. Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.&lt;br /&gt;
===Eclipse===&lt;br /&gt;
The Eclipse counter (white disc) moves one step after each player has played once (and also when Ascending).&lt;br /&gt;
&lt;br /&gt;
When the white disc reaches the black disc on the turn counter, this triggers an Eclipse. This triggers a VP count according to multiple parameters after everyone has played once. &lt;br /&gt;
&lt;br /&gt;
Players must then pay 1 cocoa per worker plus 1 additional for each worker of power 4 or 5. Each cocoa a player cannot/will not pay costs them 3 VP.  &lt;br /&gt;
&lt;br /&gt;
This is not the game end (yet).&lt;br /&gt;
&lt;br /&gt;
Mask Scoring:&lt;br /&gt;
Set of 1/2/3/4/5/6/7 different masks, &lt;br /&gt;
Scores 1/3/6/10/15/21/28 points.&lt;br /&gt;
&lt;br /&gt;
Each player also scores victory points based on their position on the Avenue of the Dead and the Pyramid track.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
The game ends after three eclipses or after the pyramid is completed, with each player getting (at least) one final turn.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://boardgamegeek.com/filepage/166248/official-rules Official Rules (via BGG)]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceathlon&amp;diff=17853</id>
		<title>Gamehelpdiceathlon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceathlon&amp;diff=17853"/>
		<updated>2023-08-22T09:01:53Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: Added Quick Mode explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
# The First Player rolls the dice.&lt;br /&gt;
# They choose and remove one die and write the number into one of the valid boxes for any sport.&lt;br /&gt;
# The player on their right chooses a die from the remaining dice and writes the number into one of the valid boxes for any sport.&lt;br /&gt;
#This is repeated until the first player chooses a second die.&lt;br /&gt;
# The player on the right of the first player becomes the first player for the next round.&lt;br /&gt;
If a player cannot write a number on their game sheet, they must pass and the game is now over for them.&lt;br /&gt;
&lt;br /&gt;
==== Coaches ====&lt;br /&gt;
Each player has 3 coaches which they can use before they choose a die.&lt;br /&gt;
&lt;br /&gt;
# Re-Roll - This re-rolls all the dice that are left in the dice pool.&lt;br /&gt;
# Flip a Die - This changes the selected die to the number on the opposite side (eg from a 6 to 1).&lt;br /&gt;
# Add 1 to a Die - This increases the selected die&#039;s value by 1.&lt;br /&gt;
&lt;br /&gt;
==== Game End ====&lt;br /&gt;
Once all players have passed the game is over and medals are then awarded for 1st, 2nd and 3rd place in each sport. Each medal is worth Victory Points (gold is 5 points, silver is 3 points and bronze is 1 point). The player with the most points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Quick Mode)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Quick Mode is activated when the table is created, the turn order is handled differently. Quick Mode means that every player rolls 6 dice and chooses one from these dice. They then pass the remaining dice to next player. This will be repeated to the end of available dice, then every player rolls again. This will be repeated 7 times, then the game is over.&lt;br /&gt;
&lt;br /&gt;
== Sports Overview ==&lt;br /&gt;
&lt;br /&gt;
==== Sport Climbing ====&lt;br /&gt;
Sport Climbing is a race to the top. On their turn players may cross off the lowest number on the climbing wall. The first player to cross off the 6 is the winner. If the game ends with nobody reaching the top, whoever made it the furthest wins.&lt;br /&gt;
&lt;br /&gt;
==== Golf ====&lt;br /&gt;
In Golf players must complete the course using the fewest dice. To complete a hole the sum of the dice used must add up to greater than or equal to the number in the flag. Holes must be completed in order. The winner is whoever finished the course with the least amount of dice used. In case of a tie, lowest sum of dice wins.&lt;br /&gt;
&lt;br /&gt;
In the case no player finished the course, the player with more holes completed is considered the winner.&lt;br /&gt;
&lt;br /&gt;
==== Rowing ====&lt;br /&gt;
In rowing, each rowboat must have a matching pair (top and bottom). Players must also complete the first boat before filling in the next boat. At the end of the game the highest total from completed boats wins. In case of a tie, the least boats used wins.&lt;br /&gt;
&lt;br /&gt;
==== Hurdles ====&lt;br /&gt;
In Hurdles the sheet must be filled from left to right. Any dice over hurdles must be greater than 3. The course must be filled to score. Lowest total sum wins.&lt;br /&gt;
&lt;br /&gt;
==== Skateboarding ====&lt;br /&gt;
Skateboarding is made up of 3 different tricks. You may begin filling in any trick you wish and they don&#039;t need to be completely filled to score. Highest total wins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Kickflip&amp;lt;/u&amp;gt; - Muiltply both numbers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Frontside 5-0 Grind&amp;lt;/u&amp;gt; - Numbers must be in consecutive descending order (e.g. 5 - 4 - 3) Starting from the left.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Handplant&amp;lt;/u&amp;gt; - All numbers must be equal.&lt;br /&gt;
&lt;br /&gt;
==== Triple Jump ====&lt;br /&gt;
In the Triple Jump, players start by filling in the first 3 numbers. These must be in consecutive ascending order (e.g. 4 - 5 - 6). The following numbers must be equal. &lt;br /&gt;
&lt;br /&gt;
Score by mulitplying the 3rd box (x) by number of equal dice. In case of a tie, highest number in equal box wins. It is not required to completely fill all boxes to score.&lt;br /&gt;
&lt;br /&gt;
== Solo Variant ==&lt;br /&gt;
In the Solo variant, you will roll two dice and write them one at a time on your score sheet. Earning medals in each sport is dependent on your performance.&lt;br /&gt;
&lt;br /&gt;
==== Sport Climbing ====&lt;br /&gt;
Gold Medal: Complete the course in 16 dice or less.&lt;br /&gt;
&lt;br /&gt;
Silver Medal: Complete the course in between 17 and 26 dice.&lt;br /&gt;
&lt;br /&gt;
Bronze Medal: Complete the course in 27 dice or more.&lt;br /&gt;
&lt;br /&gt;
==== Golf ====&lt;br /&gt;
Gold Medal: Complete all three holes in 6 dice.&lt;br /&gt;
&lt;br /&gt;
Silver Medal: Complete all three holes in 7, 8 or 9 dice.&lt;br /&gt;
&lt;br /&gt;
Bronze Medal: Complete all three holes in 10 dice.&lt;br /&gt;
&lt;br /&gt;
==== Rowing ====&lt;br /&gt;
Gold Medal: Score 32 points or more.&lt;br /&gt;
&lt;br /&gt;
Silver Medal: Score between 26 and 31 points.&lt;br /&gt;
&lt;br /&gt;
Bronze Medal: Score between 20 and 25 points.&lt;br /&gt;
&lt;br /&gt;
==== Hurdles ====&lt;br /&gt;
Gold Medal: Score 16 points.&lt;br /&gt;
&lt;br /&gt;
Silver Medal: Score 17 or 18 points.&lt;br /&gt;
&lt;br /&gt;
Bronze Medal: Score between 19 and 22 points.&lt;br /&gt;
&lt;br /&gt;
==== Skateboarding ====&lt;br /&gt;
Gold Medal: Score 55 points or more.&lt;br /&gt;
&lt;br /&gt;
Silver Medal: Score beween 45 and 54 points.&lt;br /&gt;
&lt;br /&gt;
Bronze Medal: Score between 35 and 44 points.&lt;br /&gt;
&lt;br /&gt;
==== Triple Jump ====&lt;br /&gt;
Gold Medal: Score 24 or more points.&lt;br /&gt;
&lt;br /&gt;
Silver Medal: Score between 16 and 23 points.&lt;br /&gt;
&lt;br /&gt;
Bronze Medal: Score between 9 and 15 points.&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraculahelsing&amp;diff=17789</id>
		<title>Gamehelpdraculahelsing</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraculahelsing&amp;diff=17789"/>
		<updated>2023-08-14T13:00:37Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each player plays the role of a different character, either Van Helsing or Dracula.&lt;br /&gt;
&lt;br /&gt;
Van Helsing wins the game if he manages to kill Dracula by removing all his Health Points (HP). Dracula wins the game by either turning all 4 inhabitants of the same District into vampires or surviving until the end of the 5th round.&lt;br /&gt;
&lt;br /&gt;
== Round Setup ==&lt;br /&gt;
The deck (4 suits, each from 1 to 8) is shuffled and each player receives 5 cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each card faces a District. Cards cannot be swapped or rearranged unless a game effect allows you to do so. This is very important, as each card will affect the District that it faces at the end of the round.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The color tokens, associated with the 4 suits, are randomly ranked at the begining of the game. They then can be manipulated with card effects.&lt;br /&gt;
&lt;br /&gt;
Dracula always goes first.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played in a maximum of 5 rounds. Each round, players alternate taking turns, drawing a card and discarding a card to trigger its effect.&lt;br /&gt;
&lt;br /&gt;
On your turn, the topmost card is drawn from the deck. Then, you can either discard this card, or swap it with any of your 5 cards and discard the chosen card. The effect of the discarded card is then triggered.&lt;br /&gt;
&lt;br /&gt;
Instead of drawing (and discarding) a card, a player can call the end of the round. You can only choose this action if there are at least 6 cards in the discard pile. Your opponent takes their last turn, then the round ends.&lt;br /&gt;
&lt;br /&gt;
=== Card Effects ===&lt;br /&gt;
&lt;br /&gt;
# Reveal one of your cards&lt;br /&gt;
# Reveal the topmost card of the deck&lt;br /&gt;
# Reveal one of your opponent&#039;s cards&lt;br /&gt;
# Swap two of your cards&lt;br /&gt;
# Immediately play another turn&lt;br /&gt;
# Swap one of your card with your opponent&#039;s card from the same District&lt;br /&gt;
# Swap the Trump color token with another color token&lt;br /&gt;
# Immediately ends the round (can only be discarded after 6 cards are in the discard). You opponent doesn&#039;t play another turn.&lt;br /&gt;
&lt;br /&gt;
Cards effects must be triggered if possible.&lt;br /&gt;
&lt;br /&gt;
== End of the Round ==&lt;br /&gt;
A round ends when a player uses their turn to call it or when the deck is empty.&lt;br /&gt;
&lt;br /&gt;
Then, all Districts are resolved one by one, from left to right in the direction the weathervane is pointing. For each District, your card is compared with the opponent’s card:&lt;br /&gt;
&lt;br /&gt;
- If one of the two cards is a Trump Card, it wins;&lt;br /&gt;
&lt;br /&gt;
- If both cards are Trump Cards, the highest value wins;&lt;br /&gt;
&lt;br /&gt;
- If neither of the two cards is a Trump Card, the highest value wins. If both values are tied, the higher color (on the Color Ranking Board) wins.&lt;br /&gt;
&lt;br /&gt;
Whenever Dracula wins a District, he turns one Human Token into a Vampire in that District.&lt;br /&gt;
&lt;br /&gt;
Whenever Van Helsing wins a District, he removes one of Dracula’s Health Points.&lt;br /&gt;
&lt;br /&gt;
If one of the end game conditions (4 Vampires in the same District or 0 HP for Dracula) is met during the resolution of a District, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
If Dracula loses his last HP, Van Helsing wins the game.&lt;br /&gt;
&lt;br /&gt;
If Dracula turns all 4 inhabitants of the same District into vampires, or if the game reaches the end of the fifth round, Dracula wins the game.&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpobsession&amp;diff=17759</id>
		<title>Gamehelpobsession</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpobsession&amp;diff=17759"/>
		<updated>2023-08-09T07:57:57Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: /* Special rounds */ Extended Game rounds added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Each player has a number of Servant meeples, a set of Improvement tiles in front of them (representing areas of their estate&#039;s house and grounds), and a hand of Gentry cards. They also have a Reputation value, starting at 1.1; an amount of Money starting at £0; and a number of Objective Cards (some of which will be discarded as the game progresses).&lt;br /&gt;
&lt;br /&gt;
Your Servant meeples are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Meeple&lt;br /&gt;
! Name&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
|{{meeple|blue}}||&amp;lt;b style=&amp;quot;color:blue&amp;quot;&amp;gt;Butler&amp;lt;/b&amp;gt;||Supports prestigious events and can hire new servants.&lt;br /&gt;
|-&lt;br /&gt;
|{{meeple|green}}||&amp;lt;b style=&amp;quot;color:green&amp;quot;&amp;gt;Valet&amp;lt;/b&amp;gt;||Supports male guests.&lt;br /&gt;
|-&lt;br /&gt;
|{{meeple|purple}}||&amp;lt;b style=&amp;quot;color:purple&amp;quot;&amp;gt;Lady&#039;s Maid&amp;lt;/b&amp;gt;||Supports female guests.&lt;br /&gt;
|-&lt;br /&gt;
|{{meeple|red}}||&amp;lt;b style=&amp;quot;color:red&amp;quot;&amp;gt;Housekeeper&amp;lt;/b&amp;gt;||Supports dining events and may also serve as a Lady&#039;s Maid.&lt;br /&gt;
|-&lt;br /&gt;
|{{meeple|white}}||&amp;lt;b style=&amp;quot;color:grey&amp;quot;&amp;gt;Footman&amp;lt;/b&amp;gt;||Supports outdoor events.&lt;br /&gt;
|-&lt;br /&gt;
|{{meeple|black}}||&amp;lt;b style=&amp;quot;color:black&amp;quot;&amp;gt;Underbutler&amp;lt;/b&amp;gt;||Can serve as a &amp;lt;b style=&amp;quot;color:blue&amp;quot;&amp;gt;Butler&amp;lt;/b&amp;gt;, &amp;lt;b style=&amp;quot;color:green&amp;quot;&amp;gt;Valet&amp;lt;/b&amp;gt; or &amp;lt;b style=&amp;quot;color:grey&amp;quot;&amp;gt;Footman&amp;lt;/b&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game consists of players taking turns to host events at locations on their estate: each event requires a number of Servants to attend, and a number of Gentry to be played from the hand as guests to it. The outcome of an event will be a gain (or loss) of Reputation and/or Money, and/or the acquisition of new Gentry cards. After hosting an event, you may optionally buy one Improvement from the Builder&#039;s Market.&lt;br /&gt;
&lt;br /&gt;
When your hand is running low, you can pass your turn to pick your discard pile back up - optionally taking either £200 or refreshing the Builder&#039;s Market.&lt;br /&gt;
&lt;br /&gt;
== Each turn ==&lt;br /&gt;
&lt;br /&gt;
On your turn you can either:&lt;br /&gt;
&lt;br /&gt;
==== Take a standard turn ====&lt;br /&gt;
&lt;br /&gt;
A standard turn consists of the following steps:&lt;br /&gt;
&lt;br /&gt;
*1. &#039;&#039;&#039;Rotate service&#039;&#039;&#039;: Move all your Servants one box to the right. (Only those in the &amp;quot;Available Service&amp;quot; box will be available for use on your turn.)&lt;br /&gt;
*2. &#039;&#039;&#039;Host activity&#039;&#039;&#039;: Choose tile from your estate to use this turn. Its bottom-left number must be equal to or lower than your family&#039;s Reputation.&lt;br /&gt;
*3. &#039;&#039;&#039;Invite guests&#039;&#039;&#039;: Play a number of Gentry cards from your hand that match the event.&lt;br /&gt;
*4. &#039;&#039;&#039;Provide service&#039;&#039;&#039;: Expend Servants to satisfy the event&#039;s Estate tile and Gentry cards. (If you do not have sufficient servants, you must go back and choose a different Estate/Gentry combination, or give up and pass your turn.)&lt;br /&gt;
*5. &#039;&#039;&#039;Enjoy favours&#039;&#039;&#039; given by the event tile and the played gentry cards. These are all compulsory, with the exception of &amp;quot;Dismissing&amp;quot;.&lt;br /&gt;
*6. Optionally &#039;&#039;&#039;buy an Improvement tile from Builders&#039; Market&#039;&#039;&#039;&lt;br /&gt;
*7. &#039;&#039;&#039;Clean up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Pass ====&lt;br /&gt;
&lt;br /&gt;
When you choose to pass:&lt;br /&gt;
*• All of your servants move into the &amp;quot;available&amp;quot; box&lt;br /&gt;
*• You take your discard pile of Gentry cards back into your hard&lt;br /&gt;
*• You may either collect £200 &#039;&#039;or&#039;&#039; refresh the Builders&#039; Market&lt;br /&gt;
*• You may optionally buy from the Builders&#039; Market&lt;br /&gt;
&lt;br /&gt;
== Special rounds ==&lt;br /&gt;
&lt;br /&gt;
Rounds 3 and 9 &#039;&#039;(Extended Game: 4, 9 and 16)&#039;&#039; are &#039;&#039;&#039;Village Fairs&#039;&#039;&#039;: players who have flipped the Study tile receive £300 and 2 Reputation at the starts of these rounds.&lt;br /&gt;
&lt;br /&gt;
Round 11 &#039;&#039;(Extended Game: 13)&#039;&#039; is the &#039;&#039;&#039;Builder&#039;s Holiday&#039;&#039;&#039;: players may buy any number of Improvement tiles during this round.&lt;br /&gt;
&lt;br /&gt;
Round 14 &#039;&#039;(Extended Game: 11)&#039;&#039; is a &#039;&#039;&#039;National Holiday&#039;&#039;&#039;: player Reptutation does not limit actions this round. Players may host any event and invite any guest, irrespective of their Reputation.&lt;br /&gt;
&lt;br /&gt;
Rounds 4, 8, 12 and 16 &#039;&#039;(Extended Game: 5, 10, 15 and 20)&#039;&#039;are &#039;&#039;&#039;Courtship&#039;&#039;&#039; rounds. No regular turns are taken: instead, whoever has the highest score for that courtship&#039;s current Theme colour (shown by the most recent upturned card at the top of the board) may take either the Charles or Elizabeth Fairchild card into their hand, and draw a Victory Point Card. The &#039;&#039;&#039;final Courtship round&#039;&#039;&#039; is scored on the total for &#039;&#039;all four&#039;&#039; Theme colours, rather than just the fourth. (If a colour appears multiple times, it is counted multiple times.)&lt;br /&gt;
&lt;br /&gt;
== End Game Scoring ==&lt;br /&gt;
&lt;br /&gt;
Add up:&lt;br /&gt;
*• Improvement Tile VP&lt;br /&gt;
*• Gentry Card VP&lt;br /&gt;
*• Objective Card VP&lt;br /&gt;
*• Service VP: 2 VP per servant&lt;br /&gt;
*• Wealth VP: 1 VP per £200&lt;br /&gt;
*• VP Cards&lt;br /&gt;
*• Reputation VP&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Reputation&lt;br /&gt;
! VP&lt;br /&gt;
|-&lt;br /&gt;
|Level 1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Level 2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Level 3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Level 4&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Level 5&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Level 6&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|Level 7&amp;lt;br/&amp;gt;&amp;lt;small&amp;gt;(Max in Standard Play)&amp;lt;/small&amp;gt;&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|Level 8&lt;br /&gt;
|36&lt;br /&gt;
|-&lt;br /&gt;
|Level Max&lt;br /&gt;
|45&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarenpark&amp;diff=15076</id>
		<title>Gamehelpbarenpark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarenpark&amp;diff=15076"/>
		<updated>2022-10-16T07:06:47Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: minor punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing Turns ==&lt;br /&gt;
&lt;br /&gt;
To start: Place your initial tile on your park area. (It must fit on the board and not cover a pit.)&lt;br /&gt;
&lt;br /&gt;
In later turns, place any tile you have obtained on your park area, touching at least one edge of a previously placed tile. It still must fit on the board and not cover a pit.&lt;br /&gt;
&lt;br /&gt;
If you do not have any tiles, you must pass. After passing, you must take a Green Area of your choice, and then end your turn.&lt;br /&gt;
&lt;br /&gt;
== Covering icons ==&lt;br /&gt;
&lt;br /&gt;
When any portion of a tile covers an icon on the park board, you get a reward from the group supply.&lt;br /&gt;
&lt;br /&gt;
* Green wheelbarrow: Gain a Green Area (1 to 3 squares) of your choice.&lt;br /&gt;
* White cement truck: Gain an Animal House tile (4 squares) or a Green Area (1 to 3 squares) to your supply. Animal Houses earn victory points when placed.&lt;br /&gt;
* Orange excavator: Gain an Enclosure tile (5 squares) to your supply. Enclosures earn victory points when placed.&lt;br /&gt;
* Construction crew: Gain a new park area and place it immediately. It must border an existing area and not be at a level lower than your entrance.&lt;br /&gt;
&lt;br /&gt;
When you fill any park area completely, you earn a bear statue worth victory points. Finishing a park area earlier is worth more victory points.&lt;br /&gt;
&lt;br /&gt;
The game end is triggered when a player completes all four of their Park Areas. Each other player gets one more turn and then counts up their points. Most points wins!&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Most experienced Bärenpark players like to play with achievements. 3 random achievements are placed under the supply area. Hover over the achievements to see what is required to earn them. (Long press on mobile). Completing achievements earlier is worth more victory points.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The player with the most points wins. In case of a tie, the tied players total the point values on the tiles left in their supply (which they did not place)-the highest-value total breaks the tie. If still tied, there are multiple winners.&lt;br /&gt;
&lt;br /&gt;
== Pit variant ==&lt;br /&gt;
As an expert variant, you can cover up pits on your last turn, though you won&#039;t get the bear bonus for a tile with its pit covered up.&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=14466</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=14466"/>
		<updated>2022-08-23T14:46:36Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Use your dice (workers/citizens) to complete various actions with the goal of building the best civilisation. &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You start the game with:&lt;br /&gt;
*a player mat with the credit marker starting on 1&lt;br /&gt;
*one faction token &lt;br /&gt;
*one home world&lt;br /&gt;
*one development zone card &lt;br /&gt;
*one construction zone card &lt;br /&gt;
*three white dice in your cup&lt;br /&gt;
*two white dice in your citizenry&lt;br /&gt;
*extra dice as shown on your home planet card &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
Warning: the BGA version is coded to play fast. It will do a lot of actions automatically when they do not require choices. So you might be surprised the first times...&lt;br /&gt;
&lt;br /&gt;
== The 5 Actions ==&lt;br /&gt;
&lt;br /&gt;
The game has five phases that everyone does at the same time until the end game condition reached. &lt;br /&gt;
&lt;br /&gt;
*roll&lt;br /&gt;
*assign &lt;br /&gt;
*reveal &lt;br /&gt;
*resolve &lt;br /&gt;
*manage &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You start by rolling all your *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All dice with the * symbol are wild. &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choose one of the dice and put it on the black phase strip of the phase you want to play. Only phases that you or one of your opponents select to activate will happen this round. (in a two player game an extra third phase is selected randomly). The dice you use to select a phase doesn&#039;t have to match the phase you want to play. The dice underneath the phase strip will be used as resources for that phase. &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dictate &lt;br /&gt;
*return one worker to the cup to reassign another worker to a different phase &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some cards may also let you reassign. &lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each reassign action can only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
‎&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase&#039;s action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face/Phase&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Repeated for each die spent.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add a die to a settled, non-gray world.&lt;br /&gt;
|Maximum of 1 die on each world. See &amp;quot;Consume&amp;quot; for importance of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a settled world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on.&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a settled world. Get 1 VP.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of turn: manage and recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die.&lt;br /&gt;
This is the only use of your money, so you rarely need to keep money.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game setup ==&lt;br /&gt;
&lt;br /&gt;
Each player receives a random double tile with a special ability, and a random starter tile next to it.&lt;br /&gt;
Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which. &lt;br /&gt;
&lt;br /&gt;
You also start with 5 white dice.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
When anyone has 12 tiles built, or if all VP chips are used up.&lt;br /&gt;
&lt;br /&gt;
== Watch out! ==&lt;br /&gt;
&lt;br /&gt;
If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
[[Tips_rollforthegalaxy | Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=10483</id>
		<title>Gamehelpbuttons</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbuttons&amp;diff=10483"/>
		<updated>2021-12-10T07:20:14Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: Minor layout edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game ends when one player has a connected line of 5 stars either horizontally or vertically (not diagonally) or when a player reaches 12 stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setup&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Each player begins with one designated bonus colour (or 2 colours for 2 player games) and an individual player board (all different). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each round&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
With the exception of the first round the players will pass their designated bonus colour token to the next person in a clockwise order &lt;br /&gt;
&lt;br /&gt;
Each player will then take their turn in clockwise order starting with the player that has the red designated bonus colour token&lt;br /&gt;
&lt;br /&gt;
* On their turn the current player can either roll the one white die with gold pips and 5 black dice (one with gold pips) or if they have placed at least one button on their board they can choose to opt out&lt;br /&gt;
* if the current player opts out they take one of the black dice (without the gold pips) and forfeit placing buttons for the remainder of the round, any remaining players will have 1 less black die available to roll.&lt;br /&gt;
* If the current player rolls then if possible the player combines the white die for the row and a black die for the column and places a button on the corresponding intersection on their board IF there is NO button, star, or a button orthogonal to this intersection on their player board &lt;br /&gt;
* if there is no valid intersection to place a button then the player &amp;quot;busts out&amp;quot;, all buttons they placed this round are removed from their player board, forfeits placing more buttons, and takes one of the black dice (without the gold pips) until the end of the round.  Any remaining players will have 1 less black die available to roll.&lt;br /&gt;
* The other players MAY use the combination of the white die for the row and the black die with the gold pip for the column to place a button on the corresponding intersection as long as there is NO button, star, or a button orthogonal to this intersection on their player board.&lt;br /&gt;
* Once every player has made their placement decisions, the dice are handed to the next player in clockwise order start their turn. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;End of each round&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
When all of the players have either busted out or opted out, stars are awarded from the supply.&lt;br /&gt;
&lt;br /&gt;
(1) A star is awarded for successfully opting out&lt;br /&gt;
&lt;br /&gt;
(2) A star is awarded for each colour that you covered with at least 3 buttons during your turn &#039;&#039;(N.B. more than 3 buttons do not provide any further points)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(3) A bonus star is awarded for each of your bonus colours that you covered with at least 3 buttons during your turn&lt;br /&gt;
&lt;br /&gt;
Stars can be placed to replace any of the buttons placed during this round.  After stars are placed, any remaining buttons are returned to the supply and the next round is started.  &lt;br /&gt;
&lt;br /&gt;
Strategy Tip: Each button you place on the board &#039;blocks&#039; horizontally and vertically adjacent locations from being available for buttons on future turns during the round.  Thus, the more buttons you have, the more locations are blocked for placement.&lt;br /&gt;
&lt;br /&gt;
Strategy Tip: Since there is only a single white die, aiming to make a horizontal line can set you up for more frequent bust outs compared to vertical lines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending and Winning the Game&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
The game ends when a player connects a line of 5 stars horizontally or vertically (not diagonally).  If 2 or more players connect a line of 5 stars at the end of the same round, the player with the most stars wins the tie.breaker.  There is no further tie-break.&lt;br /&gt;
&lt;br /&gt;
If no one connects a line of 5 stars, a player who places 12 stars triggers the end of the game.  The player with the most stars wins the game.  There is no further tie-break.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the BGA implementation: 100 points are awarded for connecting 5 stars in a row, so the game simply ends when someone has 12 or more points.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyes&amp;diff=10354</id>
		<title>Gamehelptroyes</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyes&amp;diff=10354"/>
		<updated>2021-11-23T08:55:18Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
(This rules summary is based on the game help written by [http://boardgamegeek.com/user/pregremlin Andrew Agard] for Board Game Geek, under Creative Commons license. Please see [http://boardgamegeek.com/filepage/66976/complete-rules-reference-1-page-fold-in-half original file] here for details. Thank you Andrew !)&lt;br /&gt;
&lt;br /&gt;
===Initial Placement===&lt;br /&gt;
&lt;br /&gt;
* In clockwise order place a citizen in empty space of one building&lt;br /&gt;
* Continue in counter clockwise order from last player and so on until all citizens placed&lt;br /&gt;
&lt;br /&gt;
===Game play===&lt;br /&gt;
&lt;br /&gt;
====Phase 0: Reveal the Activity cards====&lt;br /&gt;
&lt;br /&gt;
Reveal activity card for each color corresponding to current round (first 3 rounds only)&lt;br /&gt;
&lt;br /&gt;
====Phase 1: Income and salaries====&lt;br /&gt;
&lt;br /&gt;
Receive 10 deniers and pay 1 per Bishopric and 2 per Palace citizen or lose 2 VP&lt;br /&gt;
&lt;br /&gt;
====Phase 2: Assembling the workforce====&lt;br /&gt;
&lt;br /&gt;
Roll yellow/white/red die per citizen in City Hall/Bishopric/Palace and place in district&lt;br /&gt;
&lt;br /&gt;
====Phase 3: Events====&lt;br /&gt;
&lt;br /&gt;
Reveal top red and white or yellow Event and place to right of queue (unlimited Events)&lt;br /&gt;
&lt;br /&gt;
Events take effect from left to right&lt;br /&gt;
&lt;br /&gt;
* Military: start player takes 1 black die per die symbol&lt;br /&gt;
&lt;br /&gt;
* Other events: see annex (can’t execute: execute as much as possible and lose 2 VP)&lt;br /&gt;
&lt;br /&gt;
After Events, roll black dice and counter:&lt;br /&gt;
&lt;br /&gt;
* Start player must counter highest-value with one or more dice form district. Total value must be &amp;gt;= die. Discard dice. May counter several dice at once&lt;br /&gt;
&lt;br /&gt;
* Gain 1 influence per dice countered (can’t counter: discard die and lose 2 VP)&lt;br /&gt;
&lt;br /&gt;
* In order players must counter highest remaining until all countered&lt;br /&gt;
&lt;br /&gt;
* Use any color dice. Double red dice. Can’t buy dice or use activity cubes&lt;br /&gt;
&lt;br /&gt;
====Phase 4: Actions====&lt;br /&gt;
&lt;br /&gt;
See below.&lt;br /&gt;
&lt;br /&gt;
====Phase 5: End of the round====&lt;br /&gt;
&lt;br /&gt;
Receive deniers from district&lt;br /&gt;
&lt;br /&gt;
Return citizens lying on buildings to personal supplies&lt;br /&gt;
&lt;br /&gt;
Return unused dice to general supply&lt;br /&gt;
&lt;br /&gt;
Pass start player card left.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
In order each player can use 1-3 dice of the same color for one action or pass.&lt;br /&gt;
The round ends when no dice available or all players have passed. &lt;br /&gt;
May pay player or bank (gray) to use their dice. If using 1/2/3 total dice, you pay 2/4/6 deniers per die.&lt;br /&gt;
&lt;br /&gt;
====Activate Activity Card====&lt;br /&gt;
&lt;br /&gt;
Must have tradesman. Hire if necessary by paying indicated amount in deniers. Place&lt;br /&gt;
citizen on free space (or illustration if full) from personal supply, any board location or pay two influence to take one from the general supply.&lt;br /&gt;
&lt;br /&gt;
* 1 tradesman per player per card&lt;br /&gt;
* Must activate at least once if tradesman hired&lt;br /&gt;
* Citizens on card cannot be moved to newly freed space&lt;br /&gt;
&lt;br /&gt;
Immediate effect: activation cost (round down) determines color and use of dice&lt;br /&gt;
&lt;br /&gt;
Delayed effect: place cubes equal to activation cost. Use later (one cube per action)&lt;br /&gt;
&lt;br /&gt;
====Construct Cathedral====&lt;br /&gt;
&lt;br /&gt;
* Use 1-3 white dice to place 1-3 cubes on same-numbered construction site&lt;br /&gt;
* Must place on lower levels before placing in higher levels for each set of valued spaces&lt;br /&gt;
* Gain 1 VP and 1 or 2 Influence for each cube placed in spaces 1-3 or 4-6&lt;br /&gt;
&lt;br /&gt;
====Combat Events====&lt;br /&gt;
&lt;br /&gt;
* Activation cost (round down) defines dice and number of cubes to place on card&lt;br /&gt;
* Place cubes on small banner starting with upper left. Gain 1 influence for each. Only place on a single card each action and can’t place more cubes than banners&lt;br /&gt;
    &lt;br /&gt;
Event countered when banners filled&lt;br /&gt;
* Most cubes earns higher reward (tied: total rounded down, 2nd earns nothing). If only 1 player on card earn both rewards.&lt;br /&gt;
* 2nd most cubes earns smaller reward (tied: total rounded down)&lt;br /&gt;
* Most cubes takes card (tied: player who placed first). Discard if neutral has most&lt;br /&gt;
* Marauding: rewards given, cubes removed, and then event is available again&lt;br /&gt;
&lt;br /&gt;
====Place a citizen on building====&lt;br /&gt;
&lt;br /&gt;
* Use exactly one die to place one citizen from personal supply or any board location on first space of matching building row or space corresponding to die color and value&lt;br /&gt;
&lt;br /&gt;
* Shift existing citizens to right. Citizens pushed off are laid on building illustration&lt;br /&gt;
&lt;br /&gt;
* If already have expelled citizen nobody can expel your citizens from that building&lt;br /&gt;
&lt;br /&gt;
====Use Agriculture====&lt;br /&gt;
&lt;br /&gt;
* Gain number of deniers equal to total value divided by 2 (round down)&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
&lt;br /&gt;
* If dice still in any city square, pass and receive 2 deniers which are placed in district&lt;br /&gt;
&lt;br /&gt;
* Each turn add another denier to district&lt;br /&gt;
&lt;br /&gt;
===End of Game Scoring===&lt;br /&gt;
&lt;br /&gt;
Sum of:&lt;br /&gt;
&lt;br /&gt;
* VP token gained during the game&lt;br /&gt;
&lt;br /&gt;
* 1 VP per un-resolved event card that you have a presence&lt;br /&gt;
&lt;br /&gt;
* VP on activity cards as occupied by each of your tradesman&lt;br /&gt;
&lt;br /&gt;
* -2 VP per row in cathedral that you do not have a cube on&lt;br /&gt;
&lt;br /&gt;
* Once revealed, gain VP per character cards. Note: you gain VP from ALL character cards in play, not just your own.&lt;br /&gt;
&lt;br /&gt;
==Characters scoring==&lt;br /&gt;
===Chretien de Troyes===&lt;br /&gt;
Awards citizens placed on the 3 principal buildings&lt;br /&gt;
* 1 VP for 3+ (4+ with 2 players)&lt;br /&gt;
* 3 VP for 5+ (6+ with 2 players)&lt;br /&gt;
* 6 VP for 7+ (8+ with 2 players) &lt;br /&gt;
===Urbain IV===&lt;br /&gt;
Awards cubes placed on the cathedral&lt;br /&gt;
* 1 VP for 3+ (4+ with 2 players)&lt;br /&gt;
* 3 VP for 5+ (6+ with 2 players)&lt;br /&gt;
* 6 VP for 7+ (8+ with 2 players) &lt;br /&gt;
===Thibaut II===&lt;br /&gt;
Awards deniers&lt;br /&gt;
* 1 VP for 6+ &lt;br /&gt;
* 3 VP for 12+ &lt;br /&gt;
* 6 VP for 18+ &lt;br /&gt;
===Hugues de Payns===&lt;br /&gt;
Awards influence&lt;br /&gt;
* 1 VP for 5+ &lt;br /&gt;
* 3 VP for 10+ &lt;br /&gt;
* 6 VP for 15+ &lt;br /&gt;
===Le Florentin===&lt;br /&gt;
Awards tradesman on the activity cards&lt;br /&gt;
* 1 VP for 2+ &lt;br /&gt;
* 3 VP for 4+ &lt;br /&gt;
* 6 VP for 6+ &lt;br /&gt;
===Henry I===&lt;br /&gt;
Awards event cards&lt;br /&gt;
* 1 VP for 1+ &lt;br /&gt;
* 3 VP for 3+ &lt;br /&gt;
* 6 VP for 5+&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyes&amp;diff=10353</id>
		<title>Gamehelptroyes</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyes&amp;diff=10353"/>
		<updated>2021-11-23T08:36:38Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
Be the player with the most victory points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Rules summary ==&lt;br /&gt;
&lt;br /&gt;
(This rules summary is based on the game help written by [http://boardgamegeek.com/user/pregremlin Andrew Agard] for Board Game Geek, under Creative Commons license. Please see [http://boardgamegeek.com/filepage/66976/complete-rules-reference-1-page-fold-in-half original file] here for details. Thank you Andrew !)&lt;br /&gt;
&lt;br /&gt;
===Initial Placement===&lt;br /&gt;
&lt;br /&gt;
* In clockwise order place a citizen in empty space of one building&lt;br /&gt;
* Continue in counter clockwise order from last player and so on until all citizens placed&lt;br /&gt;
&lt;br /&gt;
===Game play===&lt;br /&gt;
&lt;br /&gt;
====Phase 0: Reveal the Activity cards====&lt;br /&gt;
&lt;br /&gt;
Reveal activity card for each color corresponding to current round (first 3 rounds only)&lt;br /&gt;
&lt;br /&gt;
====Phase 1: Income and salaries====&lt;br /&gt;
&lt;br /&gt;
Receive 10 deniers and pay 1 per Bishopric and 2 per Palace citizen or lose 2 VP&lt;br /&gt;
&lt;br /&gt;
====Phase 2: Assembling the workforce====&lt;br /&gt;
&lt;br /&gt;
Roll yellow/white/red die per citizen in City Hall/Bishopric/Palace and place in district&lt;br /&gt;
&lt;br /&gt;
====Phase 3: Events====&lt;br /&gt;
&lt;br /&gt;
Reveal top red and white or yellow Event and place to right of queue (unlimited Events)&lt;br /&gt;
&lt;br /&gt;
Events take effect from left to right&lt;br /&gt;
&lt;br /&gt;
* Military: start player takes 1 black die per die symbol&lt;br /&gt;
&lt;br /&gt;
* Other events: see annex (can’t execute: execute as much as possible and lose 2 VP)&lt;br /&gt;
&lt;br /&gt;
After Events, roll black dice and counter:&lt;br /&gt;
&lt;br /&gt;
* Start player must counter highest-value with one or more dice form district. Total value must be &amp;gt;= die. Discard dice. May counter several dice at once&lt;br /&gt;
&lt;br /&gt;
* Gain 1 influence per dice countered (can’t counter: discard die and lose 2 VP)&lt;br /&gt;
&lt;br /&gt;
* In order players must counter highest remaining until all countered&lt;br /&gt;
&lt;br /&gt;
* Use any color dice. Double red dice. Can’t buy dice or use activity cubes&lt;br /&gt;
&lt;br /&gt;
====Phase 4: Actions====&lt;br /&gt;
&lt;br /&gt;
See below.&lt;br /&gt;
&lt;br /&gt;
====Phase 5: End of the round====&lt;br /&gt;
&lt;br /&gt;
Receive deniers from district&lt;br /&gt;
&lt;br /&gt;
Return citizens lying on buildings to personal supplies&lt;br /&gt;
&lt;br /&gt;
Return unused dice to general supply&lt;br /&gt;
&lt;br /&gt;
Pass start player card left.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
In order each player can use 1-3 dice of the same color for one action or pass.&lt;br /&gt;
Round ends when no dice available or all players have passed&lt;br /&gt;
May pay player or bank (gray) to use dice. If using 1/2/3 dice pay 2/4/6 deniers per dice&lt;br /&gt;
&lt;br /&gt;
====Activate Activity Card====&lt;br /&gt;
&lt;br /&gt;
Must have tradesman. Hire if necessary by paying indicated amount in deniers. Place&lt;br /&gt;
citizen on free space (or illustration if full) from personal supply or any board location&lt;br /&gt;
&lt;br /&gt;
* 1 tradesman per player per card&lt;br /&gt;
* Must activate at least once if tradesman hired&lt;br /&gt;
* Citizens on card cannot be moved to newly freed space&lt;br /&gt;
&lt;br /&gt;
Immediate effect: activation cost (round down) determines color and use of dice&lt;br /&gt;
&lt;br /&gt;
Delayed effect: place cubes equal to activation cost. Use later (one cube per action)&lt;br /&gt;
&lt;br /&gt;
====Construct Cathedral====&lt;br /&gt;
&lt;br /&gt;
* Use 1-3 white dice to place 1-3 cubes on same-numbered construction site&lt;br /&gt;
* Must place on lower levels before placing in higher levels for each set of valued spaces&lt;br /&gt;
* Gain 1 VP and 1 or 2 Influence for each cube placed in spaces 1-3 or 4-6&lt;br /&gt;
&lt;br /&gt;
====Combat Events====&lt;br /&gt;
&lt;br /&gt;
* Activation cost (round down) defines dice and number of cubes to place on card&lt;br /&gt;
* Place cubes on small banner starting with upper left. Gain 1 influence for each. Only place on a single card each action and can’t place more cubes than banners&lt;br /&gt;
    &lt;br /&gt;
Event countered when banners filled&lt;br /&gt;
* Most cubes earns higher reward (tied: total rounded down, 2nd earns nothing). If only 1 player on card earn both rewards.&lt;br /&gt;
* 2nd most cubes earns smaller reward (tied: total rounded down)&lt;br /&gt;
* Most cubes takes card (tied: player who placed first). Discard if neutral has most&lt;br /&gt;
* Marauding: rewards given, cubes removed, and then event is available again&lt;br /&gt;
&lt;br /&gt;
====Place a citizen on building====&lt;br /&gt;
&lt;br /&gt;
* Use exactly one die to place one citizen from personal supply or any board location on first space of matching building row or space corresponding to die color and value&lt;br /&gt;
&lt;br /&gt;
* Shift existing citizens to right. Citizens pushed off are laid on building illustration&lt;br /&gt;
&lt;br /&gt;
* If already have expelled citizen nobody can expel your citizens from that building&lt;br /&gt;
&lt;br /&gt;
====Use Agriculture====&lt;br /&gt;
&lt;br /&gt;
* Gain number of deniers equal to total value divided by 2 (round down)&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
&lt;br /&gt;
* If dice still in any city square, pass and receive 2 deniers which are placed in district&lt;br /&gt;
&lt;br /&gt;
* Each turn add another denier to district&lt;br /&gt;
&lt;br /&gt;
===End of Game Scoring===&lt;br /&gt;
&lt;br /&gt;
Sum of:&lt;br /&gt;
&lt;br /&gt;
* VP token gained during the game&lt;br /&gt;
&lt;br /&gt;
* 1 VP per un-resolved event card that you have a presence&lt;br /&gt;
&lt;br /&gt;
* VP on activity cards as occupied by each of your tradesman&lt;br /&gt;
&lt;br /&gt;
* -2 VP per row in cathedral that you do not have a cube on&lt;br /&gt;
&lt;br /&gt;
* Once revealed, gain VP per character cards. Note: you gain VP from ALL character cards in play, not just your own.&lt;br /&gt;
&lt;br /&gt;
==Characters scoring==&lt;br /&gt;
===Chretien de Troyes===&lt;br /&gt;
Awards citizens placed on the 3 principal buildings&lt;br /&gt;
* 1 VP for 3+ (4+ with 2 players)&lt;br /&gt;
* 3 VP for 5+ (6+ with 2 players)&lt;br /&gt;
* 6 VP for 7+ (8+ with 2 players) &lt;br /&gt;
===Urbain IV===&lt;br /&gt;
Awards cubes placed on the cathedral&lt;br /&gt;
* 1 VP for 3+ (4+ with 2 players)&lt;br /&gt;
* 3 VP for 5+ (6+ with 2 players)&lt;br /&gt;
* 6 VP for 7+ (8+ with 2 players) &lt;br /&gt;
===Thibaut II===&lt;br /&gt;
Awards deniers&lt;br /&gt;
* 1 VP for 6+ &lt;br /&gt;
* 3 VP for 12+ &lt;br /&gt;
* 6 VP for 18+ &lt;br /&gt;
===Hugues de Payns===&lt;br /&gt;
Awards influence&lt;br /&gt;
* 1 VP for 5+ &lt;br /&gt;
* 3 VP for 10+ &lt;br /&gt;
* 6 VP for 15+ &lt;br /&gt;
===Le Florentin===&lt;br /&gt;
Awards tradesman on the activity cards&lt;br /&gt;
* 1 VP for 2+ &lt;br /&gt;
* 3 VP for 4+ &lt;br /&gt;
* 6 VP for 6+ &lt;br /&gt;
===Henry I===&lt;br /&gt;
Awards event cards&lt;br /&gt;
* 1 VP for 1+ &lt;br /&gt;
* 3 VP for 3+ &lt;br /&gt;
* 6 VP for 5+&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=9748</id>
		<title>Gamehelpkingoftokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=9748"/>
		<updated>2021-10-16T21:03:36Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: /* Roll Dice */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= For translators =&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Please don&#039;t touch the &amp;lt;strong&amp;gt;, &amp;lt;i&amp;gt;, and text between [] (brackets). &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For cards name, brackets contained hexa-decimal color of names. This will specify the color from this tag until the end, or until color is redefined. You probably don&#039;t need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code on HEX field here : https://www.google.com/search?q=color+picker&lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
You are a gigantic Monster willing to do anything to become King of Tokyo.&lt;br /&gt;
Your rampage brings you glory in the form of Victory Points (blue stars). To win, be the first Monster to gain 20 Victory Points.&lt;br /&gt;
Or, get your claws out and eliminate your enemies. The last one standing claims victory!&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
# Roll Dice&lt;br /&gt;
# Resolve Dice&lt;br /&gt;
# Enter Tokyo&lt;br /&gt;
# Buy Power cards&lt;br /&gt;
# End of turn&lt;br /&gt;
&lt;br /&gt;
=== Roll Dice ===&lt;br /&gt;
&#039;&#039;&#039;On your turn, you can roll the dice up to three times. You can stop rolling any time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the first Roll, 6 dice are rolled. For your second Roll, if you like some of your results, you can set them aside (click on them to lock them) and only roll the ones you don’t like again.&lt;br /&gt;
&lt;br /&gt;
For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.&lt;br /&gt;
&lt;br /&gt;
After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.&lt;br /&gt;
&lt;br /&gt;
== Resolve Dice ==&lt;br /&gt;
Symbols rolled at the end of your last die Roll represent the actions of your turn.&lt;br /&gt;
&lt;br /&gt;
=== Victory points (dices 1, 2 and 3) ===&lt;br /&gt;
If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.&lt;br /&gt;
&lt;br /&gt;
Each additional die rolled with the same face gains you 1 additional point.&lt;br /&gt;
&lt;br /&gt;
=== Energy (lightning bolt die) ===&lt;br /&gt;
Gain 1 energy from the pool for each energy die.&lt;br /&gt;
&lt;br /&gt;
=== Heal (heart die) ===&lt;br /&gt;
If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.&lt;br /&gt;
&lt;br /&gt;
If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).&lt;br /&gt;
&lt;br /&gt;
=== Smash (hand die) ===&lt;br /&gt;
Monsters that are not in the same place as you lose 1 for each smash die rolled.&lt;br /&gt;
&lt;br /&gt;
If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll any smash dice, you wound all Monsters outside of Tokyo.&lt;br /&gt;
&lt;br /&gt;
If you are outside of Tokyo and you roll smash any dice, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay). &lt;br /&gt;
These Monsters can then decide to Yield and leave Tokyo or stay. Monsters who Yield Tokyo still lose hearts.&lt;br /&gt;
Each smash die results in losing one Life Point.&lt;br /&gt;
If a Monster loses their last Life Point, they are eliminated.&lt;br /&gt;
&lt;br /&gt;
If a Monster yields Tokyo, the attacker must enter Tokyo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dices.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Losing hearts from a Power card effect is different than being attacked with smash dice. A Monster can only yield Tokyo when losing hearts from smash dice.&lt;br /&gt;
&lt;br /&gt;
== Enter Tokyo ==&lt;br /&gt;
&lt;br /&gt;
If no one is in Tokyo, you must enter and place your Monster in Tokyo City.&lt;br /&gt;
You can only Yield when you lose heart from smashes rolled by a Monster.&lt;br /&gt;
&lt;br /&gt;
No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.&lt;br /&gt;
&lt;br /&gt;
=== 5/6 players ===&lt;br /&gt;
With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay. Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”. Tokyo Bay has the same effects as Tokyo City.&lt;br /&gt;
&lt;br /&gt;
Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).&lt;br /&gt;
&lt;br /&gt;
=== Being in Tokyo (Tokyo City or Tokyo Bay) ===&lt;br /&gt;
has some advantages and disadvantages:&lt;br /&gt;
* You gain 1 victory point when you enter Tokyo.&lt;br /&gt;
* You gain 2 victory points if you start your turn in Tokyo.&lt;br /&gt;
* Monsters in Tokyo cannot use heart dice to heal&lt;br /&gt;
&lt;br /&gt;
== Buy Power cards ==&lt;br /&gt;
&lt;br /&gt;
You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card. &lt;br /&gt;
&#039;&#039;&#039;Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can also spend 2 energy to sweep all three face-up cards to the discard. Then reveal three new Power cards from the deck. They are immediately available for purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As long as you have enough energy, you can continue to buy or sweep cards.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Power cards can be one of two different types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep:&#039;&#039;&#039; Keep these cards face-up in front of you until the end of the game (unless something tells you to do otherwise).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discard:&#039;&#039;&#039; Resolve these cards immediately, then discard them.&lt;br /&gt;
&lt;br /&gt;
== End of turn ==&lt;br /&gt;
Certain Power card effects activate at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Once you’re done, pass the dice to the player on your left.&lt;br /&gt;
&lt;br /&gt;
== Power card clarifications ==&lt;br /&gt;
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win. If all Monsters are eliminated at the same time… everyone loses!&lt;br /&gt;
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist ===&lt;br /&gt;
If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.&lt;br /&gt;
&lt;br /&gt;
=== Fire Breathing ===&lt;br /&gt;
The Monsters of the players seated to your left and right each lose 1 heart. They lose this heart even if they are in the same place as you. If there are only 2 players, your opponent only loses 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Mimic ===&lt;br /&gt;
Mimic copies the effects of a card as if it had just been played (with tokens, for example). If the copied card is discarded, Mimic no longer has an effect and you take back the associated token. You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.&lt;br /&gt;
&lt;br /&gt;
=== Poison Spit &amp;amp; Shrink Ray ===&lt;br /&gt;
Poison and Shrink tokens stay even if their associated cards are discarded. You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.&lt;br /&gt;
&lt;br /&gt;
=== Metamorph ===&lt;br /&gt;
Discarding your Keep cards happens in the End of Turn step. You get back the full cost of the card as printed, even if you bought it at a discount.&lt;br /&gt;
&lt;br /&gt;
= 2 players variant =&lt;br /&gt;
&#039;&#039;This option is activated by default.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.&lt;br /&gt;
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.&lt;br /&gt;
&lt;br /&gt;
All other rules remain unchanged.&lt;br /&gt;
&lt;br /&gt;
= Cards combinations =&lt;br /&gt;
If you have a doubt about some cards combinations, you can check answers listed here : https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM.&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=9489</id>
		<title>Gamehelpteotihuacan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=9489"/>
		<updated>2021-09-28T16:21:49Z</updated>

		<summary type="html">&lt;p&gt;Talzaroff: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Basics===&lt;br /&gt;
Your Workers are Dice. Don&#039;t roll them! The numbers show their level.&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
On each board, you can choose from three actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect Cocoa:&#039;&#039;&#039; gain cocoa equal to the number of dice colours present plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.&lt;br /&gt;
# &#039;&#039;&#039;Main action:&#039;&#039;&#039; pay Cocoa equal to the number of the dice colours present, then activate the benefit of the location (collect resources, build the pyramid, etc., check the &amp;quot;?&amp;quot; on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).&lt;br /&gt;
# &#039;&#039;&#039;Worship:&#039;&#039;&#039; place your Worker in the coloured box to one side on each board. If another  Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn&#039;t count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. &lt;br /&gt;
&lt;br /&gt;
===Unlocking Workers===&lt;br /&gt;
Two methods:&lt;br /&gt;
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free&lt;br /&gt;
&lt;br /&gt;
2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.&lt;br /&gt;
&lt;br /&gt;
===Ascension===&lt;br /&gt;
When a Worker levels up to six pips, it immediately &amp;quot;ascends&amp;quot;. Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.&lt;br /&gt;
===Eclipse===&lt;br /&gt;
The Eclipse counter (white disc) moves one step after each player has played once (and also when Ascending).&lt;br /&gt;
When the white disc reaches the black disc on the turn counter, this triggers an Eclipse. This triggers a VP count according to multiple parameters after everyone has played once. &lt;br /&gt;
&lt;br /&gt;
Players must then pay 1 cocoa per worker plus 1 additional for each worker of power 4 or 5. Each cocoa a player cannot/will not pay costs them 3 VP.  &lt;br /&gt;
&lt;br /&gt;
This is not the game end (yet).&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
The game ends after three eclipses or after the pyramid is completed, with each player getting (at least) one final turn.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://boardgamegeek.com/filepage/166248/official-rules Official Rules (via BGG)]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]&lt;/div&gt;</summary>
		<author><name>Talzaroff</name></author>
	</entry>
</feed>