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	<updated>2026-10-29T11:14:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=27476</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=27476"/>
		<updated>2025-12-03T04:48:25Z</updated>

		<summary type="html">&lt;p&gt;TheCat: /* Feats (optional feature) */ Cleanup and clarification.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
&amp;lt;br&amp;gt;Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
&amp;lt;br&amp;gt;At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
&amp;lt;br&amp;gt;Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. &lt;br /&gt;
* If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
* If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
&amp;lt;br&amp;gt;The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
&amp;lt;br&amp;gt;The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
&amp;lt;br&amp;gt;Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
&amp;lt;br&amp;gt;The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
&amp;lt;br&amp;gt;Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
&amp;lt;br&amp;gt;Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second players to complete a settlement can place one of the two Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second players to place a tent on the last available tent space of a territory can place one of the two Discovery feats in any territory, excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory or connection on which it is placed by one. Thus, a single feat doubles scores, two feats triple, three feats quadruple, etc.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map, connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=26731</id>
		<title>Gamehelpyatzy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=26731"/>
		<updated>2025-10-03T20:09:54Z</updated>

		<summary type="html">&lt;p&gt;TheCat: copy editing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
A player rolls the dice to begin a turn. They are then allowed to reroll dice, with each reroll being any number of those dice. (In BGA, you click on the dice that you want to reroll.)&lt;br /&gt;
&lt;br /&gt;
After those rerolls, or when the player chooses to stop rolling, the player must choose which category to score the final result. There are limited scoring categories, and each must be used for one of the rounds. This can often force a player to take a zero score for some categories. &lt;br /&gt;
&lt;br /&gt;
== Yahtzee ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- Get 63 points in the upper section to get 35 bonus points&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Full house scores 25 points&lt;br /&gt;
&lt;br /&gt;
- Small straight scores 30 points&lt;br /&gt;
&lt;br /&gt;
- Large straight scores 40 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points. Each extra five of a kind scores 100 bonus points and must also be scored in another category&lt;br /&gt;
&lt;br /&gt;
-- A five of a kind can be used to score a full house, small straight, or large straight when the five of a kind box and the corresponding upper section box have been filled already&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Yam ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- Get 60 points in the upper section to get the difference between the upper section score and 30 points&lt;br /&gt;
&lt;br /&gt;
- Plus section and minus section can be filled by any combination. Score the difference between plus and minus, or 0 if minus is higher than plus&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores 40 points plus the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Full house scores 30 points plus the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Small straight scores 45 points&lt;br /&gt;
&lt;br /&gt;
- Large straight scores 50 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points plus the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Rigole (four dice of the same number and a die of the opposite number) scores 50 points&lt;br /&gt;
&lt;br /&gt;
== Yacht ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- No upper section bonus&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of four of a kind&lt;br /&gt;
&lt;br /&gt;
- Full house scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3-4-5) scores 30 points&lt;br /&gt;
&lt;br /&gt;
- High straight (2-3-4-5-6) scores 30 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Yatzy ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- Get 63 points in the upper section to get 50 bonus points&lt;br /&gt;
&lt;br /&gt;
- One pair scores the sum of one pair&lt;br /&gt;
&lt;br /&gt;
- Two pairs scores the sum of two pairs&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores the sum of three of a kind&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of four of a kind&lt;br /&gt;
&lt;br /&gt;
- Full house scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3-4-5) scores 15 points&lt;br /&gt;
&lt;br /&gt;
- High straight (2-3-4-5-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Maxy Yatzy ==&lt;br /&gt;
- Roll 6 dice&lt;br /&gt;
&lt;br /&gt;
- Gain 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
-- Unused rerolls are saved and can be used later&lt;br /&gt;
&lt;br /&gt;
- Get 84 points in the upper section to get 100 bonus points&lt;br /&gt;
&lt;br /&gt;
- One pair scores the sum of the dice in the pair&lt;br /&gt;
&lt;br /&gt;
- Two pairs score the sum of the dice in the pairs&lt;br /&gt;
&lt;br /&gt;
- Three pairs score the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores the sum of the dice in the three of a kind&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of the dice in the four of a kind&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores the sum of the dice in the five of a kind&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3-4-5) scores 15 points&lt;br /&gt;
&lt;br /&gt;
- High straight (2-3-4-5-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Full straight (1-2-3-4-5-6) scores 21 points&lt;br /&gt;
&lt;br /&gt;
- Full house scores the sum of the dice in the full house&lt;br /&gt;
&lt;br /&gt;
- Castle (three dice of one number and three dice of another number) scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Tower (four dice of one number and two dice of another number) scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Six of a kind scores 100 points&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Crag ==&lt;br /&gt;
- Rolls 3 dice instead of 5&lt;br /&gt;
&lt;br /&gt;
- For each round, only a single reroll chance is given instead of two&lt;br /&gt;
&lt;br /&gt;
- No upper section bonus&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores 25 points&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- High straight (4-5-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Odd straight (1-3-5) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Even straight (2-4-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Thirteen scores 26 points&lt;br /&gt;
&lt;br /&gt;
- Crag (any combination containing a pair and totalling 13) scores 50 points&lt;br /&gt;
&lt;br /&gt;
== Random ==&lt;br /&gt;
Randomly selects a rule set from all available options. &lt;br /&gt;
&lt;br /&gt;
Hover over or long-tap the scoring boxes to read the description. &lt;br /&gt;
&lt;br /&gt;
Please read the description for each rule set from the game page before selecting or joining tables with this option!&lt;br /&gt;
&lt;br /&gt;
== Simultaneous Mode ==&lt;br /&gt;
All players play simultaneously. Rolled dice and selected scoring boxes are revealed at the end of the round.&lt;br /&gt;
&lt;br /&gt;
== Triple Mode ==&lt;br /&gt;
Each player has 3 scoring columns per scoring category. The second column scores double, and the third column scores triple.&lt;br /&gt;
&lt;br /&gt;
To use a five of a kind as a Joker in Yahtzee, the player must have filled all 3 Yahtzee columns and all corresponding upper section boxes already.&lt;br /&gt;
&lt;br /&gt;
To score an extra Yahtzee bonus in Yahtzee, the player must have scored all 3 Yahtzee columns already and must score at least 1 point from any other scoring box. Then, the multiplier according to the selected scoring column will be applied to the extra Yahtzee bonus gained.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{InfoBox|title=Example|body=A roll of&lt;br /&gt;
&lt;br /&gt;
:{{whiteDie|1}}{{whiteDie|1}}{{whiteDie|2}}{{whiteDie|5}}{{whiteDie|5}}&lt;br /&gt;
&lt;br /&gt;
could be scored as 2 points in the &amp;quot;ones&amp;quot; category, 2 points in the &amp;quot;twos&amp;quot; category, 10 points in the &amp;quot;fives&amp;quot; category, or 0 points in the &amp;quot;threes,&amp;quot; &amp;quot;fours,&amp;quot; or &amp;quot;sixes.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Requirement&lt;br /&gt;
! Example&lt;br /&gt;
! Score&lt;br /&gt;
|-&lt;br /&gt;
! Three-Of-A-Kind&lt;br /&gt;
| At least three dice showing the same face&lt;br /&gt;
| {{yellowDie|4}}{{yellowDie|4}}{{yellowDie|4}}{{whiteDie|2}}{{whiteDie|6}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 3 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Four-Of-A-Kind&lt;br /&gt;
| At least four dice showing the same face&lt;br /&gt;
| {{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{whiteDie|5}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 4 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Full House&lt;br /&gt;
| A three-of-a-kind and a pair&lt;br /&gt;
| {{yellowDie|5}}{{yellowDie|5}}{{yellowDie|5}}{{yellowDie|1}}{{yellowDie|1}}&lt;br /&gt;
| 25 points&lt;br /&gt;
|-&lt;br /&gt;
! Small Straight&lt;br /&gt;
| Four dice having sequential numbers&lt;br /&gt;
| {{yellowDie|1}}{{yellowDie|2}}{{yellowDie|3}}{{yellowDie|4}}{{whiteDie|2}}&lt;br /&gt;
| 30 points&lt;br /&gt;
|-&lt;br /&gt;
! Large Straight&lt;br /&gt;
| Five dice having sequential numbers&lt;br /&gt;
| {{yellowDie|1}}{{yellowDie|2}}{{yellowDie|3}}{{yellowDie|4}}{{yellowDie|5}}&lt;br /&gt;
| 40 points&lt;br /&gt;
|-&lt;br /&gt;
! Yahtzee*&lt;br /&gt;
| All five dice showing the same face&lt;br /&gt;
| {{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}&lt;br /&gt;
| 50 points&lt;br /&gt;
|-&lt;br /&gt;
! Chance&lt;br /&gt;
| Any combination&lt;br /&gt;
| {{yellowDie|1}}{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|4}}{{yellowDie|6}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Rigole&#039;&#039;&#039; - 4 times the same number and 1 time the opposite number on a dice. This gives six possible sequences:&lt;br /&gt;
**{{yellowDie|1}}{{yellowDie|1}}{{yellowDie|1}}{{yellowDie|1}}{{YellowDie|6}}&lt;br /&gt;
**{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{YellowDie|5}}&lt;br /&gt;
**{{yellowDie|3}}{{yellowDie|3}}{{yellowDie|3}}{{yellowDie|3}}{{YellowDie|4}}&lt;br /&gt;
**{{yellowDie|4}}{{yellowDie|4}}{{yellowDie|4}}{{yellowDie|4}}{{YellowDie|3}}&lt;br /&gt;
**{{yellowDie|5}}{{yellowDie|5}}{{yellowDie|5}}{{yellowDie|5}}{{YellowDie|2}}&lt;br /&gt;
**{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{YellowDie|1}}&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=25763</id>
		<title>Gamehelpyatzy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=25763"/>
		<updated>2025-07-12T04:22:48Z</updated>

		<summary type="html">&lt;p&gt;TheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
A player rolls the dice to begin a turn. They are then allowed to reroll dice, with each reroll being any number of those dice. (In BGA, you click on the dice that you want to reroll.)&lt;br /&gt;
&lt;br /&gt;
After those rerolls, or when the player chooses to stop rolling, the player must choose which category to score the final result. There are limited scoring categories, and each must be used for one of the rounds. This can often force a player to take a zero score for some categories. &lt;br /&gt;
&lt;br /&gt;
== Yahtzee ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- Get 63 points in the upper section to get 35 bonus points&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Full house scores 25 points&lt;br /&gt;
&lt;br /&gt;
- Small straight scores 30 points&lt;br /&gt;
&lt;br /&gt;
- Large straight scores 40 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points. Each extra Five of a kind scores 100 bonus points&lt;br /&gt;
&lt;br /&gt;
- A five of a kind can be used to score Full house, Small straight, or Large straight when Five of a kind box and the corresponding upper section box have been filled already&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Yam ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- Get 60 points in the upper section to get the difference between the upper section score and 30 points&lt;br /&gt;
&lt;br /&gt;
- Plus section and Minus section can be filled by any combination. Score the difference between Plus and Minus, or 0 if Minus is higher than Plus&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores 40 points plus the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Full house scores 30 points plus the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Small straight scores 45 points&lt;br /&gt;
&lt;br /&gt;
- Large straight scores 50 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points plus the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Rigole (four dice of a same number and a die of the opposite number) scores 50 points&lt;br /&gt;
&lt;br /&gt;
== Yacht ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- No upper section bonus&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of four of a kind&lt;br /&gt;
&lt;br /&gt;
- Full house scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3-4-5) scores 30 points&lt;br /&gt;
&lt;br /&gt;
- High straight (2-3-4-5-6) scores 30 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Yatzy ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- Get 63 points in the upper section to get 50 bonus points&lt;br /&gt;
&lt;br /&gt;
- One pair scores the sum of one pair&lt;br /&gt;
&lt;br /&gt;
- Two pairs scores the sum of two pairs&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores the sum of three of a kind&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of four of a kind&lt;br /&gt;
&lt;br /&gt;
- Full house scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3-4-5) scores 15 points&lt;br /&gt;
&lt;br /&gt;
- High straight (2-3-4-5-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Maxy Yatzy ==&lt;br /&gt;
- Roll 6 dice&lt;br /&gt;
&lt;br /&gt;
- Gain 2 rerolls per turn. Unused rerolls are saved and can be used later&lt;br /&gt;
&lt;br /&gt;
- Get 84 points in the upper section to get 100 bonus points&lt;br /&gt;
&lt;br /&gt;
- One pair scores the sum of one pair&lt;br /&gt;
&lt;br /&gt;
- Two pairs scores the sum of two pairs&lt;br /&gt;
&lt;br /&gt;
- Three pairs scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores the sum of three of a kind&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of four of a kind&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores the sum of five of a kind&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3-4-5) scores 15 points&lt;br /&gt;
&lt;br /&gt;
- High straight (2-3-4-5-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Full straight (1-2-3-4-5-6) scores 21 points&lt;br /&gt;
&lt;br /&gt;
- Full house scores the sum of full house&lt;br /&gt;
&lt;br /&gt;
- Castle (three dice of one number and three dice of another number) scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Tower (four dice of one number and two dice of another number) scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Six of a kind scores 100 points&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Crag ==&lt;br /&gt;
- Rolls 3 dice instead of 5&lt;br /&gt;
&lt;br /&gt;
- For each round, only a single reroll chance is given instead of 2&lt;br /&gt;
&lt;br /&gt;
- No upper section bonus&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores 25 points&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- High straight (4-5-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Odd straight (1-3-5) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Even straight (2-4-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Thirteen scores 26 points&lt;br /&gt;
&lt;br /&gt;
- Crag (any combination containing a pair and totalling 13) scores 50 points&lt;br /&gt;
&lt;br /&gt;
== Random ==&lt;br /&gt;
Randomly selects a rule set from all available options. &lt;br /&gt;
&lt;br /&gt;
Hover over or long tap the scoring boxes to read the description. &lt;br /&gt;
&lt;br /&gt;
Please read the description for each rule set from the game page before selecting or joining tables with this option!&lt;br /&gt;
&lt;br /&gt;
== Simultaneous Mode ==&lt;br /&gt;
All players play simultaneously. Rolled dice and selected scoring boxes are revealed at the end of the round.&lt;br /&gt;
&lt;br /&gt;
== Triple Mode ==&lt;br /&gt;
Each player has 3 scoring columns per scoring category. The second column scores double, and the third column scores triple.&lt;br /&gt;
&lt;br /&gt;
To use a five of a kind as a Joker in Yahtzee, the player must have filled all 3 Yahtzee columns and all corresponding upper section boxes already.&lt;br /&gt;
&lt;br /&gt;
To score an extra Yahtzee bonus in Yahtzee, the player must have scored all 3 Yahtzee columns already and must score at least 1 point from any other scoring box. Then, the multiplier according to the selected scoring column will be applied to the extra Yahtzee bonus gained.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{InfoBox|title=Example|body=A roll of&lt;br /&gt;
&lt;br /&gt;
:{{whiteDie|1}}{{whiteDie|1}}{{whiteDie|2}}{{whiteDie|5}}{{whiteDie|5}}&lt;br /&gt;
&lt;br /&gt;
could be scored as 2 points in the &amp;quot;ones&amp;quot; category, 2 points in the &amp;quot;twos&amp;quot; category, 10 points in the &amp;quot;fives&amp;quot; category, or 0 points in the &amp;quot;threes,&amp;quot; &amp;quot;fours,&amp;quot; or &amp;quot;sixes.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Requirement&lt;br /&gt;
! Example&lt;br /&gt;
! Score&lt;br /&gt;
|-&lt;br /&gt;
! Three-Of-A-Kind&lt;br /&gt;
| At least three dice showing the same face&lt;br /&gt;
| {{yellowDie|4}}{{yellowDie|4}}{{yellowDie|4}}{{whiteDie|2}}{{whiteDie|6}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 3 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Four-Of-A-Kind&lt;br /&gt;
| At least four dice showing the same face&lt;br /&gt;
| {{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{whiteDie|5}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 4 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Full House&lt;br /&gt;
| A three-of-a-kind and a pair&lt;br /&gt;
| {{yellowDie|5}}{{yellowDie|5}}{{yellowDie|5}}{{yellowDie|1}}{{yellowDie|1}}&lt;br /&gt;
| 25 points&lt;br /&gt;
|-&lt;br /&gt;
! Small Straight&lt;br /&gt;
| Four dice having sequential numbers&lt;br /&gt;
| {{yellowDie|1}}{{yellowDie|2}}{{yellowDie|3}}{{yellowDie|4}}{{whiteDie|2}}&lt;br /&gt;
| 30 points&lt;br /&gt;
|-&lt;br /&gt;
! Large Straight&lt;br /&gt;
| Five dice having sequential numbers&lt;br /&gt;
| {{yellowDie|1}}{{yellowDie|2}}{{yellowDie|3}}{{yellowDie|4}}{{yellowDie|5}}&lt;br /&gt;
| 40 points&lt;br /&gt;
|-&lt;br /&gt;
! Yahtzee*&lt;br /&gt;
| All five dice showing the same face&lt;br /&gt;
| {{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}&lt;br /&gt;
| 50 points&lt;br /&gt;
|-&lt;br /&gt;
! Chance&lt;br /&gt;
| Any combination&lt;br /&gt;
| {{yellowDie|1}}{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|4}}{{yellowDie|6}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Rigole&#039;&#039;&#039; - 4 times the same number and 1 time the opposite number on a dice. This gives six possible sequences:&lt;br /&gt;
**{{yellowDie|1}}{{yellowDie|1}}{{yellowDie|1}}{{yellowDie|1}}{{YellowDie|6}}&lt;br /&gt;
**{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{YellowDie|5}}&lt;br /&gt;
**{{yellowDie|3}}{{yellowDie|3}}{{yellowDie|3}}{{yellowDie|3}}{{YellowDie|4}}&lt;br /&gt;
**{{yellowDie|4}}{{yellowDie|4}}{{yellowDie|4}}{{yellowDie|4}}{{YellowDie|3}}&lt;br /&gt;
**{{yellowDie|5}}{{yellowDie|5}}{{yellowDie|5}}{{yellowDie|5}}{{YellowDie|2}}&lt;br /&gt;
**{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{YellowDie|1}}&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=25580</id>
		<title>Gamehelpyatzy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=25580"/>
		<updated>2025-06-25T05:39:25Z</updated>

		<summary type="html">&lt;p&gt;TheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
A player rolls the dice to begin a turn. They are then allowed to reroll dice, with each reroll being any number of those dice. (In BGA, you click on the dice that you want to reroll.)&lt;br /&gt;
&lt;br /&gt;
After those rerolls, or when the player chooses to stop rolling, the player must choose which category to score the final result. There are limited scoring categories, and each must be used for one of the rounds. This can often force a player to take a zero score for some categories. &lt;br /&gt;
&lt;br /&gt;
== Yahtzee ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- Get 63 points in the upper section to get 35 bonus points&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Full house scores 25 points&lt;br /&gt;
&lt;br /&gt;
- Small straight scores 30 points&lt;br /&gt;
&lt;br /&gt;
- Large straight scores 40 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points. Each extra Five of a kind scores 100 bonus points&lt;br /&gt;
&lt;br /&gt;
- A five of a kind can be used to score Full house, Small straight, or Large straight when Five of a kind box and the corresponding upper section box have been filled already&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Yam ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- Get 60 points in the upper section to get the difference between the upper section score and 30 points&lt;br /&gt;
&lt;br /&gt;
- Plus section and Minus section can be filled by any combination. Score the difference between Plus and Minus, or 0 if Minus is higher than Plus&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores 40 points plus the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Full house scores 30 points plus the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Small straight scores 45 points&lt;br /&gt;
&lt;br /&gt;
- Large straight scores 50 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points plus the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Rigole (four dice of a same number and a die of the opposite number) scores 50 points&lt;br /&gt;
&lt;br /&gt;
== Yacht ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- No upper section bonus&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of four of a kind&lt;br /&gt;
&lt;br /&gt;
- Full house scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3-4-5) scores 30 points&lt;br /&gt;
&lt;br /&gt;
- High straight (2-3-4-5-6) scores 30 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Yatzy ==&lt;br /&gt;
- Roll 5 dice with 2 rerolls per turn&lt;br /&gt;
&lt;br /&gt;
- Get 63 points in the upper section to get 50 bonus points&lt;br /&gt;
&lt;br /&gt;
- One pair scores the sum of one pair&lt;br /&gt;
&lt;br /&gt;
- Two pairs scores the sum of two pairs&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores the sum of three of a kind&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of four of a kind&lt;br /&gt;
&lt;br /&gt;
- Full house scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3-4-5) scores 15 points&lt;br /&gt;
&lt;br /&gt;
- High straight (2-3-4-5-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores 50 points&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Maxy Yatzy ==&lt;br /&gt;
- Roll 6 dice&lt;br /&gt;
&lt;br /&gt;
- Gain 2 retools per turn. Unused rerolls are saved and can be used later&lt;br /&gt;
&lt;br /&gt;
- Get 84 points in the upper section to get 100 bonus points&lt;br /&gt;
&lt;br /&gt;
- One pair scores the sum of one pair&lt;br /&gt;
&lt;br /&gt;
- Two pairs scores the sum of two pairs&lt;br /&gt;
&lt;br /&gt;
- Three pairs scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores the sum of three of a kind&lt;br /&gt;
&lt;br /&gt;
- Four of a kind scores the sum of four of a kind&lt;br /&gt;
&lt;br /&gt;
- Five of a kind scores the sum of five of a kind&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3-4-5) scores 15 points&lt;br /&gt;
&lt;br /&gt;
- High straight (2-3-4-5-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Full straight (1-2-3-4-5-6) scores 21 points&lt;br /&gt;
&lt;br /&gt;
- Full house scores the sum of full house&lt;br /&gt;
&lt;br /&gt;
- Castle (three dice of one number and three dice of another number) scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Tower (four dice of one number and two dice of another number) scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
- Six of a kind scores 100 points&lt;br /&gt;
&lt;br /&gt;
- Chance scores the sum of all dice&lt;br /&gt;
&lt;br /&gt;
== Crag ==&lt;br /&gt;
- Rolls 3 dice instead of 5&lt;br /&gt;
&lt;br /&gt;
- For each round, only a single reroll chance is given instead of 2&lt;br /&gt;
&lt;br /&gt;
- No upper section bonus&lt;br /&gt;
&lt;br /&gt;
- Three of a kind scores 25 points&lt;br /&gt;
&lt;br /&gt;
- Low straight (1-2-3) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- High straight (4-5-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Odd straight (1-3-5) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Even straight (2-4-6) scores 20 points&lt;br /&gt;
&lt;br /&gt;
- Thirteen scores 26 points&lt;br /&gt;
&lt;br /&gt;
- Crag (any combination containing a pair and totalling 13) scores 50 points&lt;br /&gt;
&lt;br /&gt;
== Random ==&lt;br /&gt;
Randomly selects a rule set from all available options. &lt;br /&gt;
&lt;br /&gt;
Hover over or long tap the scoring boxes to read the description. &lt;br /&gt;
&lt;br /&gt;
Please read the description for each rule set from the game page before selecting or joining tables with this option!&lt;br /&gt;
&lt;br /&gt;
== Simultaneous Mode ==&lt;br /&gt;
All players play simultaneously. Rolled dice and selected scoring boxes are revealed at the end of the round.&lt;br /&gt;
&lt;br /&gt;
== Triple Mode ==&lt;br /&gt;
Each player has 3 scoring columns per scoring category. The second column scores double, and the third column scores triple.&lt;br /&gt;
&lt;br /&gt;
To use a five of a kind as a Joker in Yahtzee, the player must have filled all 3 Yahtzee columns and all corresponding upper section boxes already.&lt;br /&gt;
&lt;br /&gt;
To score an extra Yahtzee bonus in Yahtzee, the player must have scored all 3 Yahtzee columns already and must score at least 1 point from any other scoring box. Then, the multiplier according to the selected scoring column will be applied to the extra Yahtzee bonus gained.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{InfoBox|title=Example|body=A roll of&lt;br /&gt;
&lt;br /&gt;
:{{whiteDie|1}}{{whiteDie|1}}{{whiteDie|2}}{{whiteDie|5}}{{whiteDie|5}}&lt;br /&gt;
&lt;br /&gt;
could be scored as 2 points in the &amp;quot;ones&amp;quot; category, 2 points in the &amp;quot;twos&amp;quot; category, 10 points in the &amp;quot;fives&amp;quot; category, or 0 points in the &amp;quot;threes,&amp;quot; &amp;quot;fours,&amp;quot; or &amp;quot;sixes.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Requirement&lt;br /&gt;
! Example&lt;br /&gt;
! Score&lt;br /&gt;
|-&lt;br /&gt;
! Three-Of-A-Kind&lt;br /&gt;
| At least three dice showing the same face&lt;br /&gt;
| {{yellowDie|4}}{{yellowDie|4}}{{yellowDie|4}}{{whiteDie|2}}{{whiteDie|6}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 3 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Four-Of-A-Kind&lt;br /&gt;
| At least four dice showing the same face&lt;br /&gt;
| {{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{whiteDie|5}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 4 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Full House&lt;br /&gt;
| A three-of-a-kind and a pair&lt;br /&gt;
| {{yellowDie|5}}{{yellowDie|5}}{{yellowDie|5}}{{yellowDie|1}}{{yellowDie|1}}&lt;br /&gt;
| 25 points&lt;br /&gt;
|-&lt;br /&gt;
! Small Straight&lt;br /&gt;
| Four dice having sequential numbers&lt;br /&gt;
| {{yellowDie|1}}{{yellowDie|2}}{{yellowDie|3}}{{yellowDie|4}}{{whiteDie|2}}&lt;br /&gt;
| 30 points&lt;br /&gt;
|-&lt;br /&gt;
! Large Straight&lt;br /&gt;
| Five dice having sequential numbers&lt;br /&gt;
| {{yellowDie|1}}{{yellowDie|2}}{{yellowDie|3}}{{yellowDie|4}}{{yellowDie|5}}&lt;br /&gt;
| 40 points&lt;br /&gt;
|-&lt;br /&gt;
! Yahtzee*&lt;br /&gt;
| All five dice showing the same face&lt;br /&gt;
| {{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}&lt;br /&gt;
| 50 points&lt;br /&gt;
|-&lt;br /&gt;
! Chance&lt;br /&gt;
| Any combination&lt;br /&gt;
| {{yellowDie|1}}{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|4}}{{yellowDie|6}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Rigole&#039;&#039;&#039; - 4 times the same number and 1 time the opposite number on a dice. This gives six possible sequences:&lt;br /&gt;
**{{yellowDie|1}}{{yellowDie|1}}{{yellowDie|1}}{{yellowDie|1}}{{YellowDie|6}}&lt;br /&gt;
**{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{yellowDie|2}}{{YellowDie|5}}&lt;br /&gt;
**{{yellowDie|3}}{{yellowDie|3}}{{yellowDie|3}}{{yellowDie|3}}{{YellowDie|4}}&lt;br /&gt;
**{{yellowDie|4}}{{yellowDie|4}}{{yellowDie|4}}{{yellowDie|4}}{{YellowDie|3}}&lt;br /&gt;
**{{yellowDie|5}}{{yellowDie|5}}{{yellowDie|5}}{{yellowDie|5}}{{YellowDie|2}}&lt;br /&gt;
**{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{yellowDie|6}}{{YellowDie|1}}&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25455</id>
		<title>Gamehelptowerup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25455"/>
		<updated>2025-06-15T16:39:56Z</updated>

		<summary type="html">&lt;p&gt;TheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How to Play ==&lt;br /&gt;
Each turn, you must either take a card to collect tower floors and advance locomotives or build tower floors and roofs to score points&lt;br /&gt;
&lt;br /&gt;
== Take a Card ==&lt;br /&gt;
When you take a card, collect the shown floors (selecting any for a wildcard) and move the shown locomotive(s) on your board.&lt;br /&gt;
&lt;br /&gt;
-- If there are no floors of the shown color, select any other floor (also triggering the end of the game).&lt;br /&gt;
&lt;br /&gt;
-- If you have more than ten floors, you must reduce to ten.&lt;br /&gt;
&lt;br /&gt;
== Build ==&lt;br /&gt;
When you build, select an empty building site adjacent to an existing tower, place a level on it, and place a roof.&lt;br /&gt;
&lt;br /&gt;
-- The new tower must be a different color from every adjacent tower. If this is not possible, you may not build the new tower.&lt;br /&gt;
&lt;br /&gt;
-- You must add a level of the appropriate color to each adjacent tower. If this is not possible, you may not build the new tower. Levels can be placed on top of roofs.&lt;br /&gt;
&lt;br /&gt;
-- You must place a roof on one, and only one, of the levels you just placed. You may have more than one roof in a single tower.&lt;br /&gt;
&lt;br /&gt;
-- Advance the locomotive matching the color of the tower on which you placed your roof a number of spaces equal to the height of the tower.&lt;br /&gt;
&lt;br /&gt;
== General Rules ==&lt;br /&gt;
-- If a moving locomotive is at the end of the track, the move is forfeit.&lt;br /&gt;
&lt;br /&gt;
-- After moving one of your locomotives, check if they have all reached or passed a new column of stars on your board. If yes, you get to immediately play an extra turn. If you reach or pass more than one column of stars in a single turn, you only get one extra turn.&lt;br /&gt;
&lt;br /&gt;
-- When you meet the criteria on an objective card, take the highest value token on that card and place it on your board. You may only qualify for each objective once.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
-- The game ends when a player places their last roof or is unable to take a level because that color has run out.&lt;br /&gt;
&lt;br /&gt;
-- Each player calculates their score at the end of their final turn.&lt;br /&gt;
&lt;br /&gt;
-- If the game ended because a player placed their last roof, they score at the end of their turn, then each other player takes a final turn and scores.&lt;br /&gt;
&lt;br /&gt;
-- If the game ends because a player is unable to take a level, they finish their turn, and then all players, including the triggering player, take a final turn and score.&lt;br /&gt;
&lt;br /&gt;
-- When you score, count the number of visible roofs of your color and place your traffic cone in the appropriate column. Then score the points shown at the top of your board for each locomotive and your traffic cone. Add the value of your objective tokens.&lt;br /&gt;
&lt;br /&gt;
-- If the leading players are tied, they share the victory.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25450</id>
		<title>Gamehelptowerup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25450"/>
		<updated>2025-06-15T15:49:47Z</updated>

		<summary type="html">&lt;p&gt;TheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each turn, you must either take a card to collect tower floors and advance locomotives or build tower floors and roofs to score points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you take a card, collect the shown floors (selecting any for a wildcard) and move the shown locomotive(s) on your board.&lt;br /&gt;
&lt;br /&gt;
-- If there are no floors of the shown color, select any other floor (also triggering the end of the game).&lt;br /&gt;
&lt;br /&gt;
-- If you have more than ten floors, you must reduce to ten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you build, select an empty building site adjacent to an existing tower, place a level on it, and place a roof.&lt;br /&gt;
&lt;br /&gt;
-- The new tower must be a different color from every adjacent tower. If this is not possible, you may not build the new tower.&lt;br /&gt;
&lt;br /&gt;
-- You must add a level of the appropriate color to each adjacent tower. If this is not possible, you may not build the new tower. Levels can be placed on top of roofs.&lt;br /&gt;
&lt;br /&gt;
-- You must place a roof on one, and only one, of the levels you just placed. You may have more than one roof in a single tower.&lt;br /&gt;
&lt;br /&gt;
-- Advance the locomotive matching the color of the tower on which you placed your roof a number of spaces equal to the height of the tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Rules&lt;br /&gt;
&lt;br /&gt;
-- If a moving locomotive is at the end of the track, the move is forfeit.&lt;br /&gt;
&lt;br /&gt;
-- After moving one of your locomotives, check if they have all reached or passed a new column of stars on your board. If yes, you get to immediately play an extra turn. If you reach or pass more than one column of stars in a single turn, you only get one extra turn.&lt;br /&gt;
&lt;br /&gt;
-- When you meet the criteria on an objective card, take the highest value token on that card and place it on your board. You may only qualify for each objective once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game End&lt;br /&gt;
&lt;br /&gt;
-- The game ends when a player places their last roof or is unable to take a level because that color has run out.&lt;br /&gt;
&lt;br /&gt;
-- Each player calculates their score at the end of their final turn.&lt;br /&gt;
&lt;br /&gt;
-- If the game ended because a player placed their last roof, they score at the end of their turn, then each other player takes a final turn and scores.&lt;br /&gt;
&lt;br /&gt;
-- If the game ends because a player is unable to take a level, they finish their turn, and then all players, including the triggering player, take a final turn and score.&lt;br /&gt;
&lt;br /&gt;
-- When you score, count the number of visible roofs of your color and place your traffic cone in the appropriate column. Then score the points shown at the top of your board for each locomotive and your traffic cone. Add the value of your objective tokens.&lt;br /&gt;
&lt;br /&gt;
-- If the leading players are tied, they share the victory.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25433</id>
		<title>Gamehelptowerup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25433"/>
		<updated>2025-06-13T20:08:38Z</updated>

		<summary type="html">&lt;p&gt;TheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each turn, you must either take a card to collect tower floors and advance locomotives or build tower floors and roofs to score points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you take a card, collect the shown floors (selecting any for a wildcard) and move the shown locomotive(s) on your board.&lt;br /&gt;
&lt;br /&gt;
-- If there are no floors of the shown color, select any other floor (also triggering the end of the game).&lt;br /&gt;
&lt;br /&gt;
-- If you have more than ten floors, you must reduce to ten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you build, select an empty building site, place a level on it, and place a roof.&lt;br /&gt;
&lt;br /&gt;
-- The new tower must be a different color from every adjacent tower. If this is not possible, you may not build the new tower.&lt;br /&gt;
&lt;br /&gt;
-- You must add a level of the appropriate color to each adjacent tower. If this is not possible, you may not build the new tower. Levels can be placed on top of roofs.&lt;br /&gt;
&lt;br /&gt;
-- You must place a roof on one, and only one, of the levels you just placed. You may have more than one roof in a single tower.&lt;br /&gt;
&lt;br /&gt;
-- Advance the locomotive matching the color of the tower on which you placed your roof a number of spaces equal to the height of the tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Rules&lt;br /&gt;
&lt;br /&gt;
-- If a moving locomotive is at the end of the track, the move is forfeit.&lt;br /&gt;
&lt;br /&gt;
-- After moving one of your locomotives, check if they have all reached or passed a new column of stars on your board. If yes, you get to immediately play an extra turn. If you reach or pass more than one column of stars in a single turn, you only get one extra turn.&lt;br /&gt;
&lt;br /&gt;
-- When you meet the criteria on an objective card, take the highest value token on that card and place it on your board. You may only qualify for each objective once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game End&lt;br /&gt;
&lt;br /&gt;
-- The game ends when a player places their last roof or is unable to take a level because that color has run out.&lt;br /&gt;
&lt;br /&gt;
-- Each player calculates their score at the end of their final turn.&lt;br /&gt;
&lt;br /&gt;
-- If the game ended because a player placed their last roof, they score at the end of their turn, then each other player takes a final turn and scores.&lt;br /&gt;
&lt;br /&gt;
-- If the game ends because a player is unable to take a level, they finish their turn, and then all players, including the triggering player, take a final turn and score.&lt;br /&gt;
&lt;br /&gt;
-- When you score, count the number of visible roofs of your color and place your traffic cone in the appropriate column. Then score the points shown at the top of your board for each locomotive and your traffic cone. Add the value of your objective tokens.&lt;br /&gt;
&lt;br /&gt;
-- If the leading players are tied, they share the victory.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25432</id>
		<title>Gamehelptowerup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25432"/>
		<updated>2025-06-13T20:06:11Z</updated>

		<summary type="html">&lt;p&gt;TheCat: formatting again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each turn, you must either take a card to collect tower floors and advance locomotives or build tower floors and roofs to score points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you take a card, collect the shown floors (selecting any for a wildcard) and move the shown locomotive(s) on your board.&lt;br /&gt;
&lt;br /&gt;
-- If there are no floors of the shown color, select any other floor (also triggering the end of the game).&lt;br /&gt;
&lt;br /&gt;
-- If you have more than ten floors, you must reduce to ten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you build, select an empty building site, place a level on it, and place a roof.&lt;br /&gt;
&lt;br /&gt;
-- The new tower must be a different color from every adjacent tower. If this is not possible, you may not build the new tower.&lt;br /&gt;
&lt;br /&gt;
-- You must add a level of the appropriate color to each adjacent tower. If this is not possible, you may not build the new tower. Levels can be placed on top of roofs.&lt;br /&gt;
&lt;br /&gt;
-- You must place a roof on one, and only one, of the levels you just placed. You may have more than one roof in a single tower.&lt;br /&gt;
&lt;br /&gt;
-- Advance the locomotive matching the color of the tower on which you placed your roof a number of spaces equal to the height of the tower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Rules&lt;br /&gt;
&lt;br /&gt;
-- If a moving locomotive is at the end of the track, the move is forfeit.&lt;br /&gt;
&lt;br /&gt;
-- After moving one of your locomotives, check if they have all reached or passed a new column of stars on your board. If yes, you get to immediately play an extra turn. If you reach or pass more than one column of stars in a single turn, you only get one extra turn.&lt;br /&gt;
&lt;br /&gt;
-- When you meet the criteria on an objective card, take the highest value token on that card and place it on your board. You may only qualify for each objective once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game End&lt;br /&gt;
&lt;br /&gt;
-- The game ends when a player places their last roof or is unable to take a level because that color has run out.&lt;br /&gt;
&lt;br /&gt;
-- If the game ended because a player placed their last roof, they score at the end of their turn, then each other player takes a final turn and scores.&lt;br /&gt;
&lt;br /&gt;
-- If the game ends because a player is unable to take a level, they finish their turn and then all players, including the triggering player, take a final turn and score.&lt;br /&gt;
&lt;br /&gt;
-- When you score, count the number of visible roofs of your color and place your traffic cone in the appropriate column. Then score the points shown at the top of your board for each locomotive and your traffic cone. Add the value of your objective tokens.&lt;br /&gt;
&lt;br /&gt;
-- If the leading players are tied, they share the victory.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25418</id>
		<title>Gamehelptowerup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25418"/>
		<updated>2025-06-13T00:39:40Z</updated>

		<summary type="html">&lt;p&gt;TheCat: Trying to get the formatting to work on the game page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Each turn, you must either take a card to collect tower floors and advance locomotives or build tower floors and roofs to score points&lt;br /&gt;
# When you take a card, collect the shown floors (selecting any for a wildcard) and move the shown locomotive(s) on your board.&lt;br /&gt;
## If there are no floors of the shown color, select any other floor (also triggering the end of the game).&lt;br /&gt;
# When you build, select an empty building site, place a level on it, and place a roof.&lt;br /&gt;
## The new tower must be a different color from every adjacent tower. If this is not possible, you may not build the new tower.&lt;br /&gt;
## You must add a level of the appropriate color to each adjacent tower. If this is not possible, you may not build the new tower. Levels can be placed on top of roofs.&lt;br /&gt;
## You must place a roof on one, and only one, of the levels you just placed. You may have more than one roof in a single tower.&lt;br /&gt;
## Advance the locomotive matching the color of the tower on which you placed your roof a number of spaces equal to the height of the tower.&lt;br /&gt;
# General Rules&lt;br /&gt;
## If a moving locomotive is at the end of the track, the move is forfeit.&lt;br /&gt;
## After moving one of your locomotives, check if they have all reached or passed a new column of stars on your board. If yes, you get to immediately play an extra turn. If you reach or pass more than one column of stars in a single turn, you only get one extra turn.&lt;br /&gt;
## When you meet the criteria on an objective card, take the highest value token on that card and place it on your board. You may only qualify for each objective once.&lt;br /&gt;
# Game End&lt;br /&gt;
## The game ends when a player places their last roof or is unable to take a level because that color has run out.&lt;br /&gt;
## If the game ended because a player placed their last roof, they score at the end of their turn, then each other player takes a final turn and scores.&lt;br /&gt;
## If the game ends because a player is unable to take a level, they finish their turn and then all players, including the triggering player, take a final turn and score.&lt;br /&gt;
## When you score, count the number of visible roofs of your color and place your traffic cone in the appropriate column. Then score the points shown at the top of your board for each locomotive and your traffic cone. Add the value of your objective tokens.&lt;br /&gt;
## If the leading players are tied, they share the victory.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25370</id>
		<title>Gamehelptowerup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25370"/>
		<updated>2025-06-10T22:56:23Z</updated>

		<summary type="html">&lt;p&gt;TheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Each turn, you must either take a card to collect tower floors and advance locomotives or build tower floors and roofs to score points.&lt;br /&gt;
&lt;br /&gt;
* When you take a card, collect the shown floors (selecting any for a wildcard) and move the shown locomotive(s) on your board.&lt;br /&gt;
** If there are no floors of the shown color, select any other floor (also triggering the end of the game).&lt;br /&gt;
* When you build, select an empty building site, place a level on it, and place a roof.&lt;br /&gt;
** The new tower must be a different color from every adjacent tower. If this is not possible, you may not build the new tower.&lt;br /&gt;
** You must add a level of the appropriate color to each adjacent tower. If this is not possible, you may not build the new tower. Levels can be placed on top of roofs.&lt;br /&gt;
** You must place a roof on one, and only one, of the levels you just placed. You may have more than one roof in a single tower.&lt;br /&gt;
** Advance the locomotive matching the color of the tower on which you placed your roof a number of spaces equal to the height of the tower.&lt;br /&gt;
&lt;br /&gt;
* General Rules&lt;br /&gt;
** If a moving locomotive is at the end of the track, the move is forfeit.&lt;br /&gt;
** After moving one of your locomotives, check if they have all reached or passed a new column of stars on your board. If yes, you get to immediately play an extra turn. If you reach or pass more than one column of stars in a single turn, you only get one extra turn.&lt;br /&gt;
** When you meet the criteria on an objective card, take the highest value token on that card and place it on your board. You may only qualify for each objective once.&lt;br /&gt;
&lt;br /&gt;
* Game End&lt;br /&gt;
** The game ends when a player places their last roof or is unable to take a level because that color has run out.&lt;br /&gt;
** If the game ended because a player placed their last roof, they score at the end of their turn, then each other player takes a final turn and scores.&lt;br /&gt;
** If the game ends because a player is unable to take a level, they finish their turn and then all players, including the triggering player, take a final turn and score.&lt;br /&gt;
** When you score, count the number of visible roofs of your color and place your traffic cone in the appropriate column. Then score the points shown at the top of your board for each locomotive and your traffic cone. Add the value of your objective tokens.&lt;br /&gt;
** If the leading players are tied, they share the victory.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25368</id>
		<title>Gamehelptowerup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25368"/>
		<updated>2025-06-10T22:55:19Z</updated>

		<summary type="html">&lt;p&gt;TheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Each turn, you must either take a card to collect tower floors and advance locomotives or build tower floors and roofs to score points.&lt;br /&gt;
&lt;br /&gt;
* When you take a card, collect the shown floors (selecting any for a wildcard) and move the shown locomotive(s) on your board.&lt;br /&gt;
** If there are no floors of the shown color, select any other floor (also triggering the end of the game).&lt;br /&gt;
* When you build, select an empty building site, place a level on it, and place a roof..&lt;br /&gt;
** The new tower must be a different color from every adjacent tower. If this is not possible, you may not build the new tower.&lt;br /&gt;
** You must add a level of the appropriate color to each adjacent tower. If this is not possible, you may not build the new tower. Levels can be placed on top of roofs.&lt;br /&gt;
** You must place a roof on one, and only one, of the levels you just placed. You may have more than one roof in a single tower.&lt;br /&gt;
** Advance the locomotive matching the color of the tower on which you placed your roof a number of spaces equal to the height of the tower.&lt;br /&gt;
&lt;br /&gt;
* General Rules&lt;br /&gt;
** If a moving locomotive is at the end of the track, the move is forfeit.&lt;br /&gt;
** After moving one of your locomotives, check if they have all reached or passed a new column of stars on your board. If yes, you get to immediately play an extra turn. If you reach or pass more than one column of stars in a single turn, you only get one extra turn.&lt;br /&gt;
** When you meet the criteria on an objective card, take the highest value token on that card and place it on your board. You may only qualify for each objective once.&lt;br /&gt;
&lt;br /&gt;
* Game End&lt;br /&gt;
** The game ends when a player places their last roof or is unable to take a level because that color has run out.&lt;br /&gt;
** If the game ended because a player placed their last roof, they score at the end of their turn, then each other player takes a final turn and scores.&lt;br /&gt;
** If the game ends because a player is unable to take a level, they finish their turn and then all players, including the triggering player, take a final turn and score.&lt;br /&gt;
** When you score, count the number of visible roofs of your color and place your traffic cone in the appropriate column. Then score the points shown at the top of your board for each locomotive and your traffic cone. Add the value of your objective tokens.&lt;br /&gt;
** If the leading players are tied, they share the victory.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25365</id>
		<title>Gamehelptowerup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptowerup&amp;diff=25365"/>
		<updated>2025-06-10T20:16:29Z</updated>

		<summary type="html">&lt;p&gt;TheCat: Created page with &amp;quot;Each turn, you must either take a card to collect tower floors and advance locomotives or build tower floors and roofs to score points.  * When you take a card, collect the shown floors (selecting any for a wildcard) and move the shown locomotive(s) on your board. ** If there are no floors of the shown color, select any other floor (also triggering the end of the game). * When you build, select an empty building site, place a level on it, and place a roof.. ** The new to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each turn, you must either take a card to collect tower floors and advance locomotives or build tower floors and roofs to score points.&lt;br /&gt;
&lt;br /&gt;
* When you take a card, collect the shown floors (selecting any for a wildcard) and move the shown locomotive(s) on your board.&lt;br /&gt;
** If there are no floors of the shown color, select any other floor (also triggering the end of the game).&lt;br /&gt;
* When you build, select an empty building site, place a level on it, and place a roof..&lt;br /&gt;
** The new tower must be a different color from every adjacent tower. If this is not possible, you may not build the new tower.&lt;br /&gt;
** You must add a level of the appropriate color to each adjacent tower. If this is not possible, you may not build the new tower. Levels can be placed on top of roofs.&lt;br /&gt;
** You must place a roof on one, and only one, of the levels you just placed. You may have more than one roof in a single tower.&lt;br /&gt;
** Advance the locomotive matching the color of the tower on which you placed your roof a number of spaces equal to the height of the tower.&lt;br /&gt;
&lt;br /&gt;
* General Rules&lt;br /&gt;
** If a moving locomotive is at the end of the track, the move is forfeit.&lt;br /&gt;
** After moving one of your locomotives, check if they have all reached or passed a new column of stars on your board. If yes, you get to immediately play an extra turn. If you reach or pass more than one column of stars in a single turn, you only get one extra turn.&lt;br /&gt;
** When you meet the criteria on an objective card, take the highest value token on that card and place it on your board. You may only qualify for each objective once.&lt;br /&gt;
&lt;br /&gt;
* Game End&lt;br /&gt;
** The game ends when a player places their last roof or is unable to take a level because that color has run out.&lt;br /&gt;
** If the game ended because a player placed their last roof, they score at the end of their turn, then each other player takes a final turn and scores.&lt;br /&gt;
** If the game ends because a player is unable to take a level, they finish their turn and then all players, including the triggering player, take a final turn and score.&lt;br /&gt;
** When you score, count the number of visible roofs of your color and place your traffic cone in the appropriate column. Then score the points shown at the top of your board for each locomotive and your traffic cone. Add the value of your objective tokens.&lt;br /&gt;
** If the leading players are tied, they share the victory.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporleans&amp;diff=23639</id>
		<title>Gamehelporleans</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporleans&amp;diff=23639"/>
		<updated>2025-01-05T22:51:35Z</updated>

		<summary type="html">&lt;p&gt;TheCat: /* Setup Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Orléans is a bag-building, worker-placement game set in Medieval France. You will assemble knights, monks, farmers, and other characters to perform special actions. However, each round brings a new event that may help or hinder your plans for dominance. In the end, you will score points for coins, resources, trading posts, citizens, and progress on the development track.&lt;br /&gt;
&lt;br /&gt;
== Setup Options ==&lt;br /&gt;
&#039;&#039;&#039;Simultaneous Followers Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Followers Phase is played simultaneously. Players can draw followers from their bags simultaneously. Once all players are done, the Planning Phase begins. This speeds up the game, but you sacrifice small strategy aspects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Place Tiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
~ Market Normal - Place Tiles are shuffled into stacks (I and II). 13 Place Tiles are drawn at random from each stack and are used in the game.&lt;br /&gt;
&lt;br /&gt;
~ Market 3 - The Place Tiles are shuffled into stacks (I and II). 3 Place Tiles of each stack are revealed and available to choose from. Once a Place Tile is chosen it is replaced with a new tile from the stack.&lt;br /&gt;
&lt;br /&gt;
~ Market 5 - The Place Tiles are shuffled into stacks (I and II). 5 Place Tiles of each stack are revealed and available to choose from. Once a Place Tile is chosen it is replaced with a new tile from the stack.&lt;br /&gt;
&lt;br /&gt;
~ Market All - All included Place Tiles are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place Tile Expansions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is not recommended to use these expansions with beginners&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°1 is a mini-expansion for Orléans that consists of three new place tiles: Bakery, Goldsmith, and Lair.&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°2 is a mini-expansion for Orléans that consists of three new place tiles: Barracks, Court, and Theatre.&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°3 is a mini-expansion for Orléans that consists of three new place tiles: Port, Quarry, and Workshop.&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°4 is a mini-expansion for Orléans that consists of three new place tiles: Bourgeois House, Lock, and Observatory.&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°5 is a mini-expansion for Orléans that consists of three new place tiles: Road, Ballroom, and Church.&lt;br /&gt;
&lt;br /&gt;
==Phases of a Round==&lt;br /&gt;
&lt;br /&gt;
A round of Orleans consists of 7 phases, performed in this order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1. Reveal a New Event Card:&amp;lt;/b&amp;gt; In BGA, the card is located at the top left corner of the screen, by your name. The event will resolve at the end of the round. &lt;br /&gt;
&lt;br /&gt;
There are 6 types of EVENTS in the game, each appearing three times:&lt;br /&gt;
&lt;br /&gt;
~ PILGRIMAGE: Monks cannot be recruited this round (this is the only event that triggers at the start of the round)&lt;br /&gt;
&lt;br /&gt;
~ INCOME: Receive coins for &#039;&#039;Development Track&#039;&#039; status.  3 coins per level in Phase A, 2 coins per level in Phase B, and 1 coin per level in Phase C.&lt;br /&gt;
&lt;br /&gt;
~ HARVEST: Return food item(s) (grain, cheese or wine) to the general supply. If unable, then pay 5 coins. If unable to pay, you must undergo torture!  1 food in Phase A, 2 food in Phase B, 3 food in Phase C.&lt;br /&gt;
&lt;br /&gt;
~ TAXES: Pay coins for goods you own. If unable, you must undergo torture! 1 coin per good in Phase A, 1 coin for every 2 goods in Phase B, 1 coin for every 3 goods in Phase C.&lt;br /&gt;
&lt;br /&gt;
~ TRADING DAY: Get coins per trading station you&#039;ve built.  3 coins per station in Phase A, 2 coins per station in Phase B, 1 coin per station in Phase C.&lt;br /&gt;
&lt;br /&gt;
~ PLAGUE: Permanently lose 1 character tile. Draw a character from your bag. If it&#039;s one of your 4 initial characters, put it back in the bag. Otherwise, return it to the board (it can be recruited again).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2. Reward and Penalize Farmers:&amp;lt;/b&amp;gt; The player who is furthest ahead on the &amp;lt;span style=&amp;quot;color:#E6E4E0&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;white track&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; receives 1 coin. If tied, no one gains a coin. The player who is furthest behind loses 1 coin. If tied, no one loses a coin.&lt;br /&gt;
&lt;br /&gt;
~ In a two player game, the player who&#039;s trailing doesn&#039;t lose a coin but the one further along receives one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3. Draw Character Tokens from Bag:&amp;lt;/b&amp;gt; Players simultaneously draw a number of character tokens from their bag equal to their number on the &amp;lt;span style=&amp;quot;color:#DC6B44&amp;quot;&amp;gt;&#039;&#039;red track&#039;&#039;&amp;lt;/span&amp;gt;. These are then staged the player board for placement during the next phase.&lt;br /&gt;
&lt;br /&gt;
~ You cannot have more than 8 tokens stored.&lt;br /&gt;
&lt;br /&gt;
~ Instead of putting character tiles in the staging area, you can move a character from an action space back to the staging area instead.&lt;br /&gt;
&lt;br /&gt;
~ The 4 tokens you start with bear your player color. Restrictions on the use of these initial tokens are described below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4. Place Tokens on Action Spaces:&amp;lt;/b&amp;gt; Players simultaneously assign their tokens to action spaces on their player board. You do not have to place all of the tokens in your staging area. Unplaced tokens are not returned to the bag but remain in the staging area.&lt;br /&gt;
&lt;br /&gt;
~ Monks (&amp;lt;span style=&amp;quot;color:#F9D12E&amp;quot;&amp;gt;yellow tokens&amp;lt;/span&amp;gt;) are wild and can be placed on any color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5. Reap Placement Benefits:&amp;lt;/b&amp;gt; In player order, players who have placed all the required character tokens on a location can take the associated action. After taking the action, remove the character tokens from the board and return to your bag. If you did not meet the requirements for the action, the tokens remain where they are. Continue doing this until all players have no further actions or choose not to perform them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;6. Resolve Event:&amp;lt;/b&amp;gt; Resolve the round&#039;s event. Players who are unable to resolve the event must undergo torture!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;7. Rotate Start Player Clockwise&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Actions Descriptions==&lt;br /&gt;
&lt;br /&gt;
===Farmhouse===&lt;br /&gt;
Collect 1 &amp;lt;span style=&amp;quot;color:#E6E4E0&amp;gt;&#039;&#039;&#039;white Farmer token&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#E6E4E0&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;white track&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Gain the good depicted. These are worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Village===&lt;br /&gt;
The village is a choice between 3 different options:&lt;br /&gt;
&lt;br /&gt;
1. Collect &amp;lt;span style=&amp;quot;color:#3FB8E1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1 blue Boatman token&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#3FB8E1&amp;quot;&amp;gt;&#039;&#039;blue track&#039;&#039;&amp;lt;/span&amp;gt;. Gain take the coins/citizen depicted.&lt;br /&gt;
&lt;br /&gt;
2. Collect &amp;lt;span style=&amp;quot;color:#896035&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1 brown Craftsman token&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#896035&amp;quot;&amp;gt;&#039;&#039;brown track&#039;&#039;&amp;lt;/span&amp;gt;. Take 1 gear-shaped technology token and permanently place it on a character space on your player board. This  automates a character space, making it always filled. &lt;br /&gt;
&lt;br /&gt;
~ The first time you place a tech token, it has to cover a white farmer space&lt;br /&gt;
&lt;br /&gt;
~ It can&#039;t cover a monk space&lt;br /&gt;
&lt;br /&gt;
~ It can only cover 1 space for each action&lt;br /&gt;
&lt;br /&gt;
~ It cannot go on an action that only requires 1 character token&lt;br /&gt;
&lt;br /&gt;
3. Collect &amp;lt;b&amp;gt;1 black Trader token&amp;lt;/b&amp;gt;. Advance on the &#039;&#039;black track&#039;&#039;. Look through the location/action tiles and take one of your choosing. These provide an additional, private action space that only you can activate or confers a persistent special ability. &lt;br /&gt;
&lt;br /&gt;
===University===&lt;br /&gt;
Collect &amp;lt;span style=&amp;quot;color:#7C797A&amp;gt;&#039;&#039;&#039;1 gray Scholar token&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#7C797A&amp;quot;&amp;gt;&#039;&#039;gray track&#039;&#039;&amp;lt;/span&amp;gt; and advance on the &#039;&#039;Development Track&#039;&#039; the number of spaces depicted, claiming points and/or money you reach or pass there. Your progress on the &#039;&#039;Development Track&#039;&#039; will multiply the value of your buildings and citizens at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Collect &amp;lt;span style=&amp;quot;color:#DC6B44&amp;gt;&#039;&#039;&#039;1 red Knight token&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#DC6B44&amp;quot;&amp;gt;&#039;&#039;red track&#039;&#039;&amp;lt;/span&amp;gt;. Progress on this track increases the number of character tokens you can draw at the beginning of each round.&lt;br /&gt;
&lt;br /&gt;
===Monastery===&lt;br /&gt;
Collect &amp;lt;span style=&amp;quot;color:#F9D12E&amp;gt;&#039;&#039;&#039;1 yellow Monk token&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Monks are wild and can be used in place of any character.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
Move your merchant on the &#039;&#039;&#039;&#039;&#039;Map board&#039;&#039;&#039;&#039;&#039; along a &amp;lt;span style=&amp;quot;color:#3FB8E1&amp;quot;&amp;gt;blue route&amp;lt;/span&amp;gt; to an adjacent town, collecting 1 good along the way (if available).&lt;br /&gt;
&lt;br /&gt;
===Wagon===&lt;br /&gt;
Move your merchant on the &#039;&#039;&#039;&#039;&#039;Map board&#039;&#039;&#039;&#039;&#039; along a &amp;lt;span style=&amp;quot;color:#896035&amp;quot;&amp;gt;gray/brown route&amp;lt;/span&amp;gt; to an adjacent town, collecting 1 good along the way (if available).&lt;br /&gt;
&lt;br /&gt;
=== Guildhall===&lt;br /&gt;
Build a Trading Station on the map where your merchant currently stands, if there isn&#039;t one there already. &lt;br /&gt;
Each player may have a Trading Station (guild) on Orléans, however. These are worth points at the end of the game based on your progress on the Development track.&lt;br /&gt;
&lt;br /&gt;
===Scriptorium===&lt;br /&gt;
Advance one space along the development track.&lt;br /&gt;
&lt;br /&gt;
===Town Hall===&lt;br /&gt;
&lt;br /&gt;
Move 1 or 2 of your character tokens to the &#039;&#039;&#039;&#039;&#039;Beneficial Deeds&#039;&#039;&#039; &#039;&#039;&#039;board&#039;&#039;&#039;&#039;&#039;, where they will remain for the rest of the game. Receive the depicted reward only when placed.&lt;br /&gt;
&lt;br /&gt;
~ If your character fills the last space under a deed, you also claim the citizen&lt;br /&gt;
&lt;br /&gt;
~ Monks can&#039;t be used as a wild here&lt;br /&gt;
&lt;br /&gt;
~ Your initial 4 characters can&#039;t be placed here&lt;br /&gt;
&lt;br /&gt;
==Torture (Bankruptcy)==&lt;br /&gt;
&lt;br /&gt;
When unable to pay with goods or coins, you must pay for each item you are short from any combination of the below:&lt;br /&gt;
&lt;br /&gt;
~ Trading stations&lt;br /&gt;
&lt;br /&gt;
~ Character tiles (randomly drawn from your bag)&lt;br /&gt;
&lt;br /&gt;
~ Development points (points can be re-earned, and you cannot retreat to or beyond a stack of coins)&lt;br /&gt;
&lt;br /&gt;
~ Goods&lt;br /&gt;
&lt;br /&gt;
~ Place tiles&lt;br /&gt;
&lt;br /&gt;
~ Technology tiles&lt;br /&gt;
&lt;br /&gt;
These items (other than development points) are permanently removed from the game.&lt;br /&gt;
==End of the Game &amp;amp; Scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends after 18 rounds. Points are awarded as follows:&lt;br /&gt;
&lt;br /&gt;
~ 1 pt / coin&lt;br /&gt;
&lt;br /&gt;
~ 1 pt / grain&lt;br /&gt;
&lt;br /&gt;
~ 2 pt / cheese&lt;br /&gt;
&lt;br /&gt;
~ 3 pt / wine&lt;br /&gt;
&lt;br /&gt;
~ 4 pt / wool&lt;br /&gt;
&lt;br /&gt;
~ 5 pt / brocade (fabric)&lt;br /&gt;
&lt;br /&gt;
There is one Citizen which is not distributed at the beginning of the game; this one goes to the player with the most trading stations at this time.&lt;br /&gt;
&lt;br /&gt;
Multiply your total number of Trading Stations and Citizens by the highest number you reached on the development track.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins! Tie: Whoever is furthest on the development track&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
&lt;br /&gt;
Supplies are limited! Characters, technology and goods cannot be gained if there aren&#039;t any in the general supply.&lt;br /&gt;
&lt;br /&gt;
You can look in your bag anytime you want to.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporleans&amp;diff=23638</id>
		<title>Gamehelporleans</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporleans&amp;diff=23638"/>
		<updated>2025-01-05T22:51:09Z</updated>

		<summary type="html">&lt;p&gt;TheCat: Added setup options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Orléans is a bag-building, worker-placement game set in Medieval France. You will assemble knights, monks, farmers, and other characters to perform special actions. However, each round brings a new event that may help or hinder your plans for dominance. In the end, you will score points for coins, resources, trading posts, citizens, and progress on the development track.&lt;br /&gt;
&lt;br /&gt;
== Setup Options ==&lt;br /&gt;
&#039;&#039;&#039;Simultaneous Followers Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Followers phase is played simultaneously. Players can draw followers from their bags simultaneously. Once all players are done, the Planning Phase begins. This speeds up the game, but you sacrifice small strategy aspects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Place Tiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
~ Market Normal - Place Tiles are shuffled into stacks (I and II). 13 Place Tiles are drawn at random from each stack and are used in the game.&lt;br /&gt;
&lt;br /&gt;
~ Market 3 - The Place Tiles are shuffled into stacks (I and II). 3 Place Tiles of each stack are revealed and available to choose from. Once a Place Tile is chosen it is replaced with a new tile from the stack.&lt;br /&gt;
&lt;br /&gt;
~ Market 5 - The Place Tiles are shuffled into stacks (I and II). 5 Place Tiles of each stack are revealed and available to choose from. Once a Place Tile is chosen it is replaced with a new tile from the stack.&lt;br /&gt;
&lt;br /&gt;
~ Market All - All included Place Tiles are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place Tile Expansions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is not recommended to use these expansions with beginners&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°1 is a mini-expansion for Orléans that consists of three new place tiles: Bakery, Goldsmith, and Lair.&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°2 is a mini-expansion for Orléans that consists of three new place tiles: Barracks, Court, and Theatre.&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°3 is a mini-expansion for Orléans that consists of three new place tiles: Port, Quarry, and Workshop.&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°4 is a mini-expansion for Orléans that consists of three new place tiles: Bourgeois House, Lock, and Observatory.&lt;br /&gt;
&lt;br /&gt;
~ Orleans: Place Tiles N°5 is a mini-expansion for Orléans that consists of three new place tiles: Road, Ballroom, and Church.&lt;br /&gt;
&lt;br /&gt;
==Phases of a Round==&lt;br /&gt;
&lt;br /&gt;
A round of Orleans consists of 7 phases, performed in this order:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;1. Reveal a New Event Card:&amp;lt;/b&amp;gt; In BGA, the card is located at the top left corner of the screen, by your name. The event will resolve at the end of the round. &lt;br /&gt;
&lt;br /&gt;
There are 6 types of EVENTS in the game, each appearing three times:&lt;br /&gt;
&lt;br /&gt;
~ PILGRIMAGE: Monks cannot be recruited this round (this is the only event that triggers at the start of the round)&lt;br /&gt;
&lt;br /&gt;
~ INCOME: Receive coins for &#039;&#039;Development Track&#039;&#039; status.  3 coins per level in Phase A, 2 coins per level in Phase B, and 1 coin per level in Phase C.&lt;br /&gt;
&lt;br /&gt;
~ HARVEST: Return food item(s) (grain, cheese or wine) to the general supply. If unable, then pay 5 coins. If unable to pay, you must undergo torture!  1 food in Phase A, 2 food in Phase B, 3 food in Phase C.&lt;br /&gt;
&lt;br /&gt;
~ TAXES: Pay coins for goods you own. If unable, you must undergo torture! 1 coin per good in Phase A, 1 coin for every 2 goods in Phase B, 1 coin for every 3 goods in Phase C.&lt;br /&gt;
&lt;br /&gt;
~ TRADING DAY: Get coins per trading station you&#039;ve built.  3 coins per station in Phase A, 2 coins per station in Phase B, 1 coin per station in Phase C.&lt;br /&gt;
&lt;br /&gt;
~ PLAGUE: Permanently lose 1 character tile. Draw a character from your bag. If it&#039;s one of your 4 initial characters, put it back in the bag. Otherwise, return it to the board (it can be recruited again).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;2. Reward and Penalize Farmers:&amp;lt;/b&amp;gt; The player who is furthest ahead on the &amp;lt;span style=&amp;quot;color:#E6E4E0&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;white track&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; receives 1 coin. If tied, no one gains a coin. The player who is furthest behind loses 1 coin. If tied, no one loses a coin.&lt;br /&gt;
&lt;br /&gt;
~ In a two player game, the player who&#039;s trailing doesn&#039;t lose a coin but the one further along receives one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;3. Draw Character Tokens from Bag:&amp;lt;/b&amp;gt; Players simultaneously draw a number of character tokens from their bag equal to their number on the &amp;lt;span style=&amp;quot;color:#DC6B44&amp;quot;&amp;gt;&#039;&#039;red track&#039;&#039;&amp;lt;/span&amp;gt;. These are then staged the player board for placement during the next phase.&lt;br /&gt;
&lt;br /&gt;
~ You cannot have more than 8 tokens stored.&lt;br /&gt;
&lt;br /&gt;
~ Instead of putting character tiles in the staging area, you can move a character from an action space back to the staging area instead.&lt;br /&gt;
&lt;br /&gt;
~ The 4 tokens you start with bear your player color. Restrictions on the use of these initial tokens are described below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;4. Place Tokens on Action Spaces:&amp;lt;/b&amp;gt; Players simultaneously assign their tokens to action spaces on their player board. You do not have to place all of the tokens in your staging area. Unplaced tokens are not returned to the bag but remain in the staging area.&lt;br /&gt;
&lt;br /&gt;
~ Monks (&amp;lt;span style=&amp;quot;color:#F9D12E&amp;quot;&amp;gt;yellow tokens&amp;lt;/span&amp;gt;) are wild and can be placed on any color.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;5. Reap Placement Benefits:&amp;lt;/b&amp;gt; In player order, players who have placed all the required character tokens on a location can take the associated action. After taking the action, remove the character tokens from the board and return to your bag. If you did not meet the requirements for the action, the tokens remain where they are. Continue doing this until all players have no further actions or choose not to perform them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;6. Resolve Event:&amp;lt;/b&amp;gt; Resolve the round&#039;s event. Players who are unable to resolve the event must undergo torture!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;7. Rotate Start Player Clockwise&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Actions Descriptions==&lt;br /&gt;
&lt;br /&gt;
===Farmhouse===&lt;br /&gt;
Collect 1 &amp;lt;span style=&amp;quot;color:#E6E4E0&amp;gt;&#039;&#039;&#039;white Farmer token&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#E6E4E0&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;white track&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Gain the good depicted. These are worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Village===&lt;br /&gt;
The village is a choice between 3 different options:&lt;br /&gt;
&lt;br /&gt;
1. Collect &amp;lt;span style=&amp;quot;color:#3FB8E1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1 blue Boatman token&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#3FB8E1&amp;quot;&amp;gt;&#039;&#039;blue track&#039;&#039;&amp;lt;/span&amp;gt;. Gain take the coins/citizen depicted.&lt;br /&gt;
&lt;br /&gt;
2. Collect &amp;lt;span style=&amp;quot;color:#896035&amp;quot;&amp;gt;&amp;lt;b&amp;gt;1 brown Craftsman token&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#896035&amp;quot;&amp;gt;&#039;&#039;brown track&#039;&#039;&amp;lt;/span&amp;gt;. Take 1 gear-shaped technology token and permanently place it on a character space on your player board. This  automates a character space, making it always filled. &lt;br /&gt;
&lt;br /&gt;
~ The first time you place a tech token, it has to cover a white farmer space&lt;br /&gt;
&lt;br /&gt;
~ It can&#039;t cover a monk space&lt;br /&gt;
&lt;br /&gt;
~ It can only cover 1 space for each action&lt;br /&gt;
&lt;br /&gt;
~ It cannot go on an action that only requires 1 character token&lt;br /&gt;
&lt;br /&gt;
3. Collect &amp;lt;b&amp;gt;1 black Trader token&amp;lt;/b&amp;gt;. Advance on the &#039;&#039;black track&#039;&#039;. Look through the location/action tiles and take one of your choosing. These provide an additional, private action space that only you can activate or confers a persistent special ability. &lt;br /&gt;
&lt;br /&gt;
===University===&lt;br /&gt;
Collect &amp;lt;span style=&amp;quot;color:#7C797A&amp;gt;&#039;&#039;&#039;1 gray Scholar token&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#7C797A&amp;quot;&amp;gt;&#039;&#039;gray track&#039;&#039;&amp;lt;/span&amp;gt; and advance on the &#039;&#039;Development Track&#039;&#039; the number of spaces depicted, claiming points and/or money you reach or pass there. Your progress on the &#039;&#039;Development Track&#039;&#039; will multiply the value of your buildings and citizens at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Collect &amp;lt;span style=&amp;quot;color:#DC6B44&amp;gt;&#039;&#039;&#039;1 red Knight token&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Advance on the &amp;lt;span style=&amp;quot;color:#DC6B44&amp;quot;&amp;gt;&#039;&#039;red track&#039;&#039;&amp;lt;/span&amp;gt;. Progress on this track increases the number of character tokens you can draw at the beginning of each round.&lt;br /&gt;
&lt;br /&gt;
===Monastery===&lt;br /&gt;
Collect &amp;lt;span style=&amp;quot;color:#F9D12E&amp;gt;&#039;&#039;&#039;1 yellow Monk token&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Monks are wild and can be used in place of any character.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
Move your merchant on the &#039;&#039;&#039;&#039;&#039;Map board&#039;&#039;&#039;&#039;&#039; along a &amp;lt;span style=&amp;quot;color:#3FB8E1&amp;quot;&amp;gt;blue route&amp;lt;/span&amp;gt; to an adjacent town, collecting 1 good along the way (if available).&lt;br /&gt;
&lt;br /&gt;
===Wagon===&lt;br /&gt;
Move your merchant on the &#039;&#039;&#039;&#039;&#039;Map board&#039;&#039;&#039;&#039;&#039; along a &amp;lt;span style=&amp;quot;color:#896035&amp;quot;&amp;gt;gray/brown route&amp;lt;/span&amp;gt; to an adjacent town, collecting 1 good along the way (if available).&lt;br /&gt;
&lt;br /&gt;
=== Guildhall===&lt;br /&gt;
Build a Trading Station on the map where your merchant currently stands, if there isn&#039;t one there already. &lt;br /&gt;
Each player may have a Trading Station (guild) on Orléans, however. These are worth points at the end of the game based on your progress on the Development track.&lt;br /&gt;
&lt;br /&gt;
===Scriptorium===&lt;br /&gt;
Advance one space along the development track.&lt;br /&gt;
&lt;br /&gt;
===Town Hall===&lt;br /&gt;
&lt;br /&gt;
Move 1 or 2 of your character tokens to the &#039;&#039;&#039;&#039;&#039;Beneficial Deeds&#039;&#039;&#039; &#039;&#039;&#039;board&#039;&#039;&#039;&#039;&#039;, where they will remain for the rest of the game. Receive the depicted reward only when placed.&lt;br /&gt;
&lt;br /&gt;
~ If your character fills the last space under a deed, you also claim the citizen&lt;br /&gt;
&lt;br /&gt;
~ Monks can&#039;t be used as a wild here&lt;br /&gt;
&lt;br /&gt;
~ Your initial 4 characters can&#039;t be placed here&lt;br /&gt;
&lt;br /&gt;
==Torture (Bankruptcy)==&lt;br /&gt;
&lt;br /&gt;
When unable to pay with goods or coins, you must pay for each item you are short from any combination of the below:&lt;br /&gt;
&lt;br /&gt;
~ Trading stations&lt;br /&gt;
&lt;br /&gt;
~ Character tiles (randomly drawn from your bag)&lt;br /&gt;
&lt;br /&gt;
~ Development points (points can be re-earned, and you cannot retreat to or beyond a stack of coins)&lt;br /&gt;
&lt;br /&gt;
~ Goods&lt;br /&gt;
&lt;br /&gt;
~ Place tiles&lt;br /&gt;
&lt;br /&gt;
~ Technology tiles&lt;br /&gt;
&lt;br /&gt;
These items (other than development points) are permanently removed from the game.&lt;br /&gt;
==End of the Game &amp;amp; Scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends after 18 rounds. Points are awarded as follows:&lt;br /&gt;
&lt;br /&gt;
~ 1 pt / coin&lt;br /&gt;
&lt;br /&gt;
~ 1 pt / grain&lt;br /&gt;
&lt;br /&gt;
~ 2 pt / cheese&lt;br /&gt;
&lt;br /&gt;
~ 3 pt / wine&lt;br /&gt;
&lt;br /&gt;
~ 4 pt / wool&lt;br /&gt;
&lt;br /&gt;
~ 5 pt / brocade (fabric)&lt;br /&gt;
&lt;br /&gt;
There is one Citizen which is not distributed at the beginning of the game; this one goes to the player with the most trading stations at this time.&lt;br /&gt;
&lt;br /&gt;
Multiply your total number of Trading Stations and Citizens by the highest number you reached on the development track.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins! Tie: Whoever is furthest on the development track&lt;br /&gt;
&lt;br /&gt;
==Additional Rules==&lt;br /&gt;
&lt;br /&gt;
Supplies are limited! Characters, technology and goods cannot be gained if there aren&#039;t any in the general supply.&lt;br /&gt;
&lt;br /&gt;
You can look in your bag anytime you want to.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptikal&amp;diff=23020</id>
		<title>Gamehelptikal</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptikal&amp;diff=23020"/>
		<updated>2024-10-14T23:46:33Z</updated>

		<summary type="html">&lt;p&gt;TheCat: Added advanced rules and did a lot of cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Claim the most treasure and guard the most valuable temples during play and at the game&#039;s end.&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Draw a terrain tile, place it on the board, and use 10 action points (AP).&lt;br /&gt;
&lt;br /&gt;
In the advanced game, instead, the first player draws tiles equal to the number of players. Bid victory points to choose a tile, place it, and use 10 AP. The last player gets the final tile for free.&lt;br /&gt;
===Terrain Tiles===&lt;br /&gt;
&lt;br /&gt;
Terrain tiles have 1, 2, or 3 stepping stones to show how difficult they are to cross.&lt;br /&gt;
&lt;br /&gt;
When placing a tile, it must connect to at least one other tile or the base camp.&lt;br /&gt;
&lt;br /&gt;
When placing a non-volcano tile, at least one stepping stone must be on either side of at least one of the border(s) that connects the new tile to the existing tiles. (Explorers must be able to reach every non-volcano tile.)&lt;br /&gt;
&lt;br /&gt;
There are four types:&lt;br /&gt;
&lt;br /&gt;
* Temple tiles have a scoring number in the middle. Players can uncover (increase the value of) temples and place guards on them.&lt;br /&gt;
* Clearings have nothing in them. Players can build forward camps in clearings.&lt;br /&gt;
* Ruins have several orange symbols. Place treasure tokens equal to the number of symbols on the tile. Players can excavate (claim) a treasure token. Treat the tile as a clearing after all treasure tokens have been claimed.&lt;br /&gt;
* Volcanos prompt a scoring phase. Explorers cannot enter volcanos, which need not be connected to existing tiles via stepping stones.&lt;br /&gt;
&lt;br /&gt;
===Action Points (AP)===&lt;br /&gt;
&lt;br /&gt;
Each turn, you have 10 action points, which you can spend as desired.&lt;br /&gt;
&lt;br /&gt;
You may repeat actions and need not spend all your points.&lt;br /&gt;
&lt;br /&gt;
There are 8 actions to choose from:&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;
!Action !! Cost !! Effect&lt;br /&gt;
|-&lt;br /&gt;
!New Explorer&lt;br /&gt;
|1 AP&lt;br /&gt;
|Place a new explorer on the base camp or one of your forward camps.&lt;br /&gt;
|-&lt;br /&gt;
!Move Between Camps&lt;br /&gt;
|1 AP&lt;br /&gt;
|Move a single explorer from one of your camps to another or to/from the base camp, skipping over any other tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Move Through Terrain&lt;br /&gt;
|1-6 AP&lt;br /&gt;
|Move an explorer to an adjacent terrain tile by crossing stepping stones.&lt;br /&gt;
&lt;br /&gt;
If there are no stepping stones on both sides of a border, explorers cannot cross it.&lt;br /&gt;
Pay 1 AP per stepping stone. Count the stepping stones on both sides of the border.&lt;br /&gt;
&lt;br /&gt;
Explorers cannot enter volcano tiles.&lt;br /&gt;
|-&lt;br /&gt;
!Uncover Temples&lt;br /&gt;
|2-4 AP&lt;br /&gt;
|Use 1 or 2 explorers to uncover (increase the value of) an unguarded temple on the same tile by 1 or 2 levels respectively (e.g. 1 explorer could increase a level 6 temple to level 7, while 2 explorers could increase it to level 7 and then level 8).&lt;br /&gt;
&lt;br /&gt;
Pay 2 AP per level.&lt;br /&gt;
&lt;br /&gt;
Multiple temples may be uncovered, but each is limited to 2 uncovers per turn.&lt;br /&gt;
&lt;br /&gt;
If the desired temple levels are unavailable in the supply, the temple cannot be uncovered (e.g. if a temple is level 6 and there is no level 7 in the supply, the temple cannot be excavated, even if there is a level 8 available).&lt;br /&gt;
|-&lt;br /&gt;
!Excavating for Treasure&lt;br /&gt;
|3-6 AP&lt;br /&gt;
|Use 1 or 2 explorers to excavate (claim) 1 or 2 treasure token(s), respectively, on the same tile.&lt;br /&gt;
&lt;br /&gt;
Pay 3 AP per treasure token excavated.&lt;br /&gt;
&lt;br /&gt;
Multiple ruins may be excavated, but each ruin is limited to 2 excavations per turn.&lt;br /&gt;
|-&lt;br /&gt;
!Exchange a Treasure&lt;br /&gt;
|3 AP&lt;br /&gt;
|Swap an unpaired treasure token with any other player&#039;s unpaired treasure token. The other player cannot refuse the trade.&lt;br /&gt;
&lt;br /&gt;
No explorers are required for this action.&lt;br /&gt;
&lt;br /&gt;
Pay 3 AP per treasure swapped.&lt;br /&gt;
|-&lt;br /&gt;
!Establish Forward Camp&lt;br /&gt;
|5 AP&lt;br /&gt;
|Place a forward camp on a clearing tile or an empty ruins tile where you have an explorer.&lt;br /&gt;
&lt;br /&gt;
No more than one forward camp may be placed on each tile.&lt;br /&gt;
&lt;br /&gt;
Pay 5 AP per forward camp established.&lt;br /&gt;
|-&lt;br /&gt;
!Placing a Temple Guard&lt;br /&gt;
|5 AP&lt;br /&gt;
|Place an explorer from the same tile on top of a temple as a guard.&lt;br /&gt;
&lt;br /&gt;
You must have more explorers on the tile than any other player. Expedition leaders count as 3 explorers.&lt;br /&gt;
&lt;br /&gt;
Remove all your explorers on the tile (except the new guard) from the game. Other players&#039; explorers on the tile are not affected.&lt;br /&gt;
&lt;br /&gt;
Each player may guard up to 2 temples in the entire game. Guards can never be moved.&lt;br /&gt;
&lt;br /&gt;
Guarded temples cannot be excavated.&lt;br /&gt;
&lt;br /&gt;
During scoring, guarded temples are scored by the guard&#039;s owner, regardless of how many opposing explorers are on the tile.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Volcano Scoring===&lt;br /&gt;
&lt;br /&gt;
Beginning with the player who drew or selected the volcano tile, each player:&lt;br /&gt;
&lt;br /&gt;
* Spends up to 10 AP following the usual rules, without drawing or selecting tiles.&lt;br /&gt;
* Scores the level (value) of all temples where they have a guard, or the majority of explorers if there is no guard.&lt;br /&gt;
* Scores 1/3/6 points for 1/2/3 matching treasure tokens.&lt;br /&gt;
&lt;br /&gt;
After all players have scored the active player resumes their turn by placing the volcano tile and spending 10 (additional) AP.&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when tiles run out. Each player will play an equal number of turns.&lt;br /&gt;
&lt;br /&gt;
After the last player finishes their turn (draws the last tile, places it, and uses 10 AP), each player:&lt;br /&gt;
&lt;br /&gt;
* Spends up to 10 AP following the usual rules, without drawing or selecting tiles.&lt;br /&gt;
* Scores the level (value) of all temples where they have a guard, or the majority of explorers if there is no guard.&lt;br /&gt;
* Scores 1/3/6 points for 1/2/3 matching treasure tokens.&lt;br /&gt;
&lt;br /&gt;
If playing the basic game, begin with the start player and proceed clockwise. If playing the advanced game, begin with the player with the lowest score and proceed in ascending order by score.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
If tied, the tied player with a guard on the most valuable temple wins. If still tied, the player with the most treasure tokens (regardless of type) wins. If still tied, victory is shared.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tzolkin&amp;diff=19107</id>
		<title>Tips tzolkin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tzolkin&amp;diff=19107"/>
		<updated>2023-12-06T18:42:14Z</updated>

		<summary type="html">&lt;p&gt;TheCat: Added a note at the top to indicate that the strategy tips given are... incomplete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The strategy hints below only describe one of the main strategy lines in the game. Check the strategy forum on BoardGameGeek for a more accurate description of how you might approach the game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Corn ==&lt;br /&gt;
&lt;br /&gt;
Seeing as you are liable to lose 3 points per unfed worker, make sure to have sufficient corn. Many buildings provide some of this.&lt;br /&gt;
&lt;br /&gt;
During the whole game you need corn, many-many corn. There are only two realistic ways to gather significant number of corn: &lt;br /&gt;
1) advance the last level of resource extraction technology, use last Yaxchilan action and from time to time go to the market to exchange gold and stone for corn;&lt;br /&gt;
2) advance the last level of agriculture technology and use Palenque circle.&lt;br /&gt;
&lt;br /&gt;
The first way is more effective, on the 5th Yaxchilan you can get the equivalent of 16 corn and only 12 corn on the 5th Palenque action. You can see, 16 is greater than 12 :-)&lt;br /&gt;
&lt;br /&gt;
If someone is dominating the Palenque gear, tell them it&#039;s a corny strategy.&lt;br /&gt;
&lt;br /&gt;
== The typical game schedule ==&lt;br /&gt;
&lt;br /&gt;
1st quarter: &lt;br /&gt;
* get 1-2 additional workers;&lt;br /&gt;
* advance resource extraction technology for the last level;&lt;br /&gt;
* go 1-2 times to the 5th Yaxchilan;&lt;br /&gt;
* it&#039;s not a problem if you beg few times;&lt;br /&gt;
* it&#039;s better not to feed your workers and save your resources in gold and stones, but you should be prepared to go to the market at the beginning of the 2nd quarter. &lt;br /&gt;
&lt;br /&gt;
2nd quarter:&lt;br /&gt;
* get 1 additional worker;&lt;br /&gt;
* go to the 5th Yaxchilan as many times as possible;&lt;br /&gt;
* you should have MANY resources at the end of the quarter;&lt;br /&gt;
* usually there is no any reason to build building from the first half.&lt;br /&gt;
&lt;br /&gt;
3rd quarter:&lt;br /&gt;
* advance architecture techonology for the last level;&lt;br /&gt;
* get the 6th worker if you have only 5 yet;&lt;br /&gt;
* 4th Tikal and 5th Yaxchilan become your most important places, build as many buildings and monuments as possible;&lt;br /&gt;
* it&#039;s good idea to build feed buildings now.&lt;br /&gt;
&lt;br /&gt;
4th quarter:&lt;br /&gt;
* continue building and monuments building;&lt;br /&gt;
* advance theology technology for the 2nd or 3rd level;&lt;br /&gt;
* at the middle of the quarter put 3-4 workers to Chichen Itza;&lt;br /&gt;
* other workers find skulls and build last building/monuments.&lt;br /&gt;
&lt;br /&gt;
You should get 120-140 points by this tactic.&lt;/div&gt;</summary>
		<author><name>TheCat</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=18918</id>
		<title>Gamehelpteotihuacan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=18918"/>
		<updated>2023-11-18T05:55:19Z</updated>

		<summary type="html">&lt;p&gt;TheCat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Basics===&lt;br /&gt;
Your Workers are Dice. You can&#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>TheCat</name></author>
	</entry>
</feed>