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	<updated>2026-09-16T03:03:01Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=15200</id>
		<title>Gamehelpburglebros</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpburglebros&amp;diff=15200"/>
		<updated>2022-11-04T21:42:12Z</updated>

		<summary type="html">&lt;p&gt;Thedarktower52: /* Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How To Play ==&lt;br /&gt;
&lt;br /&gt;
Burgle Bros is a cooperative rogue-like puzzle game with tile exploration and problem solving. &lt;br /&gt;
&lt;br /&gt;
===Objective===&lt;br /&gt;
&lt;br /&gt;
Open all safes and then escape with the loot through the Stairs on the top floor. All members of the heist team need to make it to the roof to win so avoid losing stealth tokens.&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
&lt;br /&gt;
Take up to 4 actions, then the guard will move on your current floor. If you take 2 or fewer actions on your turn an [[#Events|event]] will be triggered. You can perform the actions in any order and you can do the same action multiple times in a turn if possible.&lt;br /&gt;
&lt;br /&gt;
=== Actions === &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peek&#039;&#039;&#039;: Reveal an adjacent room tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039;: Move to an adjacent room tile. If it is unrevealed, reveal it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tile specific actions&#039;&#039;&#039;: Hack a computer -OR- add a Die to a Safe (costs 2 actions) -OR- Crack a Safe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character ability&#039;&#039;&#039;: Use your Character ability, if available. Depending on your Character, this may require one or more actions, or may be a free action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Use Tools (free)&#039;&#039;&#039;: Discard a Tools card and apply its effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trade (free)&#039;&#039;&#039;: Players in the same tile may give and take Tools and Loot (with the player&#039;s permission).&lt;br /&gt;
&lt;br /&gt;
===Cracking Safes===&lt;br /&gt;
&lt;br /&gt;
Once you have located a safe tile, you need to make sure all the tiles that are in the same row and column as the safe tile are revealed. For example if the safe tile is in A1 then all the tiles in the A column and all the tiles in row 1 need to be revealed so A2, A3, A4, B1, C1, and D1. During your turn you may add a die to a safe for 2 actions. The maximum amount of dice allowed to be added to a safe tile is 6. Then once all the tiles are revealed in the row and column of the safe you can roll the all dice that are on the safe tile to attempt to &amp;quot;crack&amp;quot; the safe. The combination of the safe is the small numbers on the lower right corner of the tiles that are in the same row and column as the safe. For example if the numbers on the lower right corner of the room tiles are 1, 3, 1, 4, 6, and 3 you will need to roll the dice until you roll a 1, 3, 4, and 6. You do not need to roll a 3 multiple times to unlock all the tiles with 3 on them. Small green circle tokens will appear on room tiles that match the numbers rolled. Once all the required numbers have been rolled the safe will open and give you a tool and a loot card.&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
The default scenario is the Bank Job, the beginner scenario is the Office Job, and the Fort Knox Job has a larger layout. &lt;br /&gt;
  &lt;br /&gt;
=== The Bank Job ===&lt;br /&gt;
&lt;br /&gt;
The building is 3 floors arranged in a grid of 4x4 room tiles so 16 tiles per floor. There will be 1 safe and 1 stairs per each floor. All the tiles listed in tile distribution will be in the building.   &lt;br /&gt;
&lt;br /&gt;
=== The Office Job ===&lt;br /&gt;
&lt;br /&gt;
This job is good for beginners. The building is 2 floors and has 16 tiles per floor. There will be 1 safe and 1 stairs per floor so a total of 2 safes and 2 stairs in the building. The tile distribution is different for the Office Job. There will be 3 camera tiles, 2 fingerprint tiles, 2 laser tiles, 2 motion tiles, 2 thermo tiles, 2 deadbolt tiles, 2 keypad tiles, 2 foyer tiles, 2 secret door tiles, 2 service duct tiles, 1 laboratory tile, 1 lavatory tile, 2 walkway tiles, and 3 computer tiles. &lt;br /&gt;
&lt;br /&gt;
=== The Fort Knox Job ===&lt;br /&gt;
&lt;br /&gt;
In this job the building is 2 floors and has a 5x5 layout. There will be 24 tiles and an empty space (grey square surrounded by walls - consider it a support beam) on each floor. One of the floors will have two sets of stairs and 2 safes which you will have to figure out.   &lt;br /&gt;
&lt;br /&gt;
=== Tile Distribution ===&lt;br /&gt;
&lt;br /&gt;
The Bank Job and The Fort Knox Job will have the tile distribution below. See [[#The Office Job| The Office Job ]] for its tile distribution.   &lt;br /&gt;
&lt;br /&gt;
1 - Lavatory &lt;br /&gt;
&lt;br /&gt;
2 - Atrium, Foyer, Secret Door, Service Duct, Laboratory&lt;br /&gt;
&lt;br /&gt;
3 - Computer, Deadbolt, Detector, Fingerprint, Keypad, Laser, Motion, Safe, Stairs, Thermo, Walkway&lt;br /&gt;
&lt;br /&gt;
4 - Camera&lt;br /&gt;
&lt;br /&gt;
== Room Tiles ==&lt;br /&gt;
&lt;br /&gt;
Atrium - You may peek up or down a floor at the adjacent tile and you can also be seen from guards above and below this tile. If a guard on another floor moves directly above or below this tile while you are in it you will lose a stealth token.&lt;br /&gt;
&lt;br /&gt;
Camera - If a guard is on camera on any floor when a player enters this tile, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Computer - You must be in a computer room to take the hack action. Tokens a computer room can be used to cancel an alarm of the matching type on any floor. There are 3 types of computers: fingerprint, laser and motion. Maximum 6 tokens per computer room.&lt;br /&gt;
&lt;br /&gt;
Deadbolt - You must spend 3 actions to enter this tile if it has no other players or guards on it. If you attempt to enter this tile when it is unrevealed, the action is wasted.&lt;br /&gt;
&lt;br /&gt;
Detector (Alarm) - If you move into this tile while holding a loot or tool, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Fingerprint (Alarm) - When you enter this tile, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Foyer - You can be seen by a guard in this tile if the guard is in a tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
Keypad - When you attempt to move into this tile while it is locked, roll a number of dice equal to the number of attempts you made on this turn (including this one). If any of them is a 6, this tile is unlocked and you enter it, otherwise the action is wasted.&lt;br /&gt;
&lt;br /&gt;
Laboratory - The first player who enter this tile draws a tool.&lt;br /&gt;
 &lt;br /&gt;
Lavatory - When revealed 3 stealth tokens are placed on this tile. If the guard enters this tile when you are in it, a stealth token on the tile will be removed instead of from your own. If more than one person is on the lavatory tile when the guard enters then that many stealth tokens will be removed from the tile. Once the stealth tokens are used up from the tile then you will lose stealth tokens as normal.&lt;br /&gt;
&lt;br /&gt;
Laser (Alarm) - When you enter this tile, you must spend 2 actions or an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Motion (Alarm) - If a player enters this tile without ending their turn on it, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Safe - You must be in a safe to add a die into it or crack that safe. Safes start with no dice and can have at most 6 die.&lt;br /&gt;
&lt;br /&gt;
Secret door - You may enter this tile through walls.&lt;br /&gt;
&lt;br /&gt;
Service duct - If both service ducts are discovered, you can move from one to another, even if they are on different floors.&lt;br /&gt;
&lt;br /&gt;
Stairs - A downstairs token is put onto the corresponding tile on the upper floor, unless it is the highest floor. You may move and peek from the stairs to its corresponding downstairs tile, and you can move from that tile to the stairs. The stairs on the highest floor is used to escape to the roof after all loots are discovered.&lt;br /&gt;
&lt;br /&gt;
Thermo (Alarm) - If you end your turn on this tile, an alarm is triggered on it.&lt;br /&gt;
&lt;br /&gt;
Walkway - If you enter this tile while it is unrevealed, you fall onto the corresponding tile on the floor below it, unless it is the lowest floor. Falling does not count as entering.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
&lt;br /&gt;
Guard&#039;s destination and distance is indicated by guard die. Destination is determined by the top card drawn from the Patrol deck and guards always takes the shortest path.  If two paths are equal distance the most clockwise path is used. When multiple paths can be taken in the same number of moves, the guard prefers to take the left most path at a fork.  They will move one additional tile per triggered alarm. Once they reach their destination a new destination is set and move immediately if there is any remaining unused movement. Triggered alarms will change their destination. After cracking a safe, each guard on the current floor and each guard below the current floor are aware of the safe being cracked, thus they increase their movement speed by 1 permanently.&lt;br /&gt;
&lt;br /&gt;
Each time the patrol deck runs out and gets reshuffled, the movement speed of the guard on that floor is increased by 1 permanently, with a max of 6.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
All characters have a basic ability and an advanced ability, depending on the table settings you may get to chose which ability your character will have for the game. &lt;br /&gt;
      &lt;br /&gt;
&#039;&#039;&#039;The Acrobat (Retired Performer)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Flexibility (Basic ability): You may move into a tile with a guard as a free action (multiple times per turn) and will not lose a stealth token if you leave the tile before the guard moves (meaning you leave the tile with the guard before ending your turn in order to not lose stealth).&lt;br /&gt;
&lt;br /&gt;
Climb Window (Advanced ability): If you are on a perimeter tile you may spend 3 actions to move up or down one floor to the corresponding tile, doing so immediately ends your turn. You can do one action before using the character action to utilize all four actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hacker (Computer Guy)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jammer (Basic ability): You do not trigger fingerprint, laser, or motion tiles and other players will not trigger those tiles if you are there. The ability is not optional and does not apply to detector and thermo tiles.&lt;br /&gt;
&lt;br /&gt;
Laptop (Advanced ability): You can add a hack token to yourself as an action. This token can be used as a fingerprint, laser or motion hack token by any player. You can only store up to one hack token on yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hawk (Recon Pro)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
X-Ray (Basic ability): As a free action, once per turn, you can peek through an adjacent wall to reveal a tile. &lt;br /&gt;
&lt;br /&gt;
Enhance (Advanced ability): As a free action, once per turn, you may peek at a tile up to two spaces away. You cannot skip over unrevealed tiles and you cannot see through walls but you can use the ability to peek around corners and peek up stairs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Juicer (Electronics Expert)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crybaby (Basic ability): As a free action (multiple times per turn), you may create an alarm in an adjacent tile, but not through walls.&lt;br /&gt;
&lt;br /&gt;
Reroute (Advanced ability): As a free action, once per turn, you may pick up an active alarm on your tile and draw a new patrol card, or discard one of your alarm tokens to trigger an alarm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peterman (Safecracker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Steady Hands (Basic ability): Roll 1 additional die when rolling for the safe or keypad.&lt;br /&gt;
&lt;br /&gt;
Drill (Advanced ability): You may add dice and roll on safes above or below your tile. However if you successfully open a safe using your ability, the loot and tool are placed on that tile instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Raven (Maverick Falconer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distract (Basic ability): As a free action, you may place the crow up to two tiles away from your character, but not through walls. The guard loses one movement when entering a tile with the crow. The crow remains in that location until you move it again.&lt;br /&gt;
&lt;br /&gt;
Disrupt (Advanced ability): As a free action, you may place the crow on your current tile. If the guard starts his movement on the same tile as the crow and there are no alarms, he loses all movement and the crow is returned to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rigger (Tinkerer Savant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Solution (Basic ability): You start with the dynamite tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
&lt;br /&gt;
Tinker (Advanced ability): You can lose one stealth to draw a tool. When any player finds a tool, they may draw two tools, keep one, and discard the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Rook (Mastermind)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Orders (Basic ability): As an action, once per turn, you may move another player one tile. Ignore move costs but follow other normal movement rules.&lt;br /&gt;
&lt;br /&gt;
Disguise (Advanced ability): You may spend your first action swapping places with any player. This does not count as entering the tile for both of you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Spotter (Psychic Gone Rogue)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clairvoyance (Basic ability): As an action, once per turn, you may look at the top card of the patrol deck for your floor. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
&lt;br /&gt;
Precognition (Advanced ability): As an action, once per turn, you may look at the top card of the event deck. Then choose to place it on the top or bottom of the deck.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
You draw an event card if you use 2 or fewer actions on your turn. Most effects benefit the guards, but they can save the day if you get lucky.&lt;br /&gt;
&lt;br /&gt;
Brown out - Alarm tokens on all floors are removed. A new patrol card will be drawn for each alarm removed this way.&lt;br /&gt;
&lt;br /&gt;
Buddy system - Choose a character and move their meeple onto your current tile.&lt;br /&gt;
&lt;br /&gt;
Change of plans - If there are no active alarms on your floor, the guard on your floor gets a new patrol card.&lt;br /&gt;
&lt;br /&gt;
Crash! - If there are no active alarms on your floor, then the guard&#039;s new destination will be the current tile you are on.&lt;br /&gt;
&lt;br /&gt;
Daydreaming - The guard on your floor has one less movement this turn.&lt;br /&gt;
&lt;br /&gt;
Dead drop - Current player passes all tools and loot to the player on their right.&lt;br /&gt;
&lt;br /&gt;
Espresso - The guard on your floor has one additional movement this turn.&lt;br /&gt;
&lt;br /&gt;
Freight elevator - Fall up one floor. This may cause you to escape to the roof if you are on the highest floor and all loot are held by players.&lt;br /&gt;
&lt;br /&gt;
Go with your gut - If you are adjacent to an unrevealed tile, move on to it now, your choice if there is more than one unrevealed tile.&lt;br /&gt;
&lt;br /&gt;
Gymnastics - Walkway tiles act as stairs for 1 round.&lt;br /&gt;
&lt;br /&gt;
Heads up! - The next player gains an additional action on their turn.&lt;br /&gt;
&lt;br /&gt;
Jump the gun - Skip the next player&#039;s turn (including the guard movement).&lt;br /&gt;
&lt;br /&gt;
Jury-rig - Gain a tool.&lt;br /&gt;
&lt;br /&gt;
Keycode change - Any open keypad tiles are now locked again, roll a 6 to enter and reopen. &lt;br /&gt;
&lt;br /&gt;
Lampshade - Gain a stealth token.&lt;br /&gt;
&lt;br /&gt;
Lost grip - Fall down one floor. &lt;br /&gt;
&lt;br /&gt;
Peekhole - You may peek at one adjacent tile, even through a wall or up/down floors (you may choose to ignore this event).&lt;br /&gt;
&lt;br /&gt;
Reboot - All revealed computer rooms will now contain exactly one hack token.&lt;br /&gt;
&lt;br /&gt;
Shift change - Guard does not move on your floor, instead revealed guards on other floors move this turn.&lt;br /&gt;
&lt;br /&gt;
Shoplifting - Alarms are triggered on all laboratory tiles that have had tools taken from them.&lt;br /&gt;
&lt;br /&gt;
Squeak - The guard on your floor moves one tile towards the nearest character.&lt;br /&gt;
&lt;br /&gt;
Switch signs - The guard on your floor and his destination swap positions.&lt;br /&gt;
&lt;br /&gt;
Throw voice - Move the guard destination into an adjacent tile from its current location (following normal movement rules).&lt;br /&gt;
&lt;br /&gt;
Time lock - Players cannot move up or down through stairs for one round.&lt;br /&gt;
&lt;br /&gt;
Video loop - All camera tiles are disabled for one round.&lt;br /&gt;
&lt;br /&gt;
Where is he? - Guard on your floor jumps to his current destination.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
You get a loot when you crack a safe. It comes with a penalty and cannot be dropped, but you can give it to another player in the same tile as a free action if both players agree. All loot must be held by players for them to escape to the roof.&lt;br /&gt;
&lt;br /&gt;
Bust - You cannot use tool cards, although you can still hold them.&lt;br /&gt;
&lt;br /&gt;
Chihuahua - At the start of your turn, roll a die. If the result is 6, the dog barks and an alarm is triggered on your tile.&lt;br /&gt;
&lt;br /&gt;
Cursed goblet - When it is drawn, the player who draws it lose one stealth unless he has none.&lt;br /&gt;
&lt;br /&gt;
Gemstone - You must spend an extra action to move into a tile with other players.&lt;br /&gt;
&lt;br /&gt;
Gold bar - An extra gold bar is placed on the tile. Both must be picked up to win. A player may hold at most 1 gold bar.&lt;br /&gt;
&lt;br /&gt;
Isotope - You trigger an alarm immediately if you move into a thermo tile.&lt;br /&gt;
&lt;br /&gt;
Keycard - A safe cannot be cracked if the player with the keycard is not on it.&lt;br /&gt;
&lt;br /&gt;
Mirror - You take one fewer action every turn, but you do not trigger alarms on laser tiles.&lt;br /&gt;
&lt;br /&gt;
Painting - You cannot use secret doors or service ducts. You can still move into and out of them normally.&lt;br /&gt;
&lt;br /&gt;
Persian kitty - At the start of your turn, if it isn’t on a tile, roll a die. If the result is 1 or 2, it escapes 1 tile closer to the nearest alarm tile. You cannot win when the kitty is on a tile, but you can pick it up as a free action on that tile.&lt;br /&gt;
&lt;br /&gt;
Stamp - You draw an event card if you use 3 or fewer actions on your turn, instead of 2.&lt;br /&gt;
&lt;br /&gt;
Tiara - While you are moving, guards can see you from an adjacent tile.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
You get tools by cracking a safe, entering a laboratory for the first time, drawing specific event cards, or using the rigger’s special ability. You can use a tool as a free action on your turn by discarding it and apply its effect. You can give it to another player as a free action if both players agree, but you cannot drop them.&lt;br /&gt;
&lt;br /&gt;
Blueprints - Peek at a tile anywhere on any floor.&lt;br /&gt;
&lt;br /&gt;
Crowbar - Permanently disable an adjacent tile. It cannot block movement or trigger alarms.&lt;br /&gt;
&lt;br /&gt;
Crystal ball - Draw the top 3 events and put them back in any order.&lt;br /&gt;
&lt;br /&gt;
Donut - Select a guard. The next time he would move, he doesn’t move instead.&lt;br /&gt;
&lt;br /&gt;
Dynamite - Destroy a wall adjacent to you. Trigger an alarm on your current tile.&lt;br /&gt;
&lt;br /&gt;
EMP - Remove all triggered alarms. Until the start of your next turn, all alarms triggered are instead cancelled.&lt;br /&gt;
&lt;br /&gt;
Invisible suit - You cannot be seen by guards or cameras and gain one additional action this turn.&lt;br /&gt;
&lt;br /&gt;
Makeup kit - All players on your tile gain one stealth.&lt;br /&gt;
&lt;br /&gt;
Rollerskates - Gain two additional actions this turn.&lt;br /&gt;
&lt;br /&gt;
Smoke bomb - Add 3 stealth tokens to your tile. These can be used by players on this tile.&lt;br /&gt;
&lt;br /&gt;
Stereoscope - Use when cracking a safe to change the result of a die to any side you wish.&lt;br /&gt;
&lt;br /&gt;
Thermal bomb - Your current tile is also treated as stairs in addition to its original effect from now on. Trigger an alarm on your current tile.&lt;br /&gt;
&lt;br /&gt;
Virus - Place a total of 3 hack tokens in any revealed computer tiles.&lt;/div&gt;</summary>
		<author><name>Thedarktower52</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbloodrage&amp;diff=13154</id>
		<title>Gamehelpbloodrage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbloodrage&amp;diff=13154"/>
		<updated>2022-05-11T16:27:13Z</updated>

		<summary type="html">&lt;p&gt;Thedarktower52: /* Monsters */  Adding remaing monsters, correcting names, and reformatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
In Blood Rage, each player controls their own Viking clan’s Warriors, Leader, and Ship. Ragnarök has come, and it’s the end of the world! It’s the Vikings’ last chance to go down in a blaze of glory and secure their place in Valhalla at Odin’s side! For a Viking there are many pathways to glory. You can invade and pillage the land for its rewards, crush your opponents in epic battles, fulfill quests, increase your clan&#039;s stats, or even die gloriously either in battle or from Ragnarök, the ultimate inescapable doom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Based on Nordic Mythology ==&lt;br /&gt;
* &#039;&#039;&#039;Odin&#039;&#039;&#039; - The Judging All-Father&lt;br /&gt;
* &#039;&#039;&#039;Thor&#039;&#039;&#039; - The Glorious Victor&lt;br /&gt;
*&#039;&#039;&#039;Loki&#039;&#039;&#039; - The Revengeful Trickster&lt;br /&gt;
* &#039;&#039;&#039;Frigga&#039;&#039;&#039; - Resourceful Mother Protector&lt;br /&gt;
* &#039;&#039;&#039;Heimdall&#039;&#039;&#039; - Surprising Brilliant God&lt;br /&gt;
* &#039;&#039;&#039;Ragnarök&#039;&#039;&#039; - Fate of the Gods&lt;br /&gt;
* &#039;&#039;&#039;Valhalla&#039;&#039;&#039; - Hall of the Dead&lt;br /&gt;
* &#039;&#039;&#039;Yggdrasil&#039;&#039;&#039; - huge ash tree connected to 9 worlds&lt;br /&gt;
* &#039;&#039;&#039;fjord&#039;&#039;&#039; - A narrow inlet of the sea, penetrating between high banks, cliffs &lt;br /&gt;
&lt;br /&gt;
== Regions and Provinces ==&lt;br /&gt;
* &#039;&#039;&#039;Yggdrasil&#039;&#039;&#039; center province - holy ash tree&lt;br /&gt;
* 3 regions with their provinces:&lt;br /&gt;
* &#039;&#039;&#039;Alfheim&#039;&#039;&#039; grey region - land of the Elves&lt;br /&gt;
** &#039;&#039;&#039;Andlang&#039;&#039;&#039; province - spiritual heaven&lt;br /&gt;
** &#039;&#039;&#039;Gimle&#039;&#039;&#039; province - fire-shelter&lt;br /&gt;
* &#039;&#039;&#039;Manheim&#039;&#039;&#039; yellow region - home of men&lt;br /&gt;
** &#039;&#039;&#039;Myrkvlor&#039;&#039;&#039; province - dark enchanted forest&lt;br /&gt;
** &#039;&#039;&#039;Elvagar&#039;&#039;&#039; province - ice-wave rivers&lt;br /&gt;
** &#039;&#039;&#039;Angerboda&#039;&#039;&#039; province - harm-bidder&lt;br /&gt;
* &#039;&#039;&#039;Jotunheim&#039;&#039;&#039; blue region - realm of giants&lt;br /&gt;
** &#039;&#039;&#039;Utgard&#039;&#039;&#039; province - Outyards&lt;br /&gt;
** &#039;&#039;&#039;Horgr&#039;&#039;&#039; province - altar, sanctuary&lt;br /&gt;
** &#039;&#039;&#039;Muspelheim&#039;&#039;&#039; province - land of fire giants&lt;br /&gt;
&lt;br /&gt;
Setup&lt;br /&gt;
* Everyone starts with in their clan&#039;s reserve: a &#039;&#039;&#039;Leader, 8 Warriors&#039;&#039;&#039;, and &#039;&#039;&#039;a Ship&#039;&#039;&#039;. Each clan is identical.&lt;br /&gt;
*&#039;&#039;&#039;6 Rage&#039;&#039;&#039; (red - action points)&lt;br /&gt;
*&#039;&#039;&#039;3 Axes&#039;&#039;&#039; (blue - glory / points for a victorious battle)&lt;br /&gt;
*&#039;&#039;&#039;4 Horns&#039;&#039;&#039; (grey - figure limit on map)&lt;br /&gt;
* These stats can be increased by pillaging provinces or completing quests. &lt;br /&gt;
*Pillage reward tokens are placed in the center of provinces in all non-destroyed provinces. &lt;br /&gt;
* Rage pillage tokens increase starting Rage for Age 2 and Age 3 if won. &lt;br /&gt;
*Axes and Horns pillage tokens increase their respective clan stat by 1 immediately.&lt;br /&gt;
&lt;br /&gt;
== Drafting cards (till 6 in hand) ==&lt;br /&gt;
Each of the 3 rounds starts with players being dealt 8 cards, building up their deck by choosing a card and passing it to the next player, until they have a total of 6 cards. &lt;br /&gt;
In Round 2 and 3 possibly 7 cards in hand if they kept 1 card from previous round. Newer cards, some of which are similar get more powerful in Age 2 and Age 3.&lt;br /&gt;
&lt;br /&gt;
* Green &#039;&#039;&#039;Quest cards&#039;&#039;&#039; if completed let you raise any one of your clan stats &#039;&#039;&#039;Rage, Axes, Horns&#039;&#039;&#039; plus give you anywhere from 5 to 11 glory.&lt;br /&gt;
** Most Quests consist of having the most STR (strength) in at least one of the provinces of either the grey, blue, yellow regions or in Yggdrasil.&lt;br /&gt;
** Some quests require having 4 destroyed figures in Valhalla before Ragnarok.&lt;br /&gt;
* &#039;&#039;&#039;Black Upgrade cards&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;Leader Upgrade&#039;&#039;&#039; (1 slot) invades immediately &lt;br /&gt;
** &#039;&#039;&#039;Warrior Upgrade&#039;&#039;&#039; (1 slot) invades immediately&lt;br /&gt;
** &#039;&#039;&#039;Monster Upgrade&#039;&#039;&#039; i(2 slots) invades immediately&lt;br /&gt;
** &#039;&#039;&#039;Ship Upgrade&#039;&#039;&#039; (1 slot) invades immediately&lt;br /&gt;
** &#039;&#039;&#039;Clan Upgrade&#039;&#039;&#039; (3 slots) various powers and abilities to differentiate you from other clans&lt;br /&gt;
* Red &#039;&#039;&#039;Battle cards&#039;&#039;&#039; increase your total STR (strength) in a battle. They are discarded if victorious or kept in hand if you lose.&lt;br /&gt;
* Heimdall&#039;s Eye are Battle Cards with (+2) or (+3 in Age 3) and all have a filled in white circle. &lt;br /&gt;
* These special battle cards that may be added (no limit) in addition to your initial battle card to increase your STR.&lt;br /&gt;
&lt;br /&gt;
== Action Phase (invade, march, upgrade, quest, pillage)==&lt;br /&gt;
* &#039;&#039;&#039;Invade&#039;&#039;&#039; an empty village in a province. Only the &#039;&#039;&#039;Dwarf Monster&#039;&#039;&#039; can invade Yggdrasil. Or invade a fjord where there is no ship limit.&lt;br /&gt;
* &#039;&#039;&#039;March&#039;&#039;&#039; pay 1 rage to move any number of figures to one province to another province. All must move to the same province.  Can&#039;t be split up.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade&#039;&#039;&#039; a Leader, Warrior, Monster, Ship or Clan card. &lt;br /&gt;
* &#039;&#039;&#039;Quest&#039;&#039;&#039; play 1 quest hidden from others&lt;br /&gt;
* &#039;&#039;&#039;Pillage&#039;&#039;&#039; - if attacker pillages and wins a battle they get glory plus the pillage reward token (Rage +1, Axes +1, Horns +1 or 5 Glory) which is then flipped over.&lt;br /&gt;
* Players must play a battle card or any card to battle. Compare STR (strength) and the most STR wins.&lt;br /&gt;
* All figures are destroyed and sent to Valhalla that participated in battle except the winner&#039;s. Winner loses battle card played.&lt;br /&gt;
* If the attacker loses a battle no pillage is done, but the loser(s) opponent figures are destroyed and Glory is given. Loser(s) keep their battle card played.&lt;br /&gt;
* If there is a tie everyone loses and all figures are destroyed. Battles cards are kept.&lt;br /&gt;
* &#039;&#039;&#039;Call to Battle&#039;&#039;&#039; means adjacent figures can move a figure at a time into battle. &lt;br /&gt;
* Even if they pass initially they can still keep moving until all players have passed.&lt;br /&gt;
&lt;br /&gt;
When a player runs out of Rage no more actions can be taken. Not even the free actions Pillaging (attack) or Play a Quest card. If you pass, you lose all your Rage. May only battle if you have figures in a province being pillaged or Call to Battle by moving figures to adjacent provinces.&lt;br /&gt;
&lt;br /&gt;
==Discard Phase (down to 1 card)==&lt;br /&gt;
==Quests Phase (glory and raise clan stats)==&lt;br /&gt;
==Ragnarök in a predetermined province indicated by red destruction token)==&lt;br /&gt;
== 2 glory per figure destroyed during Ragnarok==&lt;br /&gt;
== Release Valhalla Phase (figures back to Reserve)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Age 1&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sea Serpent&#039;&#039;&#039; STR 3&lt;br /&gt;
::- Counts as a ship&lt;br /&gt;
* &#039;&#039;&#039;Dwarf Chieftain&#039;&#039;&#039; STR 2 &lt;br /&gt;
::- Costs 0 rage to upgrade or invade&lt;br /&gt;
* &#039;&#039;&#039;Troll&#039;&#039;&#039; STR 2&lt;br /&gt;
::- Destroys all Warriors when invading&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Age 2&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Fire Giant&#039;&#039;&#039; STR 4&lt;br /&gt;
::- Destroys all non-Monster figures when invading&lt;br /&gt;
* &#039;&#039;&#039;Dark Elf&#039;&#039;&#039; STR 1 (&#039;&#039;Outside Yggdrasil&#039;&#039;) / STR 3 (&#039;&#039;Inside Yggdrasil&#039;&#039;)&lt;br /&gt;
::- Can invade Yggdrasil&lt;br /&gt;
* &#039;&#039;&#039;Valkyrie&#039;&#039;&#039; STR 2&lt;br /&gt;
::- Gain 2 glory for every enemy figure destroyed in a battle she is involved in, &#039;&#039;even if she is destroyed in the battle&#039;&#039;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Age 3&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Frost Giant&#039;&#039;&#039; STR 4&lt;br /&gt;
::- Successful pillages gain pillage rewards twice&lt;br /&gt;
* &#039;&#039;&#039;Soldier of Hel&#039;&#039;&#039; STR 4&lt;br /&gt;
::- Costs 0 rage to upgrade or invade&lt;br /&gt;
* &#039;&#039;&#039;Volur Witch&#039;&#039;&#039; STR 3&lt;br /&gt;
::- Can escape to Yggdrasil instead of being destroyed&lt;br /&gt;
&lt;br /&gt;
== Cards that trump other cards==&lt;br /&gt;
*&#039;&#039;&#039;Thor&#039;s Primacy&#039;&#039;&#039; (cancels all text effects) trumps all cards even Headwall&#039;s Watch (discard all cards) and Odin&#039;s Tide (before comparing STR, each player destroys all but one figure).&lt;br /&gt;
*&#039;&#039;&#039;Heimdall’s Watch&#039;&#039;&#039; trumps all except &#039;&#039;&#039;Thor&#039;s Primacy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Loki&#039;s Poison&#039;&#039;&#039; (steal winner&#039;s cards) trumps &#039;&#039;&#039;Tyr&#039;s Prowess&#039;&#039;&#039; (win battle may keep any of your revealed cards, paying 1 rage each).&lt;/div&gt;</summary>
		<author><name>Thedarktower52</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbloodrage&amp;diff=13153</id>
		<title>Gamehelpbloodrage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbloodrage&amp;diff=13153"/>
		<updated>2022-05-11T16:00:51Z</updated>

		<summary type="html">&lt;p&gt;Thedarktower52: /* Monsters */  Adding Fire Giant STR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
In Blood Rage, each player controls their own Viking clan’s Warriors, Leader, and Ship. Ragnarök has come, and it’s the end of the world! It’s the Vikings’ last chance to go down in a blaze of glory and secure their place in Valhalla at Odin’s side! For a Viking there are many pathways to glory. You can invade and pillage the land for its rewards, crush your opponents in epic battles, fulfill quests, increase your clan&#039;s stats, or even die gloriously either in battle or from Ragnarök, the ultimate inescapable doom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Based on Nordic Mythology ==&lt;br /&gt;
* &#039;&#039;&#039;Odin&#039;&#039;&#039; - The Judging All-Father&lt;br /&gt;
* &#039;&#039;&#039;Thor&#039;&#039;&#039; - The Glorious Victor&lt;br /&gt;
*&#039;&#039;&#039;Loki&#039;&#039;&#039; - The Revengeful Trickster&lt;br /&gt;
* &#039;&#039;&#039;Frigga&#039;&#039;&#039; - Resourceful Mother Protector&lt;br /&gt;
* &#039;&#039;&#039;Heimdall&#039;&#039;&#039; - Surprising Brilliant God&lt;br /&gt;
* &#039;&#039;&#039;Ragnarök&#039;&#039;&#039; - Fate of the Gods&lt;br /&gt;
* &#039;&#039;&#039;Valhalla&#039;&#039;&#039; - Hall of the Dead&lt;br /&gt;
* &#039;&#039;&#039;Yggdrasil&#039;&#039;&#039; - huge ash tree connected to 9 worlds&lt;br /&gt;
* &#039;&#039;&#039;fjord&#039;&#039;&#039; - A narrow inlet of the sea, penetrating between high banks, cliffs &lt;br /&gt;
&lt;br /&gt;
== Regions and Provinces ==&lt;br /&gt;
* &#039;&#039;&#039;Yggdrasil&#039;&#039;&#039; center province - holy ash tree&lt;br /&gt;
* 3 regions with their provinces:&lt;br /&gt;
* &#039;&#039;&#039;Alfheim&#039;&#039;&#039; grey region - land of the Elves&lt;br /&gt;
** &#039;&#039;&#039;Andlang&#039;&#039;&#039; province - spiritual heaven&lt;br /&gt;
** &#039;&#039;&#039;Gimle&#039;&#039;&#039; province - fire-shelter&lt;br /&gt;
* &#039;&#039;&#039;Manheim&#039;&#039;&#039; yellow region - home of men&lt;br /&gt;
** &#039;&#039;&#039;Myrkvlor&#039;&#039;&#039; province - dark enchanted forest&lt;br /&gt;
** &#039;&#039;&#039;Elvagar&#039;&#039;&#039; province - ice-wave rivers&lt;br /&gt;
** &#039;&#039;&#039;Angerboda&#039;&#039;&#039; province - harm-bidder&lt;br /&gt;
* &#039;&#039;&#039;Jotunheim&#039;&#039;&#039; blue region - realm of giants&lt;br /&gt;
** &#039;&#039;&#039;Utgard&#039;&#039;&#039; province - Outyards&lt;br /&gt;
** &#039;&#039;&#039;Horgr&#039;&#039;&#039; province - altar, sanctuary&lt;br /&gt;
** &#039;&#039;&#039;Muspelheim&#039;&#039;&#039; province - land of fire giants&lt;br /&gt;
&lt;br /&gt;
Setup&lt;br /&gt;
* Everyone starts with in their clan&#039;s reserve: a &#039;&#039;&#039;Leader, 8 Warriors&#039;&#039;&#039;, and &#039;&#039;&#039;a Ship&#039;&#039;&#039;. Each clan is identical.&lt;br /&gt;
*&#039;&#039;&#039;6 Rage&#039;&#039;&#039; (red - action points)&lt;br /&gt;
*&#039;&#039;&#039;3 Axes&#039;&#039;&#039; (blue - glory / points for a victorious battle)&lt;br /&gt;
*&#039;&#039;&#039;4 Horns&#039;&#039;&#039; (grey - figure limit on map)&lt;br /&gt;
* These stats can be increased by pillaging provinces or completing quests. &lt;br /&gt;
*Pillage reward tokens are placed in the center of provinces in all non-destroyed provinces. &lt;br /&gt;
* Rage pillage tokens increase starting Rage for Age 2 and Age 3 if won. &lt;br /&gt;
*Axes and Horns pillage tokens increase their respective clan stat by 1 immediately.&lt;br /&gt;
&lt;br /&gt;
== Drafting cards (till 6 in hand) ==&lt;br /&gt;
Each of the 3 rounds starts with players being dealt 8 cards, building up their deck by choosing a card and passing it to the next player, until they have a total of 6 cards. &lt;br /&gt;
In Round 2 and 3 possibly 7 cards in hand if they kept 1 card from previous round. Newer cards, some of which are similar get more powerful in Age 2 and Age 3.&lt;br /&gt;
&lt;br /&gt;
* Green &#039;&#039;&#039;Quest cards&#039;&#039;&#039; if completed let you raise any one of your clan stats &#039;&#039;&#039;Rage, Axes, Horns&#039;&#039;&#039; plus give you anywhere from 5 to 11 glory.&lt;br /&gt;
** Most Quests consist of having the most STR (strength) in at least one of the provinces of either the grey, blue, yellow regions or in Yggdrasil.&lt;br /&gt;
** Some quests require having 4 destroyed figures in Valhalla before Ragnarok.&lt;br /&gt;
* &#039;&#039;&#039;Black Upgrade cards&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;Leader Upgrade&#039;&#039;&#039; (1 slot) invades immediately &lt;br /&gt;
** &#039;&#039;&#039;Warrior Upgrade&#039;&#039;&#039; (1 slot) invades immediately&lt;br /&gt;
** &#039;&#039;&#039;Monster Upgrade&#039;&#039;&#039; i(2 slots) invades immediately&lt;br /&gt;
** &#039;&#039;&#039;Ship Upgrade&#039;&#039;&#039; (1 slot) invades immediately&lt;br /&gt;
** &#039;&#039;&#039;Clan Upgrade&#039;&#039;&#039; (3 slots) various powers and abilities to differentiate you from other clans&lt;br /&gt;
* Red &#039;&#039;&#039;Battle cards&#039;&#039;&#039; increase your total STR (strength) in a battle. They are discarded if victorious or kept in hand if you lose.&lt;br /&gt;
* Heimdall&#039;s Eye are Battle Cards with (+2) or (+3 in Age 3) and all have a filled in white circle. &lt;br /&gt;
* These special battle cards that may be added (no limit) in addition to your initial battle card to increase your STR.&lt;br /&gt;
&lt;br /&gt;
== Action Phase (invade, march, upgrade, quest, pillage)==&lt;br /&gt;
* &#039;&#039;&#039;Invade&#039;&#039;&#039; an empty village in a province. Only the &#039;&#039;&#039;Dwarf Monster&#039;&#039;&#039; can invade Yggdrasil. Or invade a fjord where there is no ship limit.&lt;br /&gt;
* &#039;&#039;&#039;March&#039;&#039;&#039; pay 1 rage to move any number of figures to one province to another province. All must move to the same province.  Can&#039;t be split up.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade&#039;&#039;&#039; a Leader, Warrior, Monster, Ship or Clan card. &lt;br /&gt;
* &#039;&#039;&#039;Quest&#039;&#039;&#039; play 1 quest hidden from others&lt;br /&gt;
* &#039;&#039;&#039;Pillage&#039;&#039;&#039; - if attacker pillages and wins a battle they get glory plus the pillage reward token (Rage +1, Axes +1, Horns +1 or 5 Glory) which is then flipped over.&lt;br /&gt;
* Players must play a battle card or any card to battle. Compare STR (strength) and the most STR wins.&lt;br /&gt;
* All figures are destroyed and sent to Valhalla that participated in battle except the winner&#039;s. Winner loses battle card played.&lt;br /&gt;
* If the attacker loses a battle no pillage is done, but the loser(s) opponent figures are destroyed and Glory is given. Loser(s) keep their battle card played.&lt;br /&gt;
* If there is a tie everyone loses and all figures are destroyed. Battles cards are kept.&lt;br /&gt;
* &#039;&#039;&#039;Call to Battle&#039;&#039;&#039; means adjacent figures can move a figure at a time into battle. &lt;br /&gt;
* Even if they pass initially they can still keep moving until all players have passed.&lt;br /&gt;
&lt;br /&gt;
When a player runs out of Rage no more actions can be taken. Not even the free actions Pillaging (attack) or Play a Quest card. If you pass, you lose all your Rage. May only battle if you have figures in a province being pillaged or Call to Battle by moving figures to adjacent provinces.&lt;br /&gt;
&lt;br /&gt;
==Discard Phase (down to 1 card)==&lt;br /&gt;
==Quests Phase (glory and raise clan stats)==&lt;br /&gt;
==Ragnarök in a predetermined province indicated by red destruction token)==&lt;br /&gt;
== 2 glory per figure destroyed during Ragnarok==&lt;br /&gt;
== Release Valhalla Phase (figures back to Reserve)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
* &#039;&#039;&#039;Troll&#039;&#039;&#039; STR 2 (kills all Warriors when invading) &lt;br /&gt;
* &#039;&#039;&#039;Sea Serpent&#039;&#039;&#039; STR 3 (counts as a ship)&lt;br /&gt;
* &#039;&#039;&#039;Dwarf Chieftain&#039;&#039;&#039; STR 2 costs 0 rage to invade&lt;br /&gt;
* &#039;&#039;&#039;Frost Giant&#039;&#039;&#039; STR 4 (gets pillage reward twice)&lt;br /&gt;
* &#039;&#039;&#039;Fire Giant&#039;&#039;&#039; STR 4 (kills all when invading except Monsters)&lt;br /&gt;
* &#039;&#039;&#039;Dwarf Elf&#039;&#039;&#039; STR 1 (can invade Yggdrasil and STR 3 there)&lt;br /&gt;
* &#039;&#039;&#039;Valour Witch&#039;&#039;&#039; STR 3 (can escape to Yggdrasil instead of being destroyed)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Cards that trump other cards==&lt;br /&gt;
*&#039;&#039;&#039;Thor&#039;s Primacy&#039;&#039;&#039; (cancels all text effects) trumps all cards even Headwall&#039;s Watch (discard all cards) and Odin&#039;s Tide (before comparing STR, each player destroys all but one figure).&lt;br /&gt;
*&#039;&#039;&#039;Heimdall’s Watch&#039;&#039;&#039; trumps all except &#039;&#039;&#039;Thor&#039;s Primacy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Loki&#039;s Poison&#039;&#039;&#039; (steal winner&#039;s cards) trumps &#039;&#039;&#039;Tyr&#039;s Prowess&#039;&#039;&#039; (win battle may keep any of your revealed cards, paying 1 rage each).&lt;/div&gt;</summary>
		<author><name>Thedarktower52</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbloodrage&amp;diff=13152</id>
		<title>Gamehelpbloodrage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbloodrage&amp;diff=13152"/>
		<updated>2022-05-11T16:00:02Z</updated>

		<summary type="html">&lt;p&gt;Thedarktower52: /* Cards that trump other cards */  Correcting Heimdall’s Watch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
In Blood Rage, each player controls their own Viking clan’s Warriors, Leader, and Ship. Ragnarök has come, and it’s the end of the world! It’s the Vikings’ last chance to go down in a blaze of glory and secure their place in Valhalla at Odin’s side! For a Viking there are many pathways to glory. You can invade and pillage the land for its rewards, crush your opponents in epic battles, fulfill quests, increase your clan&#039;s stats, or even die gloriously either in battle or from Ragnarök, the ultimate inescapable doom. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Based on Nordic Mythology ==&lt;br /&gt;
* &#039;&#039;&#039;Odin&#039;&#039;&#039; - The Judging All-Father&lt;br /&gt;
* &#039;&#039;&#039;Thor&#039;&#039;&#039; - The Glorious Victor&lt;br /&gt;
*&#039;&#039;&#039;Loki&#039;&#039;&#039; - The Revengeful Trickster&lt;br /&gt;
* &#039;&#039;&#039;Frigga&#039;&#039;&#039; - Resourceful Mother Protector&lt;br /&gt;
* &#039;&#039;&#039;Heimdall&#039;&#039;&#039; - Surprising Brilliant God&lt;br /&gt;
* &#039;&#039;&#039;Ragnarök&#039;&#039;&#039; - Fate of the Gods&lt;br /&gt;
* &#039;&#039;&#039;Valhalla&#039;&#039;&#039; - Hall of the Dead&lt;br /&gt;
* &#039;&#039;&#039;Yggdrasil&#039;&#039;&#039; - huge ash tree connected to 9 worlds&lt;br /&gt;
* &#039;&#039;&#039;fjord&#039;&#039;&#039; - A narrow inlet of the sea, penetrating between high banks, cliffs &lt;br /&gt;
&lt;br /&gt;
== Regions and Provinces ==&lt;br /&gt;
* &#039;&#039;&#039;Yggdrasil&#039;&#039;&#039; center province - holy ash tree&lt;br /&gt;
* 3 regions with their provinces:&lt;br /&gt;
* &#039;&#039;&#039;Alfheim&#039;&#039;&#039; grey region - land of the Elves&lt;br /&gt;
** &#039;&#039;&#039;Andlang&#039;&#039;&#039; province - spiritual heaven&lt;br /&gt;
** &#039;&#039;&#039;Gimle&#039;&#039;&#039; province - fire-shelter&lt;br /&gt;
* &#039;&#039;&#039;Manheim&#039;&#039;&#039; yellow region - home of men&lt;br /&gt;
** &#039;&#039;&#039;Myrkvlor&#039;&#039;&#039; province - dark enchanted forest&lt;br /&gt;
** &#039;&#039;&#039;Elvagar&#039;&#039;&#039; province - ice-wave rivers&lt;br /&gt;
** &#039;&#039;&#039;Angerboda&#039;&#039;&#039; province - harm-bidder&lt;br /&gt;
* &#039;&#039;&#039;Jotunheim&#039;&#039;&#039; blue region - realm of giants&lt;br /&gt;
** &#039;&#039;&#039;Utgard&#039;&#039;&#039; province - Outyards&lt;br /&gt;
** &#039;&#039;&#039;Horgr&#039;&#039;&#039; province - altar, sanctuary&lt;br /&gt;
** &#039;&#039;&#039;Muspelheim&#039;&#039;&#039; province - land of fire giants&lt;br /&gt;
&lt;br /&gt;
Setup&lt;br /&gt;
* Everyone starts with in their clan&#039;s reserve: a &#039;&#039;&#039;Leader, 8 Warriors&#039;&#039;&#039;, and &#039;&#039;&#039;a Ship&#039;&#039;&#039;. Each clan is identical.&lt;br /&gt;
*&#039;&#039;&#039;6 Rage&#039;&#039;&#039; (red - action points)&lt;br /&gt;
*&#039;&#039;&#039;3 Axes&#039;&#039;&#039; (blue - glory / points for a victorious battle)&lt;br /&gt;
*&#039;&#039;&#039;4 Horns&#039;&#039;&#039; (grey - figure limit on map)&lt;br /&gt;
* These stats can be increased by pillaging provinces or completing quests. &lt;br /&gt;
*Pillage reward tokens are placed in the center of provinces in all non-destroyed provinces. &lt;br /&gt;
* Rage pillage tokens increase starting Rage for Age 2 and Age 3 if won. &lt;br /&gt;
*Axes and Horns pillage tokens increase their respective clan stat by 1 immediately.&lt;br /&gt;
&lt;br /&gt;
== Drafting cards (till 6 in hand) ==&lt;br /&gt;
Each of the 3 rounds starts with players being dealt 8 cards, building up their deck by choosing a card and passing it to the next player, until they have a total of 6 cards. &lt;br /&gt;
In Round 2 and 3 possibly 7 cards in hand if they kept 1 card from previous round. Newer cards, some of which are similar get more powerful in Age 2 and Age 3.&lt;br /&gt;
&lt;br /&gt;
* Green &#039;&#039;&#039;Quest cards&#039;&#039;&#039; if completed let you raise any one of your clan stats &#039;&#039;&#039;Rage, Axes, Horns&#039;&#039;&#039; plus give you anywhere from 5 to 11 glory.&lt;br /&gt;
** Most Quests consist of having the most STR (strength) in at least one of the provinces of either the grey, blue, yellow regions or in Yggdrasil.&lt;br /&gt;
** Some quests require having 4 destroyed figures in Valhalla before Ragnarok.&lt;br /&gt;
* &#039;&#039;&#039;Black Upgrade cards&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;Leader Upgrade&#039;&#039;&#039; (1 slot) invades immediately &lt;br /&gt;
** &#039;&#039;&#039;Warrior Upgrade&#039;&#039;&#039; (1 slot) invades immediately&lt;br /&gt;
** &#039;&#039;&#039;Monster Upgrade&#039;&#039;&#039; i(2 slots) invades immediately&lt;br /&gt;
** &#039;&#039;&#039;Ship Upgrade&#039;&#039;&#039; (1 slot) invades immediately&lt;br /&gt;
** &#039;&#039;&#039;Clan Upgrade&#039;&#039;&#039; (3 slots) various powers and abilities to differentiate you from other clans&lt;br /&gt;
* Red &#039;&#039;&#039;Battle cards&#039;&#039;&#039; increase your total STR (strength) in a battle. They are discarded if victorious or kept in hand if you lose.&lt;br /&gt;
* Heimdall&#039;s Eye are Battle Cards with (+2) or (+3 in Age 3) and all have a filled in white circle. &lt;br /&gt;
* These special battle cards that may be added (no limit) in addition to your initial battle card to increase your STR.&lt;br /&gt;
&lt;br /&gt;
== Action Phase (invade, march, upgrade, quest, pillage)==&lt;br /&gt;
* &#039;&#039;&#039;Invade&#039;&#039;&#039; an empty village in a province. Only the &#039;&#039;&#039;Dwarf Monster&#039;&#039;&#039; can invade Yggdrasil. Or invade a fjord where there is no ship limit.&lt;br /&gt;
* &#039;&#039;&#039;March&#039;&#039;&#039; pay 1 rage to move any number of figures to one province to another province. All must move to the same province.  Can&#039;t be split up.&lt;br /&gt;
* &#039;&#039;&#039;Upgrade&#039;&#039;&#039; a Leader, Warrior, Monster, Ship or Clan card. &lt;br /&gt;
* &#039;&#039;&#039;Quest&#039;&#039;&#039; play 1 quest hidden from others&lt;br /&gt;
* &#039;&#039;&#039;Pillage&#039;&#039;&#039; - if attacker pillages and wins a battle they get glory plus the pillage reward token (Rage +1, Axes +1, Horns +1 or 5 Glory) which is then flipped over.&lt;br /&gt;
* Players must play a battle card or any card to battle. Compare STR (strength) and the most STR wins.&lt;br /&gt;
* All figures are destroyed and sent to Valhalla that participated in battle except the winner&#039;s. Winner loses battle card played.&lt;br /&gt;
* If the attacker loses a battle no pillage is done, but the loser(s) opponent figures are destroyed and Glory is given. Loser(s) keep their battle card played.&lt;br /&gt;
* If there is a tie everyone loses and all figures are destroyed. Battles cards are kept.&lt;br /&gt;
* &#039;&#039;&#039;Call to Battle&#039;&#039;&#039; means adjacent figures can move a figure at a time into battle. &lt;br /&gt;
* Even if they pass initially they can still keep moving until all players have passed.&lt;br /&gt;
&lt;br /&gt;
When a player runs out of Rage no more actions can be taken. Not even the free actions Pillaging (attack) or Play a Quest card. If you pass, you lose all your Rage. May only battle if you have figures in a province being pillaged or Call to Battle by moving figures to adjacent provinces.&lt;br /&gt;
&lt;br /&gt;
==Discard Phase (down to 1 card)==&lt;br /&gt;
==Quests Phase (glory and raise clan stats)==&lt;br /&gt;
==Ragnarök in a predetermined province indicated by red destruction token)==&lt;br /&gt;
== 2 glory per figure destroyed during Ragnarok==&lt;br /&gt;
== Release Valhalla Phase (figures back to Reserve)==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
* &#039;&#039;&#039;Troll&#039;&#039;&#039; STR 2 (kills all Warriors when invading) &lt;br /&gt;
* &#039;&#039;&#039;Sea Serpent&#039;&#039;&#039; STR 3 (counts as a ship)&lt;br /&gt;
* &#039;&#039;&#039;Dwarf Chieftain&#039;&#039;&#039; STR 2 costs 0 rage to invade&lt;br /&gt;
* &#039;&#039;&#039;Frost Giant&#039;&#039;&#039; STR 4 (gets pillage reward twice)&lt;br /&gt;
* &#039;&#039;&#039;Fire Giant&#039;&#039;&#039; (kills all when invading except Monsters)&lt;br /&gt;
* &#039;&#039;&#039;Dwarf Elf&#039;&#039;&#039; STR 1 (can invade Yggdrasil and STR 3 there)&lt;br /&gt;
* &#039;&#039;&#039;Valour Witch&#039;&#039;&#039; STR 3 (can escape to Yggdrasil instead of being destroyed)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Cards that trump other cards==&lt;br /&gt;
*&#039;&#039;&#039;Thor&#039;s Primacy&#039;&#039;&#039; (cancels all text effects) trumps all cards even Headwall&#039;s Watch (discard all cards) and Odin&#039;s Tide (before comparing STR, each player destroys all but one figure).&lt;br /&gt;
*&#039;&#039;&#039;Heimdall’s Watch&#039;&#039;&#039; trumps all except &#039;&#039;&#039;Thor&#039;s Primacy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Loki&#039;s Poison&#039;&#039;&#039; (steal winner&#039;s cards) trumps &#039;&#039;&#039;Tyr&#039;s Prowess&#039;&#039;&#039; (win battle may keep any of your revealed cards, paying 1 rage each).&lt;/div&gt;</summary>
		<author><name>Thedarktower52</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjekyllvshide&amp;diff=9906</id>
		<title>Gamehelpjekyllvshide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjekyllvshide&amp;diff=9906"/>
		<updated>2021-10-24T19:29:10Z</updated>

		<summary type="html">&lt;p&gt;Thedarktower52: /* Variants */ Clarifying variant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
===Passing===&lt;br /&gt;
* Each player passes a number of cards equal to the round number.&lt;br /&gt;
* If there are at least 2 potions in your hand, you must pass at least 1 potion.&lt;br /&gt;
&lt;br /&gt;
===Trick-taking===&lt;br /&gt;
* The starting player depends on the evil progression. If the pawn moves less than 5 spaces, Dr.Jekyll starts first. Else Mr.Hyde starts first.&lt;br /&gt;
*Each round consists of ten tricks:&lt;br /&gt;
* The starting player leads with any card.&lt;br /&gt;
* If the &#039;&#039;&#039;starting player&#039;&#039;&#039; plays a colour card, the opponent must play a card of the same colour &#039;&#039;&#039;or&#039;&#039;&#039; a Potion card. If they do not have a card of the same colour, they may play any other card.&lt;br /&gt;
* If the &#039;&#039;&#039;starting player&#039;&#039;&#039; plays a Potion card, they must announce a colour. The opponent &#039;&#039;&#039;must&#039;&#039;&#039; play a card of the named colour if they can, even if they have a Potion. If they don&#039;t have any of the named colour, they may play any card.&lt;br /&gt;
&lt;br /&gt;
===Deciding the Winner of a Trick===&lt;br /&gt;
* Compare the played cards to determine the winner of the trick.&lt;br /&gt;
* If both cards are the same colour, the highest number wins.&lt;br /&gt;
* If both cards have different colours, the stronger colour wins. (Colour strengths are tracked at the top of the board. The first colour to be played during a round automatically becomes the weakest colour. When a second colour is played, that becomes the middle colour and the remaining colour becomes the strongest.)&lt;br /&gt;
* If someone played a Potion, the Potion&#039;s effect is resolved, then the highest number wins.&lt;br /&gt;
* The &amp;quot;+&amp;quot; on the potion cards is worth 0.5: Potion 3+ would beat Red 3, but lose to Red 4.&lt;br /&gt;
&lt;br /&gt;
== Potion effects ==&lt;br /&gt;
&lt;br /&gt;
The effect of a potion is based on the card played by the other player:&lt;br /&gt;
&lt;br /&gt;
* Purple: winner steals a trick.&lt;br /&gt;
* Green: players swap two cards.&lt;br /&gt;
* Red: reset the color ranking.&lt;br /&gt;
* Potion: they neutralise each other, so nothing happens and the highest wins.&lt;br /&gt;
&lt;br /&gt;
== Round Scoring ==&lt;br /&gt;
&lt;br /&gt;
The pawn moves a number of spaces towards Hyde&#039;s end of the board equal to the difference between the number of tricks each player won (irrespective of who actually won the most tricks).&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The winning condition is different for each player.&lt;br /&gt;
&lt;br /&gt;
* Hyde: if the pawn ever reaches the last space on Hyde&#039;s side, Hyde wins immediately.&lt;br /&gt;
* Jekyll: if after three rounds Hyde has not won, then Jekyll wins.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
* Return Match: Play two games and switch roles between. The winner is the Hyde player who reaches the leftmost space in the fewest number of rounds. If both players reached the leftmost space in the same number of rounds, the game ends in a tie.&lt;/div&gt;</summary>
		<author><name>Thedarktower52</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_pylos&amp;diff=9326</id>
		<title>Tips pylos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_pylos&amp;diff=9326"/>
		<updated>2021-09-04T16:44:18Z</updated>

		<summary type="html">&lt;p&gt;Thedarktower52: Removing non-tip content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Thedarktower52</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=9255</id>
		<title>Gamehelpdownforce</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdownforce&amp;diff=9255"/>
		<updated>2021-08-29T18:58:27Z</updated>

		<summary type="html">&lt;p&gt;Thedarktower52: /* End of the game */ Correcting currency formatting and reformatting ordinal numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents&#039; cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Start of the game ==&lt;br /&gt;
&lt;br /&gt;
The game is composed of:&lt;br /&gt;
&lt;br /&gt;
* a game board&lt;br /&gt;
* six colored cars (black, blue, green, yellow, orange, red)&lt;br /&gt;
* speed cards with one to six lines with a color and a speed on each&lt;br /&gt;
* six special speed cards with a single speed line&lt;br /&gt;
* power cards with special abilities &lt;br /&gt;
&lt;br /&gt;
A race circuit is chosen and all six racing cars are placed randomly on starting spaces.  Then, six color cards are shuffled and disposed on a stack.  Each player takes an equal number of speed cards.&lt;br /&gt;
&lt;br /&gt;
== Auctions ==&lt;br /&gt;
&lt;br /&gt;
The first color card is then drawn and every player will secretly and simultaneously choose a card from their hand to auction on it.  The highest speed line matching the current auction color will win the auction and get the car, the special speed card and a power card associated to the car if this game option has been selected.&lt;br /&gt;
&lt;br /&gt;
When all auctions are processed, the race begins.&lt;br /&gt;
&lt;br /&gt;
== Player&#039;s turn ==&lt;br /&gt;
&lt;br /&gt;
During a player&#039;s turn, a player plays a speed card and moves in order every car that matches a speed line on it from top to bottom. To move a car, click on the card and then click on one of the highlighted spaces of that color. If playing a wild card, the first car you click on will be the wild move.&lt;br /&gt;
&lt;br /&gt;
Cars have to move as far as possible unless blocked by &amp;quot;traffic jams&amp;quot; and it is the current player that moves all cars, even opponents&#039;.  It is advised to play opponents&#039; cars so badly they become stuck and cannot move.&lt;br /&gt;
&lt;br /&gt;
If during a turn a car crosses a yellow line, all players must secretly bid on which car will win the race.  Betting on the winner will provide additional points and sound bets can win a game even for the last of the race.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends when all of the cars have crossed the finish line.  Payouts are given to players according to their race results:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;1st&#039;&#039;&#039;: $12M&lt;br /&gt;
* &#039;&#039;&#039;2nd&#039;&#039;&#039;: $9M&lt;br /&gt;
* &#039;&#039;&#039;3rd&#039;&#039;&#039;: $6M&lt;br /&gt;
* &#039;&#039;&#039;4th&#039;&#039;&#039;: $4M&lt;br /&gt;
* &#039;&#039;&#039;5th&#039;&#039;&#039;: $2M&lt;br /&gt;
&lt;br /&gt;
Additionally, betting payouts are awarded as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;First bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $9M&lt;br /&gt;
** Betting on 2nd: $6M&lt;br /&gt;
** Betting on 3rd: $3M&lt;br /&gt;
* &#039;&#039;&#039;Second bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $6M&lt;br /&gt;
** Betting on 2nd: $4M&lt;br /&gt;
** Betting on 3rd: $2M&lt;br /&gt;
* &#039;&#039;&#039;Third bet&#039;&#039;&#039;:&lt;br /&gt;
** Betting on 1st: $3M&lt;br /&gt;
** Betting on 2nd: $2M&lt;br /&gt;
** Betting on 3rd: $1M&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
Powers can be added into the game for additional complexity and more dynamic games.  During each car auction, a power is attached to a car an the winner of the auction get the power.  If a player has several powers, they must choose only one.&lt;br /&gt;
&lt;br /&gt;
The base powers are the following:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aggressive&#039;&#039;&#039;: If you play a card with your car at the top the the card, you may move that car 1 additional space&lt;br /&gt;
* &#039;&#039;&#039;Cunning&#039;&#039;&#039;: You always move your cars, even on other player&#039;s turns&lt;br /&gt;
* &#039;&#039;&#039;Determined&#039;&#039;&#039;: On any player&#039;s turn, if your car moved into only rectangular spaces, you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Strategic&#039;&#039;&#039;: If you play a speed car with all six colors on it, you may ignore one color of it&lt;br /&gt;
* &#039;&#039;&#039;Tricky&#039;&#039;&#039;: On your turn, you may move the cars in reverse order, from lower to highest&lt;br /&gt;
* &#039;&#039;&#039;Unpredictable&#039;&#039;&#039;: If you play a card with a wild on it, you may use that wild for a color that is already on the card&lt;br /&gt;
&lt;br /&gt;
If the &amp;quot;additional powers&amp;quot; option is selected, the powers from the &#039;&#039;Danger Circuit&#039;&#039; expansion are added into the game:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: On any player&#039;s turn, if your car crosses a betting line you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Experienced&#039;&#039;&#039;: On any player&#039;s turn, if any car starts its movement in a space directly ahead of your car, you may move your car into the space that car moved out of&lt;br /&gt;
* &#039;&#039;&#039;Tough&#039;&#039;&#039;: On any player&#039;s turn, if your car ends its movement in a space adjacent to a rumble strip, you may move it 2 additional spaces&lt;br /&gt;
* &#039;&#039;&#039;Bold&#039;&#039;&#039;: On your turn, if your car would move 1 or 2 spaces, move it 3 spaces instead&lt;br /&gt;
* &#039;&#039;&#039;Defensive&#039;&#039;&#039;: If none of your cars move on your turn, move one of your cars 3 spaces&lt;br /&gt;
* &#039;&#039;&#039;Reckless&#039;&#039;&#039;: On your turn, if your car moves through a Tight Space, you may move it 2 additional spaces&lt;br /&gt;
&lt;br /&gt;
=== Betting variants ===&lt;br /&gt;
&lt;br /&gt;
Two additional betting variants are provided:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting&#039;&#039;&#039;: instead of normal betting payout, multiply the &#039;&#039;&#039;current&#039;&#039;&#039; position of the car you bet on (1st, 2nd, 3rd, etc.) by the betting modifier (3 for finishing 1st, 2 for finishing 2nd, 1 for finishing third on the first bet; 2,1,0 for the second and; 1,0,0 for the third) to get the payout at the end.  For example, your first bet is on a car that is in 4th place and it ends up in 1st place at the end of the race, your payout is 4x3 = $12M!  If you bet on a car that is in second on the second bet and maintains that place to the end of the race, you would only earn 2x1 = $2M.  And finally, if you bet on the 1st place car on the last bet, but they end up placing only 3rd, you would get nothing because 1x0 = $0M.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;odds betting, winner only&#039;&#039;&#039;: same as above but only the winning car provide payouts, making it a high risk, high reward game of all or nothing!&lt;br /&gt;
&lt;br /&gt;
== Race Tracks ==&lt;br /&gt;
&lt;br /&gt;
There are 6 tracks for choosing in the game.&lt;br /&gt;
&lt;br /&gt;
=== River Station and Marina Bay ===&lt;br /&gt;
There are normal boards with no special features.&lt;br /&gt;
&lt;br /&gt;
=== Crosstown Speedway ===&lt;br /&gt;
This track features two crossover loops and two split sections. Cars entering the crossover loop must move into the loop. They cannot move directly from the entry to the exit directly or with a power.&lt;br /&gt;
&lt;br /&gt;
=== Switchback Pass ===&lt;br /&gt;
This track features dangerous spaces which are too small to fit any cars and have cracks on them. They can only be used to pass another car. You cannot end your movement on it and you are forced to move back to a regular space if there is one.&lt;br /&gt;
&lt;br /&gt;
=== Aloha Sands ===&lt;br /&gt;
This tracks features ramps which can be used to zoom ahead. They can only be used if the car has an equal or higher speed than the one on the ramp, has at least 1 space of movement remaining and the landing space is empty.&lt;br /&gt;
&lt;br /&gt;
=== Savanna Stretch ===&lt;br /&gt;
This tracks features animals including antelope, elephant and python. They occupy one space on the board and block any movement. At the end of a turn in which at least one car has passed an animal, that animal moves to its next open space on the board (or leaves the board if it was on its final space).&lt;/div&gt;</summary>
		<author><name>Thedarktower52</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphardback&amp;diff=9251</id>
		<title>Gamehelphardback</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphardback&amp;diff=9251"/>
		<updated>2021-08-29T14:43:39Z</updated>

		<summary type="html">&lt;p&gt;Thedarktower52: /* Ink and Remover */  Corrected details about &amp;quot;Pressing your luck.&amp;quot; You can make words longer than 5 letters with Timeless Classics, as well. You can only draw additional cards with Ink.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== FAQs / Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
=== Help, my word is not accepted ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please don&#039;t file a bug.&#039;&#039;&#039; You can choose which dictionary to use when creating the table, but none are authored or maintained by Board Game Arena or Fowers Games. The default dictionary is [http://wordlist.aspell.net/12dicts-readme/ &amp;lt;i&amp;gt;12dicts&amp;lt;/i&amp;gt;, an open-source word list compiled by Alan Beale] with about 85,000 words. The preceding link details the author&#039;s methodology, but essentially this includes words defined by multiple English dictionaries published in the 1990s, plus a selection of modern words (like &amp;quot;emoji&amp;quot;) chosen by the author in 2016. Most people would consider all entries in this list to be &amp;quot;real words&amp;quot;, even though some are not in common usage (like &amp;quot;adagio&amp;quot;, &amp;quot;pugilism&amp;quot;, &amp;quot;slake&amp;quot;). If you want a larger word list, consider &amp;lt;i&amp;gt;American Scrabble&amp;lt;/i&amp;gt; (190,000 words) or &amp;lt;i&amp;gt;British Scrabble&amp;lt;/i&amp;gt; (280,000 words). While these dictionaries include more words, they also include some controversial entries that most people would not consider to be &amp;quot;real words&amp;quot; (like &amp;quot;aal&amp;quot;, &amp;quot;abac&amp;quot;, &amp;quot;faix&amp;quot;, &amp;quot;xu&amp;quot;, &amp;quot;zol&amp;quot;, &amp;quot;zyzzyvas&amp;quot;). Like most word games, all the dictionaries exclude proper nouns (like &amp;quot;Argentina&amp;quot;, &amp;quot;Christmas&amp;quot;, &amp;quot;Hitler&amp;quot;, &amp;quot;November&amp;quot;), acronyms/initialisms (like &amp;quot;FBI&amp;quot;, &amp;quot;USA&amp;quot;), and hyphenated words (like &amp;quot;self-motivated&amp;quot;, &amp;quot;twenty-four&amp;quot;) even though these words would be defined in any standard English dictionary.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also an option to play the game without any dictionary. In this mode, the other players vote to approve or reject each word. You can choose either &amp;lt;i&amp;gt;Majority Vote&amp;lt;/i&amp;gt; (half of the players must accept, with ties in favor of accepting) or &amp;lt;i&amp;gt;Unanimous Vote&amp;lt;/i&amp;gt; (all the players must accept).&lt;br /&gt;
&lt;br /&gt;
=== Help, my system can&#039;t run this game ===&lt;br /&gt;
&lt;br /&gt;
This game requires a vaguely modern web browser (2017 or newer: Google Chrome 61+, Firefox 60+, Edge 79+, or Safari 11+). A computer [https://www.microsoft.com/en-us/microsoft-365/windows/end-of-windows-xp-support#:~:text=After%2012%20years%2C%20support%20for,to%20a%20modern%20operating%20system. still running Windows XP] is far too old, for example. If you meet the minimum requirements and cannot load the game, please [https://boardgamearena.com/bugs?game=1354 use the bug reporting system] to vote/file a report. If another player at your table cannot load the game, please kindly agree to abandon without penalty.&lt;br /&gt;
&lt;br /&gt;
=== Help, the cards are too large or too small ===&lt;br /&gt;
&lt;br /&gt;
Choose your preferred card size under the top-right corner menu (within a game). Due to the smaller screen size, playing on mobile means you&#039;ll end up choosing between larger cards that are easier to read or smaller cards that are easier to rearrange.&lt;br /&gt;
&lt;br /&gt;
== How To Play ==&lt;br /&gt;
&lt;br /&gt;
Hardback is a deck-building word game. Each player starts with their own deck of 10 Starter cards: The 8 letters (A, E, I, L, N, R, S, T) plus 2 random letters from the set (B, C, D, G, H, M, O, P, U, Y). Each player has their own draw and discard piles. A shared deck of 140 cards from 4 other genres is used to form the offer row. The 5 genres in the game are: Starter (grey), Adventure (yellow), Horror (green), Mystery (blue), Romance (red). A colored bar in the player panel displays the current composition of each player&#039;s deck.&lt;br /&gt;
&lt;br /&gt;
=== Spell A Word ===&lt;br /&gt;
&lt;br /&gt;
Each round you receive a hand of 5 cards from your deck. Use these cards (and any &#039;&#039;&#039;Timeless Classics&#039;&#039;&#039;, if available) to spell a word. When your turn begins, your hand of cards automatically move into the current word area. Simply drag and drop the cards to rearrange them. You&#039;re not required to use all your cards and can remove cards from your word by clicking the card or dragging it up to your hand area. If you change your mind, you can re-add a removed card by clicking it (adds to the end of your word) or dragging it down to your word in the proper position.&lt;br /&gt;
&lt;br /&gt;
Any card can be made wild, but wild cards do not provide any benefits. Click &#039;&#039;&#039;WILD&#039;&#039;&#039; below a card to flip it face-down and assign any letter by clicking or typing the letter. If you change your mind, click &#039;&#039;&#039;RESET&#039;&#039;&#039; below a wild card to flip it face-up.&lt;br /&gt;
&lt;br /&gt;
Any cards left in your hand are discarded. You cannot save cards from one round to the next. If you can&#039;t spell a word, you may choose to skip your turn.&lt;br /&gt;
&lt;br /&gt;
=== Resolve Card Benefits ===&lt;br /&gt;
&lt;br /&gt;
The face-up cards in your word provide various benefits. Hover your mouse (on mobile: tap and hold) on the benefit section of the card to see more information.&lt;br /&gt;
&lt;br /&gt;
• Basic benefits are listed &#039;&#039;in black, above the line&#039;&#039;. You gain these every time you use the card face-up to spell a word.&lt;br /&gt;
&lt;br /&gt;
• Genre benefits are listed &#039;&#039;in color, below the line&#039;&#039;. You gain these if you have at least one other card of the same genre (color) in play (in your word or in the &#039;&#039;&#039;Timeless Classics&#039;&#039;&#039; area).&lt;br /&gt;
&lt;br /&gt;
​Coins (¢) allow you to purchase new cards and ink. Points (★) increase your final score. Abilities alter the state of play in special ways:&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(185,28,28)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Double&amp;lt;/b&amp;gt; (on Romance/red cards)&amp;lt;/span&amp;gt; allows you to double the coin and point values provided by an adjacent card. If you double the same card twice, it is tripled (not quadrupled). When you double or triple a card, the numbers on the card change are highlight in yellow. Doubling doesn&#039;t count towards activating genre benefits or allow you to perform any other abilities twice.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(185,28,28)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dump&amp;lt;/b&amp;gt; (on Romance/red cards)&amp;lt;/span&amp;gt; allows you to remove a card from your discard pile to gain an amount of coins.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(77,124,15)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ink&amp;lt;/b&amp;gt; (on Horror/green cards)&amp;lt;/span&amp;gt; grants you an ink or remover. This is the only way to get remover.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(29,78,216)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Jail&amp;lt;/b&amp;gt; (on Mystery/blue cards)&amp;lt;/span&amp;gt; allows you to either reserve or remove a card from the offer row. If you reserve the card, it goes into your personal jail, allowing only you to purchase it later. You can only reserve one card at a time. In both cases, the effect to other players is the same: The card you choose won&#039;t be available to them anymore.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(185,28,28)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Preview&amp;lt;/b&amp;gt; (on Romance/red cards)&amp;lt;/span&amp;gt; allows you to draw 3 cards from your deck and return or discard each card.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(113,63,18)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trash&amp;lt;/b&amp;gt; (on Adventure/yellow cards)&amp;lt;/span&amp;gt; allows you to remove that particular card from your word to gain an amount of coins or points.&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;span style=&amp;quot;color:rgb(29,78,216)&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Uncover&amp;lt;/b&amp;gt; (on Mystery/blue cards)&amp;lt;/span&amp;gt; allows you to flip an adjacent wild card back to its face-up side, allowing you to play a card as any letter and still earn the benefits. (The card played as wild card has to be placed next to your blue &#039;Uncover&#039; card.)&lt;br /&gt;
&lt;br /&gt;
Cards are that removed (through Dump, Jail, or Trash) are discarded from the game. In the unlikely event that you go through all 140 offer row cards, the removed cards are reshuffled to form a new offer row deck.&lt;br /&gt;
&lt;br /&gt;
=== Flush Offer Row ===&lt;br /&gt;
&lt;br /&gt;
In certain situations, you can trash all 7 cards in the offer row and get 7 new cards. You will be prompted to do this once per turn, before purchasing, if either conditions is met:&lt;br /&gt;
&lt;br /&gt;
• At least 4 cards in the offer row cost 6¢ or more&lt;br /&gt;
&lt;br /&gt;
• At least 4 cards in the offer row are the same genre (color)&lt;br /&gt;
&lt;br /&gt;
=== Purchase ===&lt;br /&gt;
&lt;br /&gt;
You can purchase ink and cards from the offer row using the coins you earned this turn.&lt;br /&gt;
&lt;br /&gt;
Each card&#039;s cost is indicated in the price tag in the top-left corner. Click a card to purchase it. Note that some Adventure (yellow) cards also indicate a number of points on the price tag. This is not a cost, but a one-time benefit you &#039;&#039;earn&#039;&#039; when purchasing the card.&lt;br /&gt;
&lt;br /&gt;
Ink costs 1¢. Any coins you do not spend are automatically converted to ink at the end of your turn. You cannot save coins from one turn to the next.&lt;br /&gt;
&lt;br /&gt;
It is possible to convert ink earned on previous turns back to coins at a reduced rate (3 ink for 1¢). Board Game Arena only presents this option when it would allow you to purchase something that you otherwise couldn&#039;t afford.&lt;br /&gt;
&lt;br /&gt;
=== Timeless Classics ===&lt;br /&gt;
&lt;br /&gt;
All cards from your word are discarded at the end of your turn, except Timeless Classics.&lt;br /&gt;
&lt;br /&gt;
There are 12 Timeless Classic cards, which are printed sideways. When you spell a word using a face-up Timeless Classic card, it stays in play at the end of your turn. On subsequent turns, you continue to gain the benefits of the card &#039;&#039;whether or not you use it in your word&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
Your Timeless Classic card stays in play until another player uses it in their word, which sends it to your discard pile. Any player can use any active Timeless Classic when spelling a word, no matter which player owns the card, but these cards cannot be made wild.&lt;br /&gt;
&lt;br /&gt;
When you use another player&#039;s Timeless Classic card, you &amp;lt;u&amp;gt;do not&amp;lt;/u&amp;gt; get any benefits and its genre &amp;lt;u&amp;gt;does not&amp;lt;/u&amp;gt; count towards triggering other genre benefits in your word. Astute authors will use other players&#039; Timeless Classic cards anyway in order to discard the card.&lt;br /&gt;
&lt;br /&gt;
=== Ink and Remover ===&lt;br /&gt;
&lt;br /&gt;
After your turn is complete, you may immediately begin working on your next word, including using any previously obtained ink and remover. At any time before you spell a word, even during another player&#039;s turn, you can draw additional cards from your draw pile by spending 1 ink per card. Inked cards &#039;&#039;&#039;must&#039;&#039;&#039; be used in your next word and cannot be made wild.&lt;br /&gt;
&lt;br /&gt;
Remover cancels ink. You can spend 1 remover to convert an inked card back to a normal card, meaning you are no longer required to use it in your word. Remover can only be obtained by playing certain cards; it cannot be purchased.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pressing your luck with ink is the only way to draw additional cards in Hardback.&amp;lt;/b&amp;gt; If you push your luck too far and can&#039;t form a word with all inked cards, you must skip your turn.&lt;br /&gt;
&lt;br /&gt;
=== Game End ===&lt;br /&gt;
&lt;br /&gt;
When a player reaches 60 points, the game ends at the conclusion of the current round (all players receive the same number of turns). The player with the most points is the winner and the finest author of the age! In the case of a tie, the player with the most ink remaining wins the game.&lt;br /&gt;
&lt;br /&gt;
Note: A game option allows the creator of the table to specify a shorter (40 points) or longer game (80 points). The game options display on the confirmation screen before the game starts and during the game under the top-right corner menu.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Literary Awards ===&lt;br /&gt;
Literary Awards provide bonus points to the player who spells the longest word of the game, encouraging players to compete more directly and spell longer words.&lt;br /&gt;
&lt;br /&gt;
The first player to spell a word with 7 or more letters claims the appropriate award. The first player to subsequently spell a longer word claims the appropriate award and discards all lower awards. In this way, only one award is ever in play at a time. Whichever player is holding the award at the end of the game earns the stated number of points. Because these points are not scored immediately, they do not count towards the 60 point threshold needed to end the game. Once the highest scoring literary award is claimed by a player it cannot be reclaimed by another player even if they spell a longer word.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Length&lt;br /&gt;
! Literary Award&lt;br /&gt;
|-&lt;br /&gt;
| 7 letters&lt;br /&gt;
| 5 points&lt;br /&gt;
|-&lt;br /&gt;
| 8 letters&lt;br /&gt;
| 6 points&lt;br /&gt;
|-&lt;br /&gt;
| 9 letters&lt;br /&gt;
| 7 points&lt;br /&gt;
|-&lt;br /&gt;
| 10 letters&lt;br /&gt;
| 9 points&lt;br /&gt;
|-&lt;br /&gt;
| 11 letters&lt;br /&gt;
| 12 points&lt;br /&gt;
|-&lt;br /&gt;
| 12 or more letters&lt;br /&gt;
| 15 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Adverts ===&lt;br /&gt;
&lt;br /&gt;
Adverts allow you to purchase points with coins.&lt;br /&gt;
&lt;br /&gt;
Each advert can only be purchased once and must be purchased in the order listed. You can buy multiple adverts (in order) during your turn. Points from adverts are scored immediately.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Cost&lt;br /&gt;
! Advert&lt;br /&gt;
|-&lt;br /&gt;
| 6¢&lt;br /&gt;
| 3 points&lt;br /&gt;
|-&lt;br /&gt;
| 9¢&lt;br /&gt;
| 6 points&lt;br /&gt;
|-&lt;br /&gt;
| 12¢&lt;br /&gt;
| 10 points&lt;br /&gt;
|-&lt;br /&gt;
| 15¢&lt;br /&gt;
| 15 points&lt;br /&gt;
|-&lt;br /&gt;
| 18¢&lt;br /&gt;
| 20 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cooperative Anthology &amp;amp; Solo Mode ===&lt;br /&gt;
&lt;br /&gt;
In this challenging co-op variant, 1 - 4 players win or lose together against archrival Penny Dreadful. The following rule changes apply:&lt;br /&gt;
&lt;br /&gt;
• Penny Dreadful takes a turn after each player. She purchases the oldest (right-most) card in the offer row and earns points equal to the card&#039;s cost.&lt;br /&gt;
&lt;br /&gt;
• In the &#039;&#039;Cooperative Anthology With Signature Genre&#039;&#039; variant, Penny Dreadful also earns points based on the condition displayed in her player panel.&lt;br /&gt;
&lt;br /&gt;
• Players can never flush the offer row.&lt;br /&gt;
&lt;br /&gt;
• Any player can use your Timeless Classic cards without discarding them. Instead, each time a new card is added to the offer row during your turn or Penny Dreadful&#039;s turn immediately following your turn, your oldest Timeless Classic card of that same genre is discarded. &lt;br /&gt;
&lt;br /&gt;
• The game is played to a final score of 60 points per human player (for example, play to 180 points with 3 players). The game ends immediately when one side - either the players or Penny Dreadful - earns enough points. The players win if they &amp;lt;b&amp;gt;beat&amp;lt;/b&amp;gt; Penny&#039;s score (tying with Penny is a loss).&lt;br /&gt;
&lt;br /&gt;
== Differences from the Physical Game ==&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve played this board game in real life, note that minor rules changes from the game designer have been incorporated in the BGA adaption to improve balance.&lt;br /&gt;
&lt;br /&gt;
• The Horror H card benefits have been changed. Astute players were able to avoid the penalty &amp;quot;All other players must return an unused ink or remover&amp;quot; by spending their ink/remover tokens out-of-turn. The new benefits of Horror H are: 1¢ and 2★ (basic), 1¢ per inked card in your word (genre)&lt;br /&gt;
&lt;br /&gt;
• In the Cooperative Anthology variant, a maximum of 1 Timeless Classic card is discarded per card added to the offer row. For example, if you have both Romance B and Romance K in play and a Romance card is added to the offer row, discard the older of Romance B/K.&lt;br /&gt;
&lt;br /&gt;
• There is no current mechanism for Ghostwriting.&lt;/div&gt;</summary>
		<author><name>Thedarktower52</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpjekyllvshide&amp;diff=6636</id>
		<title>Gamehelpjekyllvshide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpjekyllvshide&amp;diff=6636"/>
		<updated>2020-12-27T15:46:24Z</updated>

		<summary type="html">&lt;p&gt;Thedarktower52: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Each round consists of ten tricks:&lt;br /&gt;
&lt;br /&gt;
* The starting player leads with any card.&lt;br /&gt;
* If the &#039;&#039;&#039;starting player&#039;&#039;&#039; plays a colour card, the opponent must play a card of the same colour &#039;&#039;&#039;or&#039;&#039;&#039; a Potion card. If they do not have a card of the same colour, they may play any other card.&lt;br /&gt;
* If the &#039;&#039;&#039;starting player&#039;&#039;&#039; plays a Potion card, they must announce a colour. The opponent &#039;&#039;&#039;must&#039;&#039;&#039; play a card of the named colour—even if they have a Potion—if they can. If they don&#039;t have any of the named colour, they may play any card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compare the played cards to determine the winner of the trick&lt;br /&gt;
&lt;br /&gt;
* If both cards are the same colour, the highest number wins.&lt;br /&gt;
* If both cards have different colours, the stronger colour wins.&lt;br /&gt;
:- Colour strengths are tracked at the top of the board. The first colour to be played during a round automatically becomes the weakest colour. When a second colour is played, that becomes the middle colour and the remaining colour becomes the strongest.&lt;br /&gt;
* If someone played a Potion, the Potion&#039;s effect is resolved, then the highest number wins.&lt;br /&gt;
:- The &amp;quot;+&amp;quot; on the potion cards is basically worth ½: Potion 3+ would beat Red 3, but lose to Red 4.&lt;br /&gt;
&lt;br /&gt;
== Potion effects ==&lt;br /&gt;
&lt;br /&gt;
The effect of a potion is based on the card played by the other player:&lt;br /&gt;
&lt;br /&gt;
* Purple: winner steals a trick.&lt;br /&gt;
* Green: players swap two cards.&lt;br /&gt;
* Red: reset the color ranking.&lt;br /&gt;
* Potion: they neutralise each other, so nothing happens and the highest wins.&lt;br /&gt;
&lt;br /&gt;
== Round Scoring ==&lt;br /&gt;
&lt;br /&gt;
The pawn moves a number of spaces towards Hyde&#039;s end of the board equal to the difference between the number of tricks each player won (irrespective of who actually won the most tricks).&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The winning condition is different for each player.&lt;br /&gt;
&lt;br /&gt;
* Hyde: if the pawn ever reaches the last space on Hyde&#039;s side, Hyde wins immediately.&lt;br /&gt;
* Jekyll: if after three rounds Hyde has not won, then Jekyll wins.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
* Return Match: players play 1 round as Hyde and 1 as Jekyll. The Hyde uses the least rounds to let the pawn reaches the leftmost space wins.&lt;/div&gt;</summary>
		<author><name>Thedarktower52</name></author>
	</entry>
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