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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Thomas</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-10T13:02:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthecrewjourneyendearth&amp;diff=32532</id>
		<title>Gamehelpthecrewjourneyendearth</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthecrewjourneyendearth&amp;diff=32532"/>
		<updated>2026-11-09T21:41:16Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The aim of the game is to complete 25 stages by working together as a team. Each stage consists of several tasks. You must reach the airplane before the Time Marker does. You win together or lose together!&lt;br /&gt;
&lt;br /&gt;
The game is a cooperative trick-taking game. Players take turns playing cards. The highest card wins the trick, subject to the rules for following suit and trump cards. Tasks are completed by winning tricks that meet specific conditions.&lt;br /&gt;
&lt;br /&gt;
==Playing a Stage==&lt;br /&gt;
Each stage has its own track, with an airplane marking the destination. The &#039;&#039;&#039;Crew Marker&#039;&#039;&#039; shows your progress. The &#039;&#039;&#039;Time Marker&#039;&#039;&#039; shows how much time you have left.&lt;br /&gt;
&lt;br /&gt;
Each stage consists of several rounds. In each round:&lt;br /&gt;
&lt;br /&gt;
# Check the special rule for the current stage space.&lt;br /&gt;
# Decide whether to discard a task, if you wish.&lt;br /&gt;
# Choose one of the two available tasks and reveal it.&lt;br /&gt;
# Shuffle and deal the playing cards.&lt;br /&gt;
# The player who receives the &#039;&#039;&#039;4 Helicopter&#039;&#039;&#039; becomes the &#039;&#039;&#039;Guide&#039;&#039;&#039; for this round.&lt;br /&gt;
# Follow the task instructions. Assign the task to a crew member if it is an Individual Task.&lt;br /&gt;
# Prepare the Communication Tokens.&lt;br /&gt;
# Play all tricks and check whether the task was completed.&lt;br /&gt;
# Move the Crew Marker and the Time Marker.&lt;br /&gt;
&lt;br /&gt;
The Guide leads the first trick. After that, the winner of each trick leads the next one.&lt;br /&gt;
&lt;br /&gt;
If the task is successful, move the Crew Marker forward by the number of spaces indicated by the task&#039;s difficulty. If the task fails, the Crew Marker does not move.&lt;br /&gt;
&lt;br /&gt;
The Time Marker always moves forward one space after every task, regardless of whether it was successful.&lt;br /&gt;
&lt;br /&gt;
Continue playing rounds until the Crew Marker reaches the airplane. You must always reach the airplane, even if the Time Marker gets there first.&lt;br /&gt;
&lt;br /&gt;
==Trick Taking==&lt;br /&gt;
Each player plays one card face up in turn. The first card played determines the suit that must be followed.&lt;br /&gt;
&lt;br /&gt;
You must follow suit if possible. If you do not have a card of the required suit, you may play any card.&lt;br /&gt;
&lt;br /&gt;
Only cards of the opening suit can win the trick, except for Helicopter Cards. There is no obligation to win a trick: you may play a lower card even if you could win it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helicopter Cards&#039;&#039;&#039; are trump cards and win any trick, regardless of the other cards played. However, a Helicopter Card may only be played on a Color Card if you cannot follow suit. If a Helicopter Card is played first, it establishes the suit and must be followed if possible.&lt;br /&gt;
&lt;br /&gt;
If several Helicopter Cards are played, the highest one wins.&lt;br /&gt;
&lt;br /&gt;
The winner takes the trick. Place completed tricks face down. Only the most recently won trick may be looked at again.&lt;br /&gt;
&lt;br /&gt;
Play all tricks before checking whether the task was completed, unless a special rule causes the task to fail immediately.&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
There are three types of Task Cards:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Standard Tasks:&#039;&#039;&#039; These usually apply to the entire crew. Their difficulty ranges from 1 to 6. The difficulty level depends on the number of players. If completed, the Crew Marker advances by the corresponding number of spaces.&lt;br /&gt;
* &#039;&#039;&#039;Special Tasks:&#039;&#039;&#039; These can be completed multiple times during a round. Each successful completion counts towards the Crew Marker&#039;s movement. Subtract the penalty indicated on the task card from the number of successful completions. If the result is zero or less, the task fails and the Crew Marker does not move.&lt;br /&gt;
* &#039;&#039;&#039;Random Tasks:&#039;&#039;&#039; These have an approximate difficulty level of 3. Their exact requirements are only revealed when the task is played.&lt;br /&gt;
&lt;br /&gt;
Some tasks are &#039;&#039;&#039;Individual Tasks&#039;&#039;&#039;. They must be assigned to one crew member.&lt;br /&gt;
&lt;br /&gt;
After the cards have been dealt, everyone votes simultaneously using a Communication Token:&lt;br /&gt;
* Green means that you are willing to take the task.&lt;br /&gt;
* Red means that you are not willing to take the task.&lt;br /&gt;
&lt;br /&gt;
The Guide chooses one player from those who voted green, including themselves. The chosen player must complete the task. If everyone votes red, the vote is repeated.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the exact wording of each task, especially terms such as &amp;quot;exactly&amp;quot;, &amp;quot;at least&amp;quot; and &amp;quot;at most&amp;quot;. The total value of a trick is the sum of all numbers on the cards played.&lt;br /&gt;
&lt;br /&gt;
==Communication==&lt;br /&gt;
You are not allowed to show, tell or indicate information about the cards in your hand, except through the permitted communication.&lt;br /&gt;
&lt;br /&gt;
At the beginning of each task, Communication Tokens equal to the number of crew members are made available. Any crew member may use them. Each token can only be used once per task, but individual players may use more than one token.&lt;br /&gt;
&lt;br /&gt;
You may communicate at any time before a trick, but never during a trick. Some tasks require additional preparations before communication is allowed.&lt;br /&gt;
&lt;br /&gt;
To communicate, choose a Color Card from your hand and place it face up in front of you. The card remains part of your hand and can still be played normally. Helicopter Cards cannot be communicated.&lt;br /&gt;
&lt;br /&gt;
Place a Communication Token on the card:&lt;br /&gt;
* At the top: This is your highest card of this color.&lt;br /&gt;
* In the middle: This is your only card of this color.&lt;br /&gt;
* At the bottom: This is your lowest card of this color.&lt;br /&gt;
&lt;br /&gt;
You may only communicate a card that meets one of these conditions. The position of the token cannot be changed, even if the information becomes outdated.&lt;br /&gt;
&lt;br /&gt;
Take a Reminder Card into your hand to remember that you have a communicated card on the table. When you play that card, return the Reminder Card and turn the Communication Token to its red side.&lt;br /&gt;
&lt;br /&gt;
==Discarding Tasks==&lt;br /&gt;
You may discard a maximum of one task per stack per stage. Random Tasks may never be discarded.&lt;br /&gt;
&lt;br /&gt;
All players vote on which task to play or whether to discard a task. All votes must match. If they differ, players can change their votes until everyone agrees.&lt;br /&gt;
&lt;br /&gt;
==Delays==&lt;br /&gt;
Some stage spaces contain disruptions. When moving forward, you must stop the Crew Marker on the space immediately before a disruption. Any remaining movement is lost.&lt;br /&gt;
&lt;br /&gt;
You cannot move past the disruption as normal until your next task. The Time Marker is not affected.&lt;br /&gt;
&lt;br /&gt;
==Stage Spaces==&lt;br /&gt;
Each stage space has its own special rule. The rule that applies is always the one for the space where the Crew Marker is currently located. The Time Marker has no effect on this.&lt;br /&gt;
&lt;br /&gt;
Some Color Cards have symbols that interact with specific stage spaces. These symbols only matter when you are on the corresponding space.&lt;br /&gt;
&lt;br /&gt;
===Train===&lt;br /&gt;
Relax and enjoy the scenery passing by your train window. No special rules apply.&lt;br /&gt;
&lt;br /&gt;
===On Foot===&lt;br /&gt;
Traveling on foot is slower. You must always choose the task with the lower difficulty level. Special and Random Tasks have a difficulty level of 3. In case of a tie, you may choose either task.&lt;br /&gt;
&lt;br /&gt;
===Paragliding===&lt;br /&gt;
The situation changes constantly. Before the first trick, each crew member must place one of their own cards face down in front of them. This card is treated as if it doesn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
Before each trick, the face-down card can be exchanged for another of the player&#039;s own cards. The last trick consists of the face-down cards.&lt;br /&gt;
&lt;br /&gt;
Communication is prohibited.&lt;br /&gt;
&lt;br /&gt;
===Skis===&lt;br /&gt;
If the skis (blue 7) are played in a trick, each crew member passes all their cards, including communicated cards, to the player on their left after the trick. The winner of the trick leads the next trick as usual.&lt;br /&gt;
&lt;br /&gt;
===Scooter===&lt;br /&gt;
The player who has the scooter (blue 1) chooses another crew member before the first trick, without discussion, and secretly swaps any card with that player simultaneously.&lt;br /&gt;
&lt;br /&gt;
The 4 Helicopter may not be exchanged.&lt;br /&gt;
&lt;br /&gt;
===Bicycle===&lt;br /&gt;
Only crew members without a bicycle in their hand may communicate. There are 6 Color Cards featuring bicycles.&lt;br /&gt;
&lt;br /&gt;
===Helicopter===&lt;br /&gt;
If at least one Helicopter is involved in a trick, each crew member simultaneously and secretly passes one card to the player on their left after the trick.&lt;br /&gt;
&lt;br /&gt;
Communicated cards may not be passed unless they are the only cards remaining in your hand.&lt;br /&gt;
&lt;br /&gt;
===Fog===&lt;br /&gt;
Deal only the number of cards indicated by the stage space, including the 4 Helicopter. After every trick, each crew member draws one of the remaining cards.&lt;br /&gt;
&lt;br /&gt;
In a three-player game, the Guide starts with one extra card.&lt;br /&gt;
&lt;br /&gt;
===Storms===&lt;br /&gt;
Anyone wishing to communicate must first flip a Communication Token into the air.&lt;br /&gt;
&lt;br /&gt;
If it lands on green, communication is permitted. If it lands on red, communication is not permitted and the token cannot be used again during this round.&lt;br /&gt;
&lt;br /&gt;
===Donkey===&lt;br /&gt;
The stubborn donkey costs time. The Time Marker moves two spaces forward instead of one, regardless of whether the task was completed.&lt;br /&gt;
&lt;br /&gt;
===Jeep===&lt;br /&gt;
After the third trick, each crew member secretly places two cards in the middle of the table. Shuffle these cards and each player takes two of them back.&lt;br /&gt;
&lt;br /&gt;
Communicated cards may not be used.&lt;br /&gt;
&lt;br /&gt;
===Machetes===&lt;br /&gt;
There are 7 Color Cards featuring machetes. Always play all tricks.&lt;br /&gt;
&lt;br /&gt;
The task fails immediately if at least one machete is present in a trick with a total value of:&lt;br /&gt;
* 15 or 16 in a three-player game.&lt;br /&gt;
* 20 or 21 in a four-player game.&lt;br /&gt;
* 25 or 26 in a five-player game.&lt;br /&gt;
&lt;br /&gt;
===Dog Sled===&lt;br /&gt;
Discuss who will steer the dog sled. The chosen crew member decides without discussion which task to choose and whether to discard tasks. All communication requires their permission.&lt;br /&gt;
&lt;br /&gt;
Before each trick, they may also decide whether they want to lead the trick.&lt;br /&gt;
&lt;br /&gt;
===Cable Car===&lt;br /&gt;
If the task fails, the Crew Marker is reset to the first cable car space of the stage.&lt;br /&gt;
&lt;br /&gt;
===Ice===&lt;br /&gt;
If the task fails, the Crew Marker moves one space back.&lt;br /&gt;
&lt;br /&gt;
===Cracked Ice===&lt;br /&gt;
If the task fails, the Crew Marker does not move.&lt;br /&gt;
&lt;br /&gt;
If the task is successful, the Crew Marker moves back by the number of spaces it would otherwise have advanced. It can never move back further than the first space of the stage.&lt;br /&gt;
&lt;br /&gt;
==Special Stages==&lt;br /&gt;
Some stages have predefined tasks instead of Task Cards. Their objectives and special rules are explained in the stage tooltips.&lt;br /&gt;
&lt;br /&gt;
==Two-Player Games==&lt;br /&gt;
In a two-player game, a third crew member called &#039;&#039;&#039;Ghost&#039;&#039;&#039; joins the team. The player without the 4 Helicopter (the Scout) controls Ghost and chooses which of Ghost&#039;s face-up cards to play. After each trick, the next face-down card is revealed.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstackfive&amp;diff=31203</id>
		<title>Gamehelpstackfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstackfive&amp;diff=31203"/>
		<updated>2026-08-26T19:06:15Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; &#039;&#039;Official rules are not currently available online. This summary is compiled from official product descriptions and observed gameplay behavior on BGA, so some details may differ from the official rules. Feel free to edit this summary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
First to &#039;&#039;&#039;3 points&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
==Placement Rules==&lt;br /&gt;
&lt;br /&gt;
Manage up to &#039;&#039;&#039;3 columns&#039;&#039;&#039; (max 5 cards each).&lt;br /&gt;
You can only place cards to form these 5-card combinations:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 different numbers:&#039;&#039;&#039; 1 point&lt;br /&gt;
* &#039;&#039;&#039;5 identical numbers:&#039;&#039;&#039; 2 points&lt;br /&gt;
* &#039;&#039;&#039;5 same color:&#039;&#039;&#039; 2 points&lt;br /&gt;
* &#039;&#039;&#039;5 different numbers of the same color:&#039;&#039;&#039; 3 points (Instant Win)&lt;br /&gt;
&lt;br /&gt;
If no legal spot exists, discard an entire column to make room.&lt;br /&gt;
&lt;br /&gt;
==Your Turn==&lt;br /&gt;
&lt;br /&gt;
Draw cards &#039;&#039;&#039;one by one&#039;&#039;&#039;; stop whenever you want.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stop:&#039;&#039;&#039; Keep and place all drawn cards.&lt;br /&gt;
* &#039;&#039;&#039;Bust (Duplicate Number Drawn):&#039;&#039;&#039; Lose all cards drawn this turn; an opponent gets them.&lt;br /&gt;
&lt;br /&gt;
==Special Cards (Resolve Immediately)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Draw 3 More:&#039;&#039;&#039; Draw 3 cards. (Bust rules apply).&lt;br /&gt;
* &#039;&#039;&#039;Number Bomb:&#039;&#039;&#039; Draw 1 card. All players discard matching numbers.&lt;br /&gt;
* &#039;&#039;&#039;Color Bomb:&#039;&#039;&#039; Draw 1 card. All players discard matching colors.&lt;br /&gt;
* &#039;&#039;&#039;Steal:&#039;&#039;&#039; Take the top card of an opponent’s column.&lt;br /&gt;
* &#039;&#039;&#039;Joker:&#039;&#039;&#039; Counts as any number and color.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstackfive&amp;diff=31202</id>
		<title>Gamehelpstackfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstackfive&amp;diff=31202"/>
		<updated>2026-08-26T19:02:30Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; &#039;&#039;Official rules are not currently available online. This summary is compiled from official product descriptions and observed gameplay behavior on BGA, so some details may differ from the official rules. Feel free to edit this summary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
First to &#039;&#039;&#039;3 points&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
==Placement Rules==&lt;br /&gt;
&lt;br /&gt;
Manage up to &#039;&#039;&#039;3 columns&#039;&#039;&#039; (max 5 cards each).&lt;br /&gt;
You can only place cards to form these 5-card combinations:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 Different Numbers:&#039;&#039;&#039; 1 Point&lt;br /&gt;
* &#039;&#039;&#039;5 Identical Numbers:&#039;&#039;&#039; 2 Points&lt;br /&gt;
* &#039;&#039;&#039;5 Same Color:&#039;&#039;&#039; 2 Points&lt;br /&gt;
* &#039;&#039;&#039;5 Different Numbers, Same Color:&#039;&#039;&#039; 3 Points (Instant Win)&lt;br /&gt;
&lt;br /&gt;
If no legal spot exists, discard an entire column to make room.&lt;br /&gt;
&lt;br /&gt;
==Your Turn==&lt;br /&gt;
&lt;br /&gt;
Draw cards &#039;&#039;&#039;one by one&#039;&#039;&#039;; stop whenever you want.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stop:&#039;&#039;&#039; Keep and place all drawn cards.&lt;br /&gt;
* &#039;&#039;&#039;Bust (Duplicate Number Drawn):&#039;&#039;&#039; Lose all cards drawn this turn; an opponent gets them.&lt;br /&gt;
&lt;br /&gt;
==Special Cards (Resolve Immediately)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Draw 3 More:&#039;&#039;&#039; Draw 3 cards. (Bust rules apply).&lt;br /&gt;
* &#039;&#039;&#039;Number Bomb:&#039;&#039;&#039; Draw 1 card. All players discard matching numbers.&lt;br /&gt;
* &#039;&#039;&#039;Color Bomb:&#039;&#039;&#039; Draw 1 card. All players discard matching colors.&lt;br /&gt;
* &#039;&#039;&#039;Steal:&#039;&#039;&#039; Take the top card of an opponent’s column.&lt;br /&gt;
* &#039;&#039;&#039;Joker:&#039;&#039;&#039; Counts as any number and color.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpstackfive&amp;diff=31201</id>
		<title>Gamehelpstackfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpstackfive&amp;diff=31201"/>
		<updated>2026-08-26T18:59:54Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;__NOTOC__  &amp;#039;&amp;#039;&amp;#039;Disclaimer:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;Official rules are not currently available online. This summary is compiled from official product descriptions and observed gameplay behavior on BGA, so some details may differ from the official rules. Feel free to edit this summary.&amp;#039;&amp;#039;  ==Goal== First to &amp;#039;&amp;#039;&amp;#039;3 points&amp;#039;&amp;#039;&amp;#039; wins.  ==Placement Rules==  Manage up to &amp;#039;&amp;#039;&amp;#039;3 columns&amp;#039;&amp;#039;&amp;#039; (max 5 cards each). You can only place cards to form these 5-card combinations:  * &amp;#039;&amp;#039;&amp;#039;5 Different Numbers:&amp;#039;&amp;#039;&amp;#039; 1 Point...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
 &#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; &#039;&#039;Official rules are not currently available online. This summary is compiled from official product descriptions and observed gameplay behavior on BGA, so some details may differ from the official rules. Feel free to edit this summary.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
First to &#039;&#039;&#039;3 points&#039;&#039;&#039; wins.&lt;br /&gt;
&lt;br /&gt;
==Placement Rules==&lt;br /&gt;
&lt;br /&gt;
Manage up to &#039;&#039;&#039;3 columns&#039;&#039;&#039; (max 5 cards each).&lt;br /&gt;
You can only place cards to form these 5-card combinations:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;5 Different Numbers:&#039;&#039;&#039; 1 Point&lt;br /&gt;
* &#039;&#039;&#039;5 Identical Numbers:&#039;&#039;&#039; 2 Points&lt;br /&gt;
* &#039;&#039;&#039;5 Same Color:&#039;&#039;&#039; 2 Points&lt;br /&gt;
* &#039;&#039;&#039;5 Different Numbers, Same Color:&#039;&#039;&#039; 3 Points (Instant Win)&lt;br /&gt;
&lt;br /&gt;
If no legal spot exists, discard an entire column to make room.&lt;br /&gt;
&lt;br /&gt;
==Your Turn==&lt;br /&gt;
&lt;br /&gt;
Draw cards &#039;&#039;&#039;one by one&#039;&#039;&#039;; stop whenever you want.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stop:&#039;&#039;&#039; Keep and place all drawn cards.&lt;br /&gt;
* &#039;&#039;&#039;Bust (Duplicate Number Drawn):&#039;&#039;&#039; Lose all cards drawn this turn; an opponent gets them.&lt;br /&gt;
&lt;br /&gt;
==Special Cards (Resolve Immediately)==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Draw 3 More:&#039;&#039;&#039; Draw 3 cards. (Bust rules apply).&lt;br /&gt;
* &#039;&#039;&#039;Number Bomb:&#039;&#039;&#039; Draw 1 card. All players discard matching numbers.&lt;br /&gt;
* &#039;&#039;&#039;Color Bomb:&#039;&#039;&#039; Draw 1 card. All players discard matching colors.&lt;br /&gt;
* &#039;&#039;&#039;Steal:&#039;&#039;&#039; Take the top card of an opponent’s column.&lt;br /&gt;
* &#039;&#039;&#039;Joker:&#039;&#039;&#039; Counts as any number and color.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrizzo&amp;diff=30914</id>
		<title>Gamehelpgrizzo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrizzo&amp;diff=30914"/>
		<updated>2026-07-31T20:57:48Z</updated>

		<summary type="html">&lt;p&gt;Thomas: bugfix: if you have played at least 1 card and there is no row with 2 or more cards, you don&amp;#039;t need to play another card, you can end your turn without taking a row.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UNOFFICIAL SHORT RULES = &lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; &#039;&#039;These summary rules are based on observations from online gameplay and are not derived from the official rulebook. Rules may be incomplete or subject to official adjustments.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== OBJECT OF THE GAME== &lt;br /&gt;
&lt;br /&gt;
Catch the best salmon! Collect colored card rows to build high-scoring color sets. At the end of the game, compare the totals of each color against your opponents to earn placement points. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== COMPONENTS &amp;amp; SETUP == &lt;br /&gt;
* 100 double-sided cards in 5 colors (Red, Orange, Yellow, Green, Blue).&lt;br /&gt;
* Shuffle all cards and place them in a central draw pile.&lt;br /&gt;
* Leave space for up to 5 central display rows (1 row per color).&lt;br /&gt;
&lt;br /&gt;
== TURN OVERVIEW ==&lt;br /&gt;
Players take turns in clockwise order. On your turn, you MUST play at least 1 card.&lt;br /&gt;
&lt;br /&gt;
=== PLAYING A CARD ===&lt;br /&gt;
* Take the top card from the draw pile. &lt;br /&gt;
* You may play it using its top (visible) side OR flip it over to play its back side.&lt;br /&gt;
* Place the card into the matching color row in the central display.&lt;br /&gt;
* Cards in a row are overlapped so that all card values remain visible.&lt;br /&gt;
* If a color row does not exist yet, start a new row with that card.&lt;br /&gt;
&lt;br /&gt;
=== BUSTING A ROW (4 Cards) ===&lt;br /&gt;
As soon as a 4th card is added to any row, ALL 4 cards of that row are immediately discarded to the discard pile. Your turn ends instantly.&lt;br /&gt;
&lt;br /&gt;
=== CHOICE AFTER PLAYING A CARD ===&lt;br /&gt;
If the row did not reach 4 cards, choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option A: Push Your Luck&#039;&#039;&#039;&lt;br /&gt;
* Draw and play another card from the top of the draw pile (front or back).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option B: Claim a Row&#039;&#039;&#039;&lt;br /&gt;
* Take ONE color row from the central display containing 2 or 3 cards.&lt;br /&gt;
* Place these cards in front of you in your personal play area.&lt;br /&gt;
* Note: Single cards (1 card) CANNOT be claimed. If no row has 2 or 3 cards, you can end your turn without taking a row.&lt;br /&gt;
&lt;br /&gt;
=== SPECIAL CARD SYMBOLS ===&lt;br /&gt;
* STOP: You are forced to stop drawing. You must immediately claim a valid row (2 or 3 cards). If no valid row exists, your turn ends without taking a row.&lt;br /&gt;
* ⭮ (Continue): You cannot end your turn yet. You MUST play at least one more card from the draw pile before you are allowed to claim a row.&lt;br /&gt;
&lt;br /&gt;
=== SCORING &amp;amp; END OF GAME === &lt;br /&gt;
&lt;br /&gt;
==== Calculating Row Values ====&lt;br /&gt;
In your personal area, calculate the total value of each color set by &lt;br /&gt;
adding the card values sequentially from top to bottom.&lt;br /&gt;
* &#039;&#039;&#039;Multipliers (x2):&#039;&#039;&#039; Double the total sum calculated up to that point.&lt;br /&gt;
* Any color set with a total value of &#039;&#039;&#039;0 or lower&#039;&#039;&#039; receives NO points.&lt;br /&gt;
&lt;br /&gt;
==== Awarding Points ====&lt;br /&gt;
Compare the total score for each color individually across all players:&lt;br /&gt;
* Players receive placement points (1st place, 2nd place, etc.) for each color based on the player count.&lt;br /&gt;
&lt;br /&gt;
==== Winning ====&lt;br /&gt;
Sum up the placement points earned across all 5 colors. The player with the highest total score wins the game.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrizzo&amp;diff=30913</id>
		<title>Gamehelpgrizzo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgrizzo&amp;diff=30913"/>
		<updated>2026-07-31T20:44:57Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;= UNOFFICIAL SHORT RULES =  &amp;#039;&amp;#039;&amp;#039;Disclaimer:&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;These summary rules are based on observations from online gameplay and are not derived from the official rulebook. Rules may be incomplete or subject to official adjustments.&amp;#039;&amp;#039;  == OBJECT OF THE GAME==   Catch the best salmon! Collect colored card rows to build high-scoring color sets. At the end of the game, compare the totals of each color against your opponents to earn placement points. The player with the most points wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= UNOFFICIAL SHORT RULES = &lt;br /&gt;
&#039;&#039;&#039;Disclaimer:&#039;&#039;&#039; &#039;&#039;These summary rules are based on observations from online gameplay and are not derived from the official rulebook. Rules may be incomplete or subject to official adjustments.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== OBJECT OF THE GAME== &lt;br /&gt;
&lt;br /&gt;
Catch the best salmon! Collect colored card rows to build high-scoring color sets. At the end of the game, compare the totals of each color against your opponents to earn placement points. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== COMPONENTS &amp;amp; SETUP == &lt;br /&gt;
* 100 double-sided cards in 5 colors (Red, Orange, Yellow, Green, Blue).&lt;br /&gt;
* Shuffle all cards and place them in a central draw pile.&lt;br /&gt;
* Leave space for up to 5 central display rows (1 row per color).&lt;br /&gt;
&lt;br /&gt;
== TURN OVERVIEW ==&lt;br /&gt;
Players take turns in clockwise order. On your turn, you MUST play at least 1 card.&lt;br /&gt;
&lt;br /&gt;
=== PLAYING A CARD ===&lt;br /&gt;
* Take the top card from the draw pile. &lt;br /&gt;
* You may play it using its top (visible) side OR flip it over to play its back side.&lt;br /&gt;
* Place the card into the matching color row in the central display.&lt;br /&gt;
* Cards in a row are overlapped so that all card values remain visible.&lt;br /&gt;
* If a color row does not exist yet, start a new row with that card.&lt;br /&gt;
&lt;br /&gt;
=== BUSTING A ROW (4 Cards) ===&lt;br /&gt;
As soon as a 4th card is added to any row, ALL 4 cards of that row are immediately discarded to the discard pile. Your turn ends instantly.&lt;br /&gt;
&lt;br /&gt;
=== CHOICE AFTER PLAYING A CARD ===&lt;br /&gt;
If the row did not reach 4 cards, choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option A: Push Your Luck&#039;&#039;&#039;&lt;br /&gt;
* Draw and play another card from the top of the draw pile (front or back).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option B: Claim a Row&#039;&#039;&#039;&lt;br /&gt;
* Take ONE color row from the central display containing 2 or 3 cards.&lt;br /&gt;
* Place these cards in front of you in your personal play area.&lt;br /&gt;
* Note: Single cards (1 card) CANNOT be claimed. If no row has 2 or 3 cards, you MUST play another card from the draw pile.&lt;br /&gt;
&lt;br /&gt;
=== SPECIAL CARD SYMBOLS ===&lt;br /&gt;
* STOP: You are forced to stop drawing. You must immediately claim a valid row (2 or 3 cards). If no valid row exists, your turn ends without taking a row.&lt;br /&gt;
* ⭮ (Continue): You cannot end your turn yet. You MUST play at least one more card from the draw pile before you are allowed to claim a row.&lt;br /&gt;
&lt;br /&gt;
=== SCORING &amp;amp; END OF GAME === &lt;br /&gt;
&lt;br /&gt;
==== Calculating Row Values ====&lt;br /&gt;
In your personal area, calculate the total value of each color set by &lt;br /&gt;
adding the card values sequentially from top to bottom.&lt;br /&gt;
* &#039;&#039;&#039;Multipliers (x2):&#039;&#039;&#039; Double the total sum calculated up to that point.&lt;br /&gt;
* Any color set with a total value of &#039;&#039;&#039;0 or lower&#039;&#039;&#039; receives NO points.&lt;br /&gt;
&lt;br /&gt;
==== Awarding Points ====&lt;br /&gt;
Compare the total score for each color individually across all players:&lt;br /&gt;
* Players receive placement points (1st place, 2nd place, etc.) for each color based on the player count.&lt;br /&gt;
&lt;br /&gt;
==== Winning ====&lt;br /&gt;
Sum up the placement points earned across all 5 colors. The player with the highest total score wins the game.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppilipilib&amp;diff=30883</id>
		<title>Gamehelppilipilib</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppilipilib&amp;diff=30883"/>
		<updated>2026-07-27T18:00:35Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;__NOTOC__ == Pili Pili: extra spicy Rules Summary ==  === Goal === Pilis 🌶️ are penalty points.  Points are bad, you don&amp;#039;t want points.  The game ends as soon as someone reaches 8 🌶️. The player with the fewest 🌶️ wins.  === Game Contents === * The shuffled Game Card deck consists of 60 cards: ** 52 Number Cards: unique numbers ranging from 1 to 55. Includes dual-value cards (e.g., 25/52). There are no suits. ** 8 Special Cards (no numerical value): introd...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Pili Pili: extra spicy Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
Pilis 🌶️ are penalty points.&lt;br /&gt;
&lt;br /&gt;
Points are bad, you don&#039;t want points.&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as someone reaches 8 🌶️. The player with the fewest 🌶️ wins.&lt;br /&gt;
&lt;br /&gt;
=== Game Contents ===&lt;br /&gt;
* The shuffled Game Card deck consists of 60 cards:&lt;br /&gt;
** 52 Number Cards: unique numbers ranging from 1 to 55. Includes dual-value cards (e.g., 25/52). There are no suits.&lt;br /&gt;
** 8 Special Cards (no numerical value): introduce unique effects (e.g., hand swaps, value inversions, forcing hand reveals, giving penalty Pilis).&lt;br /&gt;
* A shuffled deck of 18 Mission Cards.&lt;br /&gt;
* 23 double-sided Pili Cards (penalty markers).&lt;br /&gt;
* 8 Bid Reminder Cards.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Each round follows these steps:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Reveal Mission &amp;amp; Deal Cards:&#039;&#039;&#039;&lt;br /&gt;
## Draw and reveal the top Mission Card; its rule applies to the current round.&lt;br /&gt;
## The number shown on the back of the &#039;&#039;next&#039;&#039; Mission Card in the deck indicates how many Game Cards are dealt to each player.&lt;br /&gt;
# &#039;&#039;&#039;Make Bids:&#039;&#039;&#039;&lt;br /&gt;
## Starting with the dealer and going clockwise, each player bids the exact number of tricks they predict they will win.&lt;br /&gt;
## &#039;&#039;&#039;New in extra spicy:&#039;&#039;&#039; Bids are completely free! The total sum of player bids &#039;&#039;&#039;no longer&#039;&#039;&#039; needs to differ from the number of cards dealt.&lt;br /&gt;
# &#039;&#039;&#039;Win Tricks:&#039;&#039;&#039;&lt;br /&gt;
## The player to the dealer&#039;s left plays the first card.&lt;br /&gt;
## In clockwise order, each player plays one card.&lt;br /&gt;
## The highest-value Number Card wins the trick and leads the next one.&lt;br /&gt;
### When playing a dual-value card, the player immediately chooses which of the two values applies.&lt;br /&gt;
### Special Cards have no value and cannot win a trick. If a trick contains only Special Cards, it is discarded and nobody wins it.&lt;br /&gt;
# &#039;&#039;&#039;Hand Out Penalty Pilis:&#039;&#039;&#039;&lt;br /&gt;
## After all cards are played, each player receives 1 🌶️ penalty for each trick they were off by (difference between bid and actual tricks won).&lt;br /&gt;
# &#039;&#039;&#039;End of Game:&#039;&#039;&#039;&lt;br /&gt;
## As soon as any player reaches 8 🌶️, the game ends. The player(s) with the fewest 🌶️ wins.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcitadelsduel&amp;diff=30673</id>
		<title>Gamehelpcitadelsduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcitadelsduel&amp;diff=30673"/>
		<updated>2026-07-13T19:53:17Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Summary of the rules, initial version. Feel free to edit and improve it!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;Citadels - Duel&#039;&#039;&#039; is a head-to-head tactical tile-placement and role-drafting game. Two players compete to build and control districts within a shared &#039;&#039;&#039;4x4 city grid&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== Game Flow ==&lt;br /&gt;
The game is played over multiple rounds, each divided into three phases:&lt;br /&gt;
&lt;br /&gt;
=== 1. Draft Phase ===&lt;br /&gt;
* Each player receives 4 character cards from the deck of 9 characters (1 card is discarded automatically).&lt;br /&gt;
* Players choose 2 characters to keep and pass the other 2 to their opponent.&lt;br /&gt;
* From the 4 characters now in hand, each player discards 1 face-down, leaving exactly &#039;&#039;&#039;3 active characters&#039;&#039;&#039; per player.&lt;br /&gt;
&lt;br /&gt;
=== 2. Resolve Phase ===&lt;br /&gt;
Characters activate in numerical order (1 to 9). When your character is called, you may resolve their abilities:&lt;br /&gt;
* &#039;&#039;&#039;1. Assassin:&#039;&#039;&#039; Name a character. If your opponent has it, that character is discarded and skipped this round.&lt;br /&gt;
* &#039;&#039;&#039;2. Thief:&#039;&#039;&#039; Name a character. If your opponent has it, steal a total of 3 gold from their supply and/or unprotected districts.&lt;br /&gt;
* &#039;&#039;&#039;3. King:&#039;&#039;&#039; Gain 1 council seat (plus 1 per Noble district you control). Move the King&#039;s Guard to protect a district and its neighbors, and optionally place 1 gold on it.&lt;br /&gt;
* &#039;&#039;&#039;4. Abbot:&#039;&#039;&#039; If you have less gold than your opponent, they must give you 1 gold. Build 1 district with a discount of 1 gold per Religious district you control.&lt;br /&gt;
* &#039;&#039;&#039;5. Merchant:&#039;&#039;&#039; Gain 3 gold, then place 1 gold from the supply on up to 2 of your Commercial districts.&lt;br /&gt;
* &#039;&#039;&#039;6. Architect:&#039;&#039;&#039; Build up to 2 districts; one of them receives a 1 gold discount.&lt;br /&gt;
* &#039;&#039;&#039;7. Diplomat:&#039;&#039;&#039; Choose one: Spend council seats equal to a district&#039;s value to take control of it (flip to your color), OR gain 2 council seats.&lt;br /&gt;
* &#039;&#039;&#039;8. Warlord:&#039;&#039;&#039; Choose one: Pay a district&#039;s value (reduced by 1 per Military district you control) to take control of it, OR move the King&#039;s Guard.&lt;br /&gt;
* &#039;&#039;&#039;9. Queen:&#039;&#039;&#039; Gain 1 council seat for each different district color you currently control  (Noble, Religious, Commercial, Military, Unique).&lt;br /&gt;
&lt;br /&gt;
=== 3. Expansion Phase ===&lt;br /&gt;
* The player with the most council seats gains 3 gold and builds a district.&lt;br /&gt;
* The other player then chooses to either gain 2 gold OR build a district.&lt;br /&gt;
&lt;br /&gt;
== Key Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Building Districts ===&lt;br /&gt;
* Pay the gold cost to place a district tile from the row or your unique hand into the city.&lt;br /&gt;
* Tiles must be placed adjacent (not diagonally) to an existing tile and must fit within the strict &#039;&#039;&#039;4x4 grid&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Build Bonus:&#039;&#039;&#039; Gain 1 gold on top of the built tile for each adjacent district that matches its color (regardless of who controls it).&lt;br /&gt;
* &#039;&#039;&#039;Control:&#039;&#039;&#039; You control districts facing your color side (black or white).&lt;br /&gt;
&lt;br /&gt;
=== The King&#039;s Guard &amp;amp; Protection ===&lt;br /&gt;
* The King&#039;s Guard protects its current district and all adjacent districts.&lt;br /&gt;
* Protected districts are safe and cannot be targeted by the Thief, Diplomat, or Warlord.&lt;br /&gt;
&lt;br /&gt;
== Unique Districts ==&lt;br /&gt;
Instead of the central row, you can build from your 2 private unique districts:&lt;br /&gt;
* &#039;&#039;&#039;Armory:&#039;&#039;&#039; Move the King&#039;s Guard here when built.&lt;br /&gt;
* &#039;&#039;&#039;Capitol:&#039;&#039;&#039; Gain 2 council seats when built.&lt;br /&gt;
* &#039;&#039;&#039;Imperial Treasury:&#039;&#039;&#039; Place 2 gold on this tile when built.&lt;br /&gt;
* &#039;&#039;&#039;Ivory Tower:&#039;&#039;&#039; Cannot be targeted by the Thief, Diplomat, or Warlord.&lt;br /&gt;
* &#039;&#039;&#039;Library:&#039;&#039;&#039; When building a district, gain 2 gold instead of 1 for build bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Public House:&#039;&#039;&#039; Players with fewer than 3 gold gain 2 gold when built.&lt;br /&gt;
* &#039;&#039;&#039;School of Magic:&#039;&#039;&#039; Counts as any color when resolving character abilities.&lt;br /&gt;
* &#039;&#039;&#039;Statue:&#039;&#039;&#039; Costs 0 to build if adjacent to an owned 4-cost district.&lt;br /&gt;
* &#039;&#039;&#039;Thieves&#039; Den:&#039;&#039;&#039; Take any gold from 1 unprotected district to your personal supply when built.&lt;br /&gt;
* &#039;&#039;&#039;Wishing Well:&#039;&#039;&#039; Pay 1 gold to build another district immediately after built.&lt;br /&gt;
&lt;br /&gt;
== Game End &amp;amp; Scoring ==&lt;br /&gt;
The game ends instantly when the 4x4 grid is completely filled (16 tiles). The system automatically calculates your final score:&lt;br /&gt;
* &#039;&#039;&#039;District Costs:&#039;&#039;&#039; Points equal to the  printed cost of all districts you control.&lt;br /&gt;
* &#039;&#039;&#039;Gold on Districts:&#039;&#039;&#039; 1 point for each gold coin sitting on top of your controlled districts.&lt;br /&gt;
* &#039;&#039;&#039;Council Seats:&#039;&#039;&#039; 1 point for every 2 council seats of your color.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. Ties are broken by total gold coins, then by total council seats.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheorionstation&amp;diff=30423</id>
		<title>Gamehelptheorionstation</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheorionstation&amp;diff=30423"/>
		<updated>2026-06-27T11:02:23Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== The Orion Station - Quick Rules ==  === Game Overview === * &amp;#039;&amp;#039;&amp;#039;Objective:&amp;#039;&amp;#039;&amp;#039; Earn 50 or more credits by buying and selling Goods cards. * &amp;#039;&amp;#039;&amp;#039;Starting Setup:&amp;#039;&amp;#039;&amp;#039; Each player starts with 20 credits and a hand of 5 cards. * &amp;#039;&amp;#039;&amp;#039;End Game:&amp;#039;&amp;#039;&amp;#039; The first player to reach 50+ credits triggers the end game. All other players receive exactly one final turn. * &amp;#039;&amp;#039;&amp;#039;Winning:&amp;#039;&amp;#039;&amp;#039; The player with the highest total credits wins.  * &amp;#039;&amp;#039;&amp;#039;Tie Breaker:&amp;#039;&amp;#039;&amp;#039; Ties go to the player who originally t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Orion Station - Quick Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Game Overview ===&lt;br /&gt;
* &#039;&#039;&#039;Objective:&#039;&#039;&#039; Earn 50 or more credits by buying and selling Goods cards.&lt;br /&gt;
* &#039;&#039;&#039;Starting Setup:&#039;&#039;&#039; Each player starts with 20 credits and a hand of 5 cards.&lt;br /&gt;
* &#039;&#039;&#039;End Game:&#039;&#039;&#039; The first player to reach 50+ credits triggers the end game. All other players receive exactly one final turn.&lt;br /&gt;
* &#039;&#039;&#039;Winning:&#039;&#039;&#039; The player with the highest total credits wins. &lt;br /&gt;
* &#039;&#039;&#039;Tie Breaker:&#039;&#039;&#039; Ties go to the player who originally triggered the end game.&lt;br /&gt;
&lt;br /&gt;
=== Player Turn Phases ===&lt;br /&gt;
Each turn consists of two distinct phases:&lt;br /&gt;
&lt;br /&gt;
; 1. Draw Phase&lt;br /&gt;
: &#039;&#039;&#039;Draw 2 cards&#039;&#039;&#039; from the deck.&lt;br /&gt;
: &#039;&#039;&#039;Keep 1 card&#039;&#039;&#039; in your hand and discard the other.&lt;br /&gt;
&lt;br /&gt;
; 2. Play Phase&lt;br /&gt;
: Perform &#039;&#039;&#039;up to 3 Actions&#039;&#039;&#039; from the action list below.&lt;br /&gt;
&lt;br /&gt;
; End of Turn (Cargo Hold Limit &amp;amp; Fine)&lt;br /&gt;
: If you end your turn with &#039;&#039;&#039;6 or more Goods&#039;&#039;&#039; in your cargo hold, you must &#039;&#039;&#039;pay a 2-credit fine&#039;&#039;&#039; to the safety inspector.&lt;br /&gt;
: &#039;&#039;You can jettison Goods for free before your turn ends to avoid this fine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Play Phase Actions ===&lt;br /&gt;
&#039;&#039;Maximum of 3 actions per turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Draw:&#039;&#039;&#039; Draw and keep 1 additional card from the deck.&lt;br /&gt;
* &#039;&#039;&#039;Buy Goods:&#039;&#039;&#039; Purchase a Goods card from your hand by paying its listed Buy price.&lt;br /&gt;
* &#039;&#039;&#039;Sell Goods:&#039;&#039;&#039; Sell a Goods card from your hand to receive its listed Sell price.&lt;br /&gt;
* &#039;&#039;&#039;Play Utility:&#039;&#039;&#039; Put a (U)tility card from your hand into play. You may optionally activate its effect immediately by paying its listed cost.&lt;br /&gt;
* &#039;&#039;&#039;Activate Utility:&#039;&#039;&#039; Use the effect of a (U)tility card already in front of you.&lt;br /&gt;
*: &#039;&#039;Note: You can have a maximum of 3 Utility cards in play at any time. Each card can only be activated once per turn.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Espionage / Support:&#039;&#039;&#039; Play an (E)spionage or (S)upport card from your hand targeting a legal player specified on the card text.&lt;br /&gt;
&lt;br /&gt;
=== Free Actions &amp;amp; Reactions ===&lt;br /&gt;
&#039;&#039;These do not count towards your 3-action limit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defense (Reaction):&#039;&#039;&#039; Play a (D)efense card or any card marked &amp;quot;During an opponent&#039;s turn&amp;quot; to counter an opponent&#039;s targeted action against you.&lt;br /&gt;
* &#039;&#039;&#039;Jettison Goods:&#039;&#039;&#039; Discard any number of Goods tokens from your Cargo Hold at any time during your turn.&lt;br /&gt;
* &#039;&#039;&#039;Dump Utility:&#039;&#039;&#039; Discard a (U)tility card from play at any time during your turn to clear a slot for a new one.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goods Swapping:&#039;&#039;&#039; Swapping a Good via card effects does not count as &amp;quot;filling&amp;quot; your cargo hold and does not trigger fines.&lt;br /&gt;
* &#039;&#039;&#039;Station Security Detail (SSD):&#039;&#039;&#039; These cards can block any targeted action against you or another player (e.g., Espionage or Utility effects). Discard after use. SSDs cannot block Buy, Sell, or Free Actions.&lt;br /&gt;
* &#039;&#039;&#039;Card Priority:&#039;&#039;&#039; Card-specific instructions always take precedence over the standard rulebook.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwohundredsixteen&amp;diff=30409</id>
		<title>Gamehelptwohundredsixteen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwohundredsixteen&amp;diff=30409"/>
		<updated>2026-06-25T20:23:53Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 216 =&lt;br /&gt;
&lt;br /&gt;
“Alea iacta est” (The die is cast) – 3 dice, 216 possible combinations. The game combines classic dice-rolling luck with strategic hand management by fulfilling objective cards.&lt;br /&gt;
&lt;br /&gt;
== Game Components ==&lt;br /&gt;
* 70 Objective cards&lt;br /&gt;
* 30 Help cards / Hand cards&lt;br /&gt;
* 3 Dice&lt;br /&gt;
&lt;br /&gt;
== Object of the Game ==&lt;br /&gt;
Players attempt to fulfill the requirements of the face-up objective cards through clever rolling of the three dice. The player with the most victory points (Puntos de Victoria) from collected cards at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A player on their turn performs the following steps:&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll Dice &amp;amp; Form Combinations ===&lt;br /&gt;
* The player rolls all &#039;&#039;&#039;3 dice&#039;&#039;&#039;.&lt;br /&gt;
* A &#039;&#039;maximum of 2 rolls&#039;&#039; is available per turn (an initial roll and an optional re-roll).&lt;br /&gt;
* After the first roll, the player chooses which dice to keep and which to re-roll for the second roll.&lt;br /&gt;
&lt;br /&gt;
=== 2. Use Help Cards (Optional) ===&lt;br /&gt;
* During their turn, the player can play &#039;&#039;&#039;help cards from their hand&#039;&#039;&#039; to strategically manipulate the dice results or the requirements. &lt;br /&gt;
* Help cards can, for example, modify values, grant additional rolls, or simplify assignments.&lt;br /&gt;
&lt;br /&gt;
=== 3. Check and Claim Objectives ===&lt;br /&gt;
The final rolled result (combination of the 3 dice) is compared with the face-up objective cards in the display. The objective cards are divided into different categories:&lt;br /&gt;
* &#039;&#039;&#039;Orange Objectives (Sums):&#039;&#039;&#039; Require the total sum of the dice to match an exact value (sometimes in combination with a specific individual value).&lt;br /&gt;
* &#039;&#039;&#039;Green Objectives (Combinations):&#039;&#039;&#039; Require specific patterns, such as at least two dice showing the same value (a pair / double) or consecutive numbers.&lt;br /&gt;
&lt;br /&gt;
To claim a card, the dice must match the requirements of the card exactly (e.g., Die 1 + Die 2 = Value X, Die 3 = Value Y).&lt;br /&gt;
&lt;br /&gt;
=== 4. Scoring &amp;amp; Bonuses ===&lt;br /&gt;
If an objective is successfully fulfilled, the player claims the card and the &#039;&#039;&#039;victory points&#039;&#039;&#039; depicted on it. Depending on *how* the objective was achieved, different rewards are granted:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Perfect Success (First roll &amp;amp; without help):&#039;&#039;&#039;&lt;br /&gt;
: If the objective is fulfilled directly on the first roll and completely without using any help cards, the player receives the full victory points of the card plus an &#039;&#039;&#039;additional bonus of their choice&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;Option A:&#039;&#039; Additional bonus points.&lt;br /&gt;
:* &#039;&#039;Option B:&#039;&#039; Draw a new help card from the draw pile and add it to their hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Standard Success:&#039;&#039;&#039;&lt;br /&gt;
: If the objective is fulfilled only after the second roll or by using one or more help cards, the player receives only the regular victory points of the objective card (no additional bonus).&lt;br /&gt;
&lt;br /&gt;
=== 5. End of Turn ===&lt;br /&gt;
* Used help cards are placed in the discard pile.&lt;br /&gt;
* The face-up display of objective cards is immediately replenished from the draw pile.&lt;br /&gt;
* The dice are passed to the next player clockwise.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
The game ends as soon as a specific condition defined in the rulebook is met (typically when the objective card pile is exhausted or when a player has collected a set number of objective cards). &lt;br /&gt;
&lt;br /&gt;
The final scoring follows: Players add up all victory points on their collected objective cards (as well as any bonus points). The player with the highest total score wins the game.&lt;br /&gt;
&lt;br /&gt;
= Solo Variant: AI Challenge =&lt;br /&gt;
&lt;br /&gt;
The solo variant simulates a virtual opponent (the AI) that operates without dice or help cards, but snatches cards away from the player.&lt;br /&gt;
&lt;br /&gt;
The regular turn of the player is always followed by an automatic AI turn:&lt;br /&gt;
&lt;br /&gt;
=== The AI Turn ===&lt;br /&gt;
* The AI does not roll. Each round, it automatically steals &#039;&#039;&#039;the most valuable face-up objective card&#039;&#039;&#039; (highest victory points) from the center of the table and adds it to its scoring pile.&lt;br /&gt;
* The display is immediately replenished afterward.&lt;br /&gt;
&lt;br /&gt;
=== Penalty for Failed Attempts ===&lt;br /&gt;
* If the player &#039;&#039;&#039;fails&#039;&#039;&#039; to fulfill an objective card during their turn, the AI immediately receives an &#039;&#039;additional&#039;&#039; card from the current display as a penalty.&lt;br /&gt;
&lt;br /&gt;
== End of the Game &amp;amp; Scoring ==&lt;br /&gt;
The game ends as soon as &#039;&#039;&#039;100 points&#039;&#039;&#039; are reached. If the own score is higher than the AI&#039;s, the match is won. In the event of a tie, the multiplayer rules apply.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpringyo&amp;diff=30408</id>
		<title>Gamehelpringyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpringyo&amp;diff=30408"/>
		<updated>2026-06-25T20:11:16Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Improved formating (using MediaWiki format tags, see https://www.mediawiki.org/wiki/Help:Formatting)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ringyō ==&lt;br /&gt;
In Ringyō, players act as Daimyos to manage the forest in the province of feudal Japan. They manage their Province (their personal player board) to grow and harvest trees, build structures, and fulfill demands. The game is played over 5 rounds, and the player with the most Honor Points (HP) at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
Each round consists of 4 phases:&lt;br /&gt;
* &#039;&#039;&#039;Edo Phase:&#039;&#039;&#039; Secret card selection to determine turn order and draft round bonuses (Shogun&#039;s Gifts).&lt;br /&gt;
* &#039;&#039;&#039;Province Phase:&#039;&#039;&#039; Simultaneous worker placement to plant, grow, cut trees, harvest rice, and construct buildings.&lt;br /&gt;
* &#039;&#039;&#039;Weather Phase:&#039;&#039;&#039; Weather effects are resolved, triggering tree growth, rice harvesting, and flooding throughout the province.&lt;br /&gt;
* &#039;&#039;&#039;Demands Phase:&#039;&#039;&#039; Spending resources to claim scoring spots on shared demand tiles. (There is no Demands phase in solo mode.)&lt;br /&gt;
&lt;br /&gt;
== Sequence of a Round ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Edo Council Phase (Turn Order &amp;amp; Drafting) ===&lt;br /&gt;
Players bid to establish turn order and draft Shogun&#039;s Gifts:&lt;br /&gt;
* &#039;&#039;&#039;Play Diplomat:&#039;&#039;&#039; Players secretly choose one of their 6 Diplomat cards (valued #1 to #6). Playing the #6 card requires paying 2 Rice.&lt;br /&gt;
* &#039;&#039;&#039;Draft Gifts:&#039;&#039;&#039; &lt;br /&gt;
** At the beginning of each round, gift cards are dealt to the shared Edo board. &lt;br /&gt;
** In solo mode, the 1-2 cards provide access to the rightmost gift card. 3-4 provide access to the middle and right gift card. 5-6 provide access to all 3 gift cards.&lt;br /&gt;
* &#039;&#039;&#039;Diplomat Lock:&#039;&#039;&#039; Used diplomat cards remain face up on the table and cannot be played again for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
=== Province Phase ===&lt;br /&gt;
Players simultaneously place workers on open intersections (junctions where 3 land spaces) to activate adjacent land areas. Workers must be placed at an intersection with 3 adjacent land tiles.&lt;br /&gt;
&lt;br /&gt;
==== Worker Types ====&lt;br /&gt;
* &#039;&#039;&#039;Yellow Samurai:&#039;&#039;&#039; Permanent worker (returned to you at round end). Can take an action in 2 adjacent areas.&lt;br /&gt;
* &#039;&#039;&#039;Green Samurai:&#039;&#039;&#039; Upgraded permanent worker. Can take an action in 3 adjacent areas.&lt;br /&gt;
* &#039;&#039;&#039;Artisans:&#039;&#039;&#039; Temporary worker (returned to the supply at round end). Can take an action in 2 adjacent areas.&lt;br /&gt;
* &#039;&#039;&#039;Villagers:&#039;&#039;&#039; Temporary worker (returned to the supply at round end). Can take an action in 1 adjacent area and is limited to basic actions only.&lt;br /&gt;
&lt;br /&gt;
==== Actions (Max 1 action per worker per adjacent area) ====&lt;br /&gt;
* &#039;&#039;&#039;Plant (Basic - All Workers):&#039;&#039;&#039; Add a height-1 tree of the matching area type to an empty or flooded land area.&lt;br /&gt;
* &#039;&#039;&#039;Grow (Basic - All Workers):&#039;&#039;&#039; Add 1 segment to a tree in that land area (max height 5).&lt;br /&gt;
* &#039;&#039;&#039;Cut (Basic - All Workers):&#039;&#039;&#039; Harvest all segments of a tree in that land area, placing the wood in your storage.&lt;br /&gt;
* &#039;&#039;&#039;Harvest (Basic - All Workers):&#039;&#039;&#039; Gain 1 Rice from a Rice Paddy land area (or 2 Rice if a Farm is built on it).&lt;br /&gt;
* &#039;&#039;&#039;Create Rice Paddy (Artisans/Samurai only):&#039;&#039;&#039; Flip a flood token in that land space to its Rice Paddy side.&lt;br /&gt;
* &#039;&#039;&#039;Build (Artisans/Samurai only):&#039;&#039;&#039; Construct a structure by paying wood segments of the matching tree type from your storage.&lt;br /&gt;
* &#039;&#039;&#039;Muster (Samurai only):&#039;&#039;&#039; Gain 2 military tokens (must be performed at a Fortress).&lt;br /&gt;
* &#039;&#039;&#039;Study (Samurai only):&#039;&#039;&#039; Examine an adjacent tree of matching type and height to meet your next Forestry Track requirement, advancing your marker and gaining the indicated rewards.&lt;br /&gt;
&lt;br /&gt;
==== Special Actions (No worker required, can be done at any time) ====&lt;br /&gt;
* &#039;&#039;&#039;Split:&#039;&#039;&#039; Divide a stored tree segment into smaller segments.&lt;br /&gt;
* &#039;&#039;&#039;Join:&#039;&#039;&#039; Pay 1 Rice to combine stored segments of the same tree type.&lt;br /&gt;
* &#039;&#039;&#039;Hire:&#039;&#039;&#039; Pay 2 Rice to gain a temporary Villager worker.&lt;br /&gt;
* &#039;&#039;&#039;Expand:&#039;&#039;&#039; Spend 3 military tokens to draw a bonus land tile and add it to your board, creating new intersections.&lt;br /&gt;
* &#039;&#039;&#039;Foresee:&#039;&#039;&#039; Spend 1 research token to peek at one of the unrevealed Weather cards for the round.&lt;br /&gt;
&lt;br /&gt;
==== Building Rules ====&lt;br /&gt;
In order to build, you must have the exact indicated trees types and sized in your personal storage (shown on your building board). The bottom row of structures are available at the start of the game. Building structures unlocks building adjacent structures above or next to previously built structures. When building, place a token from your Structure board into the activated land area. Completing a row, column, or certain adjacent structure tiles from the building board provides a bonus indicated.&lt;br /&gt;
* &#039;&#039;&#039;Fortress:&#039;&#039;&#039; Must be built in an empty land area. Generates 1 military token at the start of each Weather Phase and unlocks the Muster action.&lt;br /&gt;
* &#039;&#039;&#039;Farm:&#039;&#039;&#039; Must be built on top of a Rice Paddy. Doubles rice production during Harvest or the Weather Phase.&lt;br /&gt;
* &#039;&#039;&#039;Row costs:&#039;&#039;&#039; Building on the top 3 rows of your province have an additional rice cost indicated on the board.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Weather Phase (Growth &amp;amp; Floods) ===&lt;br /&gt;
* &#039;&#039;&#039;Income:&#039;&#039;&#039; Gain 1 military token for each built Fortress.&lt;br /&gt;
* &#039;&#039;&#039;Resolve Weather Cards:&#039;&#039;&#039; Reveal Weather cards one at a time. Each card matches a tree type (as indicated or as forecast on the forecast card) and triggers one of two events:&lt;br /&gt;
** &#039;&#039;&#039;Rain:&#039;&#039;&#039;&lt;br /&gt;
*** All trees of that type grow by 1 segment (max 5).&lt;br /&gt;
*** Rice Paddies produce 1 rice&lt;br /&gt;
*** Farms produce 2 rice.&lt;br /&gt;
** &#039;&#039;&#039;Flood:&#039;&#039;&#039; Empty or flooded areas of that type gain a flood token.&lt;br /&gt;
* &#039;&#039;&#039;Cascades:&#039;&#039;&#039; If a land area would gain a second flood token, it cascades down-slope. One flood token slides diagonally downwards to an adjacent lower land area based on the Forecast card.&lt;br /&gt;
** A flood cannot cascade into an already flooded land area.&lt;br /&gt;
** If a flood cascades onto a tree, rice paddy, or structure, that tile is removed from the province.&lt;br /&gt;
&lt;br /&gt;
== Endgame Scoring ==&lt;br /&gt;
At the end of Round 5, players calculate their total Honor Points:&lt;br /&gt;
* &#039;&#039;&#039;Structures Built:&#039;&#039;&#039; HP printed under each built structure on your Structure Board (including those destroyed by floods).&lt;br /&gt;
* &#039;&#039;&#039;Trees in Province:&#039;&#039;&#039; Cumulative HP based on levels unlocked on your Forestry Track (e.g., +1 HP per tree of height 4+ / 3+ / 2+).&lt;br /&gt;
* &#039;&#039;&#039;Demands:&#039;&#039;&#039; HP from your completed Shogun&#039;s Demands&lt;br /&gt;
* &#039;&#039;&#039;Favor Cards:&#039;&#039;&#039; HP from up to 3 completed personal goal cards.&lt;br /&gt;
&lt;br /&gt;
The highest score wins. Ties are broken by the player who completed the most demands.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Solo Phases ===&lt;br /&gt;
* &#039;&#039;&#039;Council Phase Drafting:&#039;&#039;&#039; Your diplomat card limits which of the 3 face-up Gifts you can draft:&lt;br /&gt;
** #1 or #2 Diplomat: Draft the right-most gift.&lt;br /&gt;
** #3 or #4 Diplomat: Draft the middle or right-most gift.&lt;br /&gt;
** #5 or #6 Diplomat: Draft any of the three gifts.&lt;br /&gt;
* &#039;&#039;&#039;Fulfilling Demands:&#039;&#039;&#039; Fulfill demands at any time during your turn by paying resources. You can only fulfill a demand tile that is adjacent/linked to the Samurai&#039;s current position. Fulfilling a demand moves the Samurai to that tile, places your token, and flips adjacent linked demands face-up.&lt;br /&gt;
* &#039;&#039;&#039;Scoring Goals:&#039;&#039;&#039; The active solo goal can only be scored when the Samurai is standing on a outer demand tile. If your Province meets the goal requirement, score it (4 HP), move the Samurai back to the center of the Solo Board (re-opening all face-up demands), and reveal the next goal.&lt;br /&gt;
* &#039;&#039;&#039;Winning Condition:&#039;&#039;&#039; Beat the Target Score at the end of the game:&lt;br /&gt;
** Target Score = (10 HP × Fulfilled Demands) + (20 HP × Unfulfilled Demands) + (2 × Value of your unused diplomat card).&lt;br /&gt;
* &#039;&#039;&#039;Hard/Expert Modes:&#039;&#039;&#039; Uses the B-side Solo Board with fewer connections between demands and quadruples the unused diplomat card penalty.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptwohundredsixteen&amp;diff=30397</id>
		<title>Gamehelptwohundredsixteen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptwohundredsixteen&amp;diff=30397"/>
		<updated>2026-06-24T20:33:03Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;= 216 =  “Alea iacta est” (The die is cast) – 3 dice, 216 possible combinations. The game combines classic dice-rolling luck with strategic hand management by fulfilling objective cards.  == Game Components == * 70 Objective cards * 30 Help cards / Hand cards * 3 Dice  == Object of the Game == Players attempt to fulfill the requirements of the face-up objective cards through clever rolling of the three dice. The player with the most victory points (Puntos de Victor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= 216 =&lt;br /&gt;
&lt;br /&gt;
“Alea iacta est” (The die is cast) – 3 dice, 216 possible combinations. The game combines classic dice-rolling luck with strategic hand management by fulfilling objective cards.&lt;br /&gt;
&lt;br /&gt;
== Game Components ==&lt;br /&gt;
* 70 Objective cards&lt;br /&gt;
* 30 Help cards / Hand cards&lt;br /&gt;
* 3 Dice&lt;br /&gt;
&lt;br /&gt;
== Object of the Game ==&lt;br /&gt;
Players attempt to fulfill the requirements of the face-up objective cards through clever rolling of the three dice. The player with the most victory points (Puntos de Victoria) from collected cards at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A player on their turn performs the following steps:&lt;br /&gt;
&lt;br /&gt;
=== 1. Roll Dice &amp;amp; Form Combinations ===&lt;br /&gt;
* The player rolls all &#039;&#039;&#039;3 dice&#039;&#039;&#039;.&lt;br /&gt;
* A &#039;&#039;maximum of 2 rolls&#039;&#039; is available per turn (an initial roll and an optional re-roll).&lt;br /&gt;
* After the first roll, the player chooses which dice to keep and which to re-roll for the second roll.&lt;br /&gt;
&lt;br /&gt;
=== 2. Use Help Cards (Optional) ===&lt;br /&gt;
* During their turn, the player can play &#039;&#039;&#039;help cards from their hand&#039;&#039;&#039; to strategically manipulate the dice results or the requirements. &lt;br /&gt;
* Help cards can, for example, modify values, grant additional rolls, or simplify assignments.&lt;br /&gt;
&lt;br /&gt;
=== 3. Check and Claim Objectives ===&lt;br /&gt;
The final rolled result (combination of the 3 dice) is compared with the face-up objective cards in the display. The objective cards are divided into different categories:&lt;br /&gt;
* &#039;&#039;&#039;Orange Objectives (Sums):&#039;&#039;&#039; Require the total sum of the dice to match an exact value (sometimes in combination with a specific individual value).&lt;br /&gt;
* &#039;&#039;&#039;Green Objectives (Combinations):&#039;&#039;&#039; Require specific patterns, such as at least two dice showing the same value (a pair / double) or consecutive numbers.&lt;br /&gt;
&lt;br /&gt;
To claim a card, the dice must match the requirements of the card exactly (e.g., Die 1 + Die 2 = Value X, Die 3 = Value Y).&lt;br /&gt;
&lt;br /&gt;
=== 4. Scoring &amp;amp; Bonuses ===&lt;br /&gt;
If an objective is successfully fulfilled, the player claims the card and the &#039;&#039;&#039;victory points&#039;&#039;&#039; depicted on it. Depending on *how* the objective was achieved, different rewards are granted:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Perfect Success (First roll &amp;amp; without help):&#039;&#039;&#039;&lt;br /&gt;
: If the objective is fulfilled directly on the first roll and completely without using any help cards, the player receives the full victory points of the card plus an &#039;&#039;&#039;additional bonus of their choice&#039;&#039;&#039;:&lt;br /&gt;
:* &#039;&#039;Option A:&#039;&#039; Additional bonus points.&lt;br /&gt;
:* &#039;&#039;Option B:&#039;&#039; Draw a new help card from the draw pile and add it to their hand.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Standard Success:&#039;&#039;&#039;&lt;br /&gt;
: If the objective is fulfilled only after the second roll or by using one or more help cards, the player receives only the regular victory points of the objective card (no additional bonus).&lt;br /&gt;
&lt;br /&gt;
=== 5. End of Turn ===&lt;br /&gt;
* Used help cards are placed in the discard pile.&lt;br /&gt;
* The face-up display of objective cards is immediately replenished from the draw pile.&lt;br /&gt;
* The dice are passed to the next player clockwise.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
The game ends as soon as a specific condition defined in the rulebook is met (typically when the objective card pile is exhausted or when a player has collected a set number of objective cards). &lt;br /&gt;
&lt;br /&gt;
The final scoring follows: Players add up all victory points on their collected objective cards (as well as any bonus points). The player with the highest total score wins the game.&lt;br /&gt;
&lt;br /&gt;
= Solo Variant: AI Challenge =&lt;br /&gt;
&lt;br /&gt;
The solo variant simulates a virtual opponent (the AI) that operates without dice or help cards, but snatches cards away from the player.&lt;br /&gt;
&lt;br /&gt;
The regular turn of the player is always followed by an automatic AI turn:&lt;br /&gt;
&lt;br /&gt;
=== The AI Turn ===&lt;br /&gt;
* The AI does not roll. Each round, it automatically steals &#039;&#039;&#039;the most valuable face-up objective card&#039;&#039;&#039; (highest victory points) from the center of the table and adds it to its scoring pile.&lt;br /&gt;
* The display is immediately replenished afterward.&lt;br /&gt;
&lt;br /&gt;
=== Penalty for Failed Attempts ===&lt;br /&gt;
* If the player &#039;&#039;&#039;fails&#039;&#039;&#039; to fulfill an objective card during their turn, the AI immediately receives an &#039;&#039;additional&#039;&#039; card from the current display as a penalty.&lt;br /&gt;
&lt;br /&gt;
== End of the Game &amp;amp; Scoring ==&lt;br /&gt;
* The game ends when the objective card pile is empty.&lt;br /&gt;
* &#039;&#039;&#039;Winning Condition:&#039;&#039;&#039; The player wins only if their total sum of objective and bonus points is &#039;&#039;&#039;higher&#039;&#039;&#039; than the sum of all cards stolen by the AI. In the case of a tie or if the AI has more points, the AI wins.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdoubleseven&amp;diff=29501</id>
		<title>Gamehelpdoubleseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdoubleseven&amp;diff=29501"/>
		<updated>2026-04-20T21:12:12Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Double Seven ==  === Concept === In Double Seven, players collect animal families. By placing, expanding, and swapping tiles, you aim to form groups of identical animals. The goal is to be the first to complete two families of at least &amp;#039;&amp;#039;&amp;#039;7&amp;#039;&amp;#039;&amp;#039; animals each to secure bonus tokens.  === Components === * &amp;#039;&amp;#039;&amp;#039;91&amp;#039;&amp;#039;&amp;#039; Tiles (8 animal families of 11 tiles each + 3 Clovers as wilds) * &amp;#039;&amp;#039;&amp;#039;8&amp;#039;&amp;#039;&amp;#039; Seven Tokens * &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; Double Seven Token  === Setup === * Mix all tiles face down in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Double Seven ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
In Double Seven, players collect animal families. By placing, expanding, and swapping tiles, you aim to form groups of identical animals. The goal is to be the first to complete two families of at least &#039;&#039;&#039;7&#039;&#039;&#039; animals each to secure bonus tokens.&lt;br /&gt;
&lt;br /&gt;
=== Components ===&lt;br /&gt;
* &#039;&#039;&#039;91&#039;&#039;&#039; Tiles (8 animal families of 11 tiles each + 3 Clovers as wilds)&lt;br /&gt;
* &#039;&#039;&#039;8&#039;&#039;&#039; Seven Tokens&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; Double Seven Token&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
* Mix all tiles face down in the center of the table.&lt;br /&gt;
* Each player takes a rack and &#039;&#039;&#039;3&#039;&#039;&#039; random starting tiles (kept secret).&lt;br /&gt;
* Place the Seven Tokens and the Double Seven Token nearby.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
Before each turn, ensure at least &#039;&#039;&#039;1&#039;&#039;&#039; tile is face up in the center; if not, flip one over.&lt;br /&gt;
&lt;br /&gt;
==== 1. Draw Tiles ====&lt;br /&gt;
Take &#039;&#039;&#039;2&#039;&#039;&#039; tiles from the center (face-up or face-down).&lt;br /&gt;
* &#039;&#039;&#039;Empty Rack:&#039;&#039;&#039; If you start your turn with no tiles on your rack, take &#039;&#039;&#039;3&#039;&#039;&#039; tiles instead.&lt;br /&gt;
* &#039;&#039;&#039;Rainbow Bonus:&#039;&#039;&#039; If you have at least &#039;&#039;&#039;5&#039;&#039;&#039; different animal species on your rack after drawing, show them and immediately draw &#039;&#039;&#039;1&#039;&#039;&#039; additional tile (once per turn).&lt;br /&gt;
&lt;br /&gt;
==== 2. Actions ====&lt;br /&gt;
Perform as many actions as you like in any order:&lt;br /&gt;
* &#039;&#039;&#039;Start a Family:&#039;&#039;&#039; Place at least &#039;&#039;&#039;2&#039;&#039;&#039; identical animals (or animal + wild) in front of you. You may only have one family per animal species.&lt;br /&gt;
* &#039;&#039;&#039;Expand:&#039;&#039;&#039; Add matching animals or wilds to your existing families.&lt;br /&gt;
* &#039;&#039;&#039;Exchange:&#039;&#039;&#039; Swap one of your families for an opponent&#039;s family of the exact same size.&lt;br /&gt;
* &#039;&#039;&#039;Snatch a Clover:&#039;&#039;&#039; Replace a wild tile in any family (yours or an opponent&#039;s) with the matching animal from your rack. Take the wild tile to your rack.&lt;br /&gt;
* &#039;&#039;&#039;Two for One:&#039;&#039;&#039; Once per turn, discard &#039;&#039;&#039;2&#039;&#039;&#039; tiles from your rack face-up to the center to take &#039;&#039;&#039;1&#039;&#039;&#039; other tile.&lt;br /&gt;
&lt;br /&gt;
==== 3. End of Turn ====&lt;br /&gt;
End your turn by saying &#039;&#039;Pass&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Hand Limit:&#039;&#039;&#039; If you have &#039;&#039;&#039;6&#039;&#039;&#039; or more tiles on your rack, you must remove one from the game entirely.&lt;br /&gt;
* &#039;&#039;&#039;Clear! Bonus:&#039;&#039;&#039; If your rack is completely empty, say &#039;&#039;Clear&#039;&#039; to draw &#039;&#039;&#039;3&#039;&#039;&#039; tiles in your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Achievements ===&lt;br /&gt;
* &#039;&#039;&#039;Seven!:&#039;&#039;&#039; When a family reaches a size of at least &#039;&#039;&#039;7&#039;&#039;&#039; tiles, take a Seven Token.&lt;br /&gt;
* &#039;&#039;&#039;Double Seven!:&#039;&#039;&#039; The first player to bring a second family to at least &#039;&#039;&#039;7&#039;&#039;&#039; tiles takes the Double Seven Token. This triggers the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Game End &amp;amp; Scoring ===&lt;br /&gt;
The game ends after the round in which the Double Seven Token is claimed or the last tile is drawn. All other players take one final turn.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Per tile in placed families || &#039;&#039;&#039;1&#039;&#039;&#039; point&lt;br /&gt;
|-&lt;br /&gt;
| Per Seven Token || &#039;&#039;&#039;1&#039;&#039;&#039; point&lt;br /&gt;
|-&lt;br /&gt;
| Double Seven Token || &#039;&#039;&#039;2&#039;&#039;&#039; points&lt;br /&gt;
|-&lt;br /&gt;
| Tiles remaining on rack || &#039;&#039;&#039;0&#039;&#039;&#039; points&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29371</id>
		<title>Gamehelpdnup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29371"/>
		<updated>2026-04-11T19:55:21Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
dnup is a dynamic card game where card values constantly change by flipping them. Players attempt to be the first or second person to discard all hand cards to collect points. The game ends as soon as a player reaches a total of &#039;&#039;&#039;4&#039;&#039;&#039; points. Interaction and tactical rotations define the fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
At the start, each person receives 6 cards (for 2 or 3 players: 7 cards). Each card has different values from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;10&#039;&#039;&#039; at the top and bottom. The orientation of cards in your hand may not be changed at will during the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A turn always consists of two consecutive phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Phase: Discarding cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your own cards from the previous round are still on the table in front of you, move them to the general discard pile in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Phase: Choosing an action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must perform exactly one of the following four actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Action A: Playing cards&#039;&#039;&#039;&lt;br /&gt;
** Play a set (one or more cards of the same value) in front of you. Important: Your set must beat &#039;&#039;&#039;all&#039;&#039;&#039; other sets currently on the table &#039;&#039;&#039;of the same size&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Action B: Adding a card&#039;&#039;&#039;&lt;br /&gt;
** You can add exactly one matching card from your hand to another player&#039;s set to increase its size. The new combined set must now beat any set on the table of its new size.&lt;br /&gt;
* &#039;&#039;&#039;Action C: Taking cards&#039;&#039;&#039;&lt;br /&gt;
** Take an entire set from another player. Rotate these cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039; and add them to your hand.&lt;br /&gt;
* &#039;&#039;&#039;Action D: Rotating hand&#039;&#039;&#039;&lt;br /&gt;
** Rotate your entire hand of cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039;. This changes the values of all your cards simultaneously. Your turn ends immediately after this action.&lt;br /&gt;
&lt;br /&gt;
== Beating Sets ==&lt;br /&gt;
A set is stronger than another if it consists of the &#039;&#039;&#039;same number of cards&#039;&#039;&#039; AND has a &#039;&#039;&#039;higher numerical value&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As soon as a set is beaten, the affected player must &#039;&#039;&#039;immediately&#039;&#039;&#039; take those cards from the table, rotate them &#039;&#039;&#039;180 degrees&#039;&#039;&#039;, and add them back to their hand.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A round ends when two players have emptied their hands.&lt;br /&gt;
* The first person receives &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* The second person receives &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
The first player to reach &#039;&#039;&#039;4&#039;&#039;&#039; points wins the game.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29370</id>
		<title>Gamehelpdnup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29370"/>
		<updated>2026-04-11T19:54:38Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
dnup is a dynamic card game where card values constantly change by flipping them. Players attempt to be the first or second person to discard all hand cards to collect points. The game ends as soon as a player reaches a total of &#039;&#039;&#039;4&#039;&#039;&#039; points. Interaction and tactical rotations define the fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
At the start, each person receives 6 cards (for 2 or 3 players: 7 cards). Each card has different values from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;10&#039;&#039;&#039; at the top and bottom. The orientation of cards in your hand may not be changed at will during the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A turn always consists of two consecutive phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Phase: Discarding cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your own cards from the previous round are still on the table in front of you, move them to the general discard pile in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Phase: Choosing an action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must perform exactly one of the following four actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Action A: Playing cards&#039;&#039;&#039;&lt;br /&gt;
** Play a set (one or more cards of the same value) in front of you. Important: Your set must beat &#039;&#039;&#039;all&#039;&#039;&#039; other sets currently on the table &#039;&#039;of the same size&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Action B: Adding a card&#039;&#039;&#039;&lt;br /&gt;
** You can add exactly one matching card from your hand to another player&#039;s set to increase its size. The new combined set must now beat any set on the table of its new size.&lt;br /&gt;
* &#039;&#039;&#039;Action C: Taking cards&#039;&#039;&#039;&lt;br /&gt;
** Take an entire set from another player. Rotate these cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039; and add them to your hand.&lt;br /&gt;
* &#039;&#039;&#039;Action D: Rotating hand&#039;&#039;&#039;&lt;br /&gt;
** Rotate your entire hand of cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039;. This changes the values of all your cards simultaneously. Your turn ends immediately after this action.&lt;br /&gt;
&lt;br /&gt;
== Beating Sets ==&lt;br /&gt;
A set is stronger than another if it consists of the &#039;&#039;&#039;same number of cards&#039;&#039;&#039; AND has a &#039;&#039;&#039;higher numerical value&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As soon as a set is beaten, the affected player must &#039;&#039;&#039;immediately&#039;&#039;&#039; take those cards from the table, rotate them &#039;&#039;&#039;180 degrees&#039;&#039;&#039;, and add them back to their hand.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A round ends when two players have emptied their hands.&lt;br /&gt;
* The first person receives &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* The second person receives &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
The first player to reach &#039;&#039;&#039;4&#039;&#039;&#039; points wins the game.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29369</id>
		<title>Gamehelpdnup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29369"/>
		<updated>2026-04-11T19:52:25Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* Beating Sets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
dnup is a dynamic card game where card values constantly change by flipping them. Players attempt to be the first or second person to discard all hand cards to collect points. The game ends as soon as a player reaches a total of &#039;&#039;&#039;4&#039;&#039;&#039; points. Interaction and tactical rotations define the fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
At the start, each person receives 6 cards (for 2 or 3 players: 7 cards). Each card has different values from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;10&#039;&#039;&#039; at the top and bottom. The orientation of cards in your hand may not be changed at will during the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A turn always consists of two consecutive phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Phase: Discarding cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your own cards from the previous round are still on the table in front of you, move them to the general discard pile in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Phase: Choosing an action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must perform exactly one of the following four actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Action A: Playing cards&#039;&#039;&#039;&lt;br /&gt;
Play a set (one or more cards of the same value) in front of you. Important: Your set must beat &#039;&#039;&#039;all&#039;&#039;&#039; other sets currently on the table &#039;&#039;of the same size&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Action B: Adding a card&#039;&#039;&#039;&lt;br /&gt;
You can add exactly one matching card from your hand to another player&#039;s set to increase its size. The new combined set must now beat any set on the table of its new size.&lt;br /&gt;
* &#039;&#039;&#039;Action C: Taking cards&#039;&#039;&#039;&lt;br /&gt;
Take an entire set from another player. Rotate these cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039; and add them to your hand.&lt;br /&gt;
* &#039;&#039;&#039;Action D: Rotating hand&#039;&#039;&#039;&lt;br /&gt;
Rotate your entire hand of cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039;. This changes the values of all your cards simultaneously. Your turn ends immediately after this action.&lt;br /&gt;
&lt;br /&gt;
== Beating Sets ==&lt;br /&gt;
A set is stronger than another if it consists of the &#039;&#039;&#039;same number of cards&#039;&#039;&#039; AND has a &#039;&#039;&#039;higher numerical value&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As soon as a set is beaten, the affected player must &#039;&#039;&#039;immediately&#039;&#039;&#039; take those cards from the table, rotate them &#039;&#039;&#039;180 degrees&#039;&#039;&#039;, and add them back to their hand.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A round ends when two players have emptied their hands.&lt;br /&gt;
* The first person receives &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* The second person receives &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
The first player to reach &#039;&#039;&#039;4&#039;&#039;&#039; points wins the game.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29368</id>
		<title>Gamehelpdnup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29368"/>
		<updated>2026-04-11T19:48:34Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
dnup is a dynamic card game where card values constantly change by flipping them. Players attempt to be the first or second person to discard all hand cards to collect points. The game ends as soon as a player reaches a total of &#039;&#039;&#039;4&#039;&#039;&#039; points. Interaction and tactical rotations define the fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
At the start, each person receives 6 cards (for 2 or 3 players: 7 cards). Each card has different values from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;10&#039;&#039;&#039; at the top and bottom. The orientation of cards in your hand may not be changed at will during the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A turn always consists of two consecutive phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Phase: Discarding cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your own cards from the previous round are still on the table in front of you, move them to the general discard pile in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Phase: Choosing an action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must perform exactly one of the following four actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Action A: Playing cards&#039;&#039;&#039;&lt;br /&gt;
Play a set (one or more cards of the same value) in front of you. Important: Your set must beat &#039;&#039;&#039;all&#039;&#039;&#039; other sets currently on the table &#039;&#039;of the same size&#039;&#039;. &lt;br /&gt;
* &#039;&#039;&#039;Action B: Adding a card&#039;&#039;&#039;&lt;br /&gt;
You can add exactly one matching card from your hand to another player&#039;s set to increase its size. The new combined set must now beat any set on the table of its new size.&lt;br /&gt;
* &#039;&#039;&#039;Action C: Taking cards&#039;&#039;&#039;&lt;br /&gt;
Take an entire set from another player. Rotate these cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039; and add them to your hand.&lt;br /&gt;
* &#039;&#039;&#039;Action D: Rotating hand&#039;&#039;&#039;&lt;br /&gt;
Rotate your entire hand of cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039;. This changes the values of all your cards simultaneously. Your turn ends immediately after this action.&lt;br /&gt;
&lt;br /&gt;
== Beating Sets ==&lt;br /&gt;
A set is stronger than another if:&lt;br /&gt;
* It consists of &#039;&#039;&#039;more cards&#039;&#039;&#039; (Example: Two 2s beat one 10).&lt;br /&gt;
* It has a &#039;&#039;&#039;higher numerical value&#039;&#039;&#039; if the number of cards is equal (Example: One 9 beats one 4).&lt;br /&gt;
&lt;br /&gt;
As soon as a set is beaten, the affected player must &#039;&#039;&#039;immediately&#039;&#039;&#039; take those cards from the table, rotate them &#039;&#039;&#039;180 degrees&#039;&#039;&#039;, and add them back to their hand.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A round ends when two players have emptied their hands.&lt;br /&gt;
* The first person receives &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* The second person receives &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
The first player to reach &#039;&#039;&#039;4&#039;&#039;&#039; points wins the game.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpallinpredictions&amp;diff=29365</id>
		<title>Gamehelpallinpredictions</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpallinpredictions&amp;diff=29365"/>
		<updated>2026-04-11T19:23:36Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== All In ===&lt;br /&gt;
&lt;br /&gt;
In this tactical bluffing game for 2-5 players, players use the powers of the Foretellers to manipulate their hands. The goal is to either hold the strongest hand at the end of the round or correctly predict the winner to collect the most runes.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The game consists of 3 rounds. In each round, players aim to build a set of 5 cards in front of them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup:&#039;&#039;&#039; Each player is dealt 5 cards. 2 cards are placed face-up in the &amp;quot;Market&amp;quot; frame.&lt;br /&gt;
* &#039;&#039;&#039;Player Turns:&#039;&#039;&#039; On your turn, you must play exactly 1 of 3 possible actions:&lt;br /&gt;
** &#039;&#039;&#039;Play a card from your hand:&#039;&#039;&#039;&lt;br /&gt;
*** Choose any card from your hand place it face up in front of you.&lt;br /&gt;
*** Perform the effect(s) of that card.&lt;br /&gt;
*** Add the card you just played to the display.&lt;br /&gt;
** &#039;&#039;&#039;Pass:&#039;&#039;&#039;&lt;br /&gt;
*** Draw 1 card from the deck and add it to the display.&lt;br /&gt;
** &#039;&#039;&#039;Go All-In:&#039;&#039;&#039;&lt;br /&gt;
*** Put your 5 hand cards face down in front of you.&lt;br /&gt;
*** Draw 2 cards from the deck and add them to the display.&lt;br /&gt;
*** &#039;&#039;&#039;Only one player&#039;&#039;&#039; can Go All In each round.&lt;br /&gt;
*** If you went All In, you must pass on each of your following turns.&lt;br /&gt;
* &#039;&#039;&#039;Prediction:&#039;&#039;&#039;&lt;br /&gt;
** Once everyone has only 1 card left in hand, players secretly place their &#039;&#039;&#039;Prediction Token&#039;&#039;&#039; on the player (themselves or an opponent) they believe will hold the strongest hand.&lt;br /&gt;
* &#039;&#039;&#039;Showdown:&#039;&#039;&#039;&lt;br /&gt;
** Everyone reveals their final 5-card hand.&lt;br /&gt;
** &#039;&#039;&#039;Scoring the Pot:&#039;&#039;&#039; The pot is split among all the people who predicted correctly.&lt;br /&gt;
** &#039;&#039;&#039;Scoring Hands:&#039;&#039;&#039; Each player earns Runes according to their hand&#039;s rank (see below).&lt;br /&gt;
** &#039;&#039;&#039;Rune Cards:&#039;&#039;&#039; For each Rune Card in your hand, you get 2 additional Runes.&lt;br /&gt;
&lt;br /&gt;
=== End of Game ===&lt;br /&gt;
* &#039;&#039;&#039;Winner:&#039;&#039;&#039; After 3 rounds, the player with the most runes wins.&lt;br /&gt;
&lt;br /&gt;
=== Hand Rankings ===&lt;br /&gt;
Hand strength follows standard Poker rankings (from highest to lowest):&lt;br /&gt;
* &#039;&#039;&#039;10&#039;&#039;&#039; STRAIGHT FLUSH (5 cards of the same suit in sequence)&lt;br /&gt;
* &#039;&#039;&#039;7&#039;&#039;&#039; FOUR-OF-A-KIND (4 cars of the same value)&lt;br /&gt;
* &#039;&#039;&#039;6&#039;&#039;&#039; FULL HOUSE (Three-of-a-kind + Pair)&lt;br /&gt;
* &#039;&#039;&#039;5&#039;&#039;&#039; FLUSH (5 cards of the same suit)&lt;br /&gt;
* &#039;&#039;&#039;4&#039;&#039;&#039; STRAIGHT (5 card in numerical order)&lt;br /&gt;
* &#039;&#039;&#039;3&#039;&#039;&#039; THREE-OF-A-KIND (3 cards of the same value)&lt;br /&gt;
* &#039;&#039;&#039;2&#039;&#039;&#039; 2 PAIRS&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; 1 PAIR&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrickykids&amp;diff=29257</id>
		<title>Gamehelptrickykids</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrickykids&amp;diff=29257"/>
		<updated>2026-04-02T20:47:52Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tricky Kids ==&lt;br /&gt;
&lt;br /&gt;
In this trick-taking game for 2-6 players, players take on the roles of children on a playground trading toys and snacks. Since they don&#039;t know the actual value of their items, they write the numbers on their cards themselves, aiming to collect the most point tokens.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The game is played over 3 rounds, each consisting of 7 tricks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Setup:&#039;&#039;&#039; At the start of each round, 7 point tokens are revealed which denote how many points each trick will be worth, depending on the suit that won that trick.  If playing with &#039;&#039;&#039;Tricky Rules&#039;&#039;&#039;, reveal a tricky rule to apply to this round.  Players then draw 9 cards each into their hand and choose 7 to keep, discarding the remaining 2 cards.&lt;br /&gt;
* &#039;&#039;&#039;Assign Numbers:&#039;&#039;&#039; Players choose the value of each card and write the value on the card.  Each card can have a value between 0 and 21, with the sum across the 7 cards equalling 21.  Some &#039;&#039;&#039;Tricky Rules&#039;&#039;&#039; modify these restrictions.&lt;br /&gt;
* &#039;&#039;&#039;Playing Tricks:&#039;&#039;&#039; Players &#039;&#039;&#039;must follow suit&#039;&#039;&#039;. If you have a card of the led suit, you must play it.&lt;br /&gt;
** &#039;&#039;&#039;Leading:&#039;&#039;&#039; The lead player plays any card from their hand.&lt;br /&gt;
** &#039;&#039;&#039;Winning a Trick:&#039;&#039;&#039; The highest-ranked card of the led suit wins the trick. If playing with trump rules, the highest trump card wins.  Zero (0) value cards cannot win a trick.  If 2 or more players play the highest value card then they cancel each other out and the next highest value wins the trick.&lt;br /&gt;
** &#039;&#039;&#039;Reward:&#039;&#039;&#039; The winner of the trick takes the leftmost point token, earning the points noted on the point token associated with the suit played, and leads the next trick.  If there is no winner of the trick then the leftmost point token is removed from the round.&lt;br /&gt;
&lt;br /&gt;
=== End of Game &amp;amp; Scoring ===&lt;br /&gt;
A round ends after 7 tricks. All cards are erased and redistributed for the next round.&lt;br /&gt;
* &#039;&#039;&#039;Winner:&#039;&#039;&#039; After 3 rounds, the player with the most points wins. In case of a tie, the player who played the highest-valued card in a trick during the final round wins.&lt;br /&gt;
&lt;br /&gt;
=== Variants &amp;amp; Options ===&lt;br /&gt;
* &#039;&#039;&#039;Tricky Rules:&#039;&#039;&#039; A rule card is revealed at the start of each round that sets special conditions for the round (e.g., value restrictions or passing rules).  &lt;br /&gt;
* &#039;&#039;&#039;Super Extra Mega Tricky Rules:&#039;&#039;&#039; Tricky Rule cards are not discarded between rounds. Instead, you add a new card each round, whose rule will apply in addition to all previous ones.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppisanki&amp;diff=29244</id>
		<title>Gamehelppisanki</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppisanki&amp;diff=29244"/>
		<updated>2026-04-01T19:32:13Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* 3. Placement and Sorting Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pisanki - Quick Rules ==&lt;br /&gt;
&#039;&#039;&#039;Pisanki&#039;&#039;&#039; is a strategic card game where players collect and arrange decorated Easter eggs (Pisanki) on their display table to score the most points through clever positioning and majorities.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay Flow ===&lt;br /&gt;
The game lasts several &#039;&#039;&#039;rounds&#039;&#039;&#039;. Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
==== 1. Preparation Phase ====&lt;br /&gt;
* Depending on the number of players, cards are drawn from the deck and placed face-up next to the numbered &#039;&#039;&#039;Offer Cards&#039;&#039;&#039; (1 to 5).&lt;br /&gt;
* These cards feature combinations of eggs, flowers, and different tablecloth backgrounds.&lt;br /&gt;
&lt;br /&gt;
==== 2. Acquisition Phase ====&lt;br /&gt;
* Starting with the lead player, each player chooses one of the available cards.&lt;br /&gt;
* Choosing a lower-numbered card grants a better turn order position for the next round.&lt;br /&gt;
&lt;br /&gt;
==== 3. Placement and Sorting Phase ====&lt;br /&gt;
* The acquired card must be placed immediately into the player&#039;s &#039;&#039;&#039;Display Table&#039;&#039;&#039; (a 3x4 grid).&lt;br /&gt;
* &#039;&#039;&#039;Using Movement Points:&#039;&#039;&#039; &lt;br /&gt;
**  If the player purchased 1 card, he will have 2 moves to make&lt;br /&gt;
**  If the player purchased 2 card, he will have 1 move to make&lt;br /&gt;
** &#039;&#039;&#039;1 move:&#039;&#039;&#039;A card can be moved vertically or horizontally to any position in that direction;  the other cards in the column or row must be slid to fill the empty space.&lt;br /&gt;
** &#039;&#039;&#039;2 Points:&#039;&#039;&#039; The same card can be moved twice (if the player has 2 moves).&lt;br /&gt;
&lt;br /&gt;
=== Categories and Symbols ===&lt;br /&gt;
When choosing cards, players should consider these key elements:&lt;br /&gt;
* &#039;&#039;&#039;Egg Types:&#039;&#039;&#039; There are 6 different patterns/colors. These are vital for majority scoring.&lt;br /&gt;
* &#039;&#039;&#039;Flowers:&#039;&#039;&#039; Found on some cards. They provide bonus points based on the active Flower scoring cards.&lt;br /&gt;
* &#039;&#039;&#039;Tablecloths (Backgrounds):&#039;&#039;&#039; The color or pattern of the background influences tablecloth scoring (e.g., groups of matching colors).&lt;br /&gt;
* &#039;&#039;&#039;Double Eggs:&#039;&#039;&#039; Cards showing two eggs count twice for majority checks.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
After 12 rounds, the 3x4 display is full. Scoring occurs in four categories:&lt;br /&gt;
# &#039;&#039;&#039;Egg Majorities:&#039;&#039;&#039; The player with the most eggs of a specific type wins the points on the corresponding scoring card.&lt;br /&gt;
# &#039;&#039;&#039;Flower Scoring:&#039;&#039;&#039; Points based on the total number of flowers collected.&lt;br /&gt;
# &#039;&#039;&#039;Tablecloth Scoring:&#039;&#039;&#039; Points for the arrangement and patterns of the card backgrounds.&lt;br /&gt;
# &#039;&#039;&#039;Display Scoring:&#039;&#039;&#039; Points for meeting specific objectives (e.g., specific eggs in the corners of the grid).&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppisanki&amp;diff=29243</id>
		<title>Gamehelppisanki</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppisanki&amp;diff=29243"/>
		<updated>2026-04-01T19:22:58Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* 2. Acquisition Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pisanki - Quick Rules ==&lt;br /&gt;
&#039;&#039;&#039;Pisanki&#039;&#039;&#039; is a strategic card game where players collect and arrange decorated Easter eggs (Pisanki) on their display table to score the most points through clever positioning and majorities.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay Flow ===&lt;br /&gt;
The game lasts several &#039;&#039;&#039;rounds&#039;&#039;&#039;. Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
==== 1. Preparation Phase ====&lt;br /&gt;
* Depending on the number of players, cards are drawn from the deck and placed face-up next to the numbered &#039;&#039;&#039;Offer Cards&#039;&#039;&#039; (1 to 5).&lt;br /&gt;
* These cards feature combinations of eggs, flowers, and different tablecloth backgrounds.&lt;br /&gt;
&lt;br /&gt;
==== 2. Acquisition Phase ====&lt;br /&gt;
* Starting with the lead player, each player chooses one of the available cards.&lt;br /&gt;
* Choosing a lower-numbered card grants a better turn order position for the next round.&lt;br /&gt;
&lt;br /&gt;
==== 3. Placement and Sorting Phase ====&lt;br /&gt;
* The acquired card must be placed immediately into the player&#039;s &#039;&#039;&#039;Display Table&#039;&#039;&#039; (a 3x4 grid).&lt;br /&gt;
* &#039;&#039;&#039;Using Movement Points:&#039;&#039;&#039; Players spend their points to rearrange cards within their grid to optimize for scoring.&lt;br /&gt;
** &#039;&#039;&#039;1 Point:&#039;&#039;&#039; Swap two adjacent cards (horizontally or vertically).&lt;br /&gt;
** &#039;&#039;&#039;2 Points:&#039;&#039;&#039; Move a card to any other position (sliding mechanism).&lt;br /&gt;
&lt;br /&gt;
=== Categories and Symbols ===&lt;br /&gt;
When choosing cards, players should consider these key elements:&lt;br /&gt;
* &#039;&#039;&#039;Egg Types:&#039;&#039;&#039; There are 6 different patterns/colors. These are vital for majority scoring.&lt;br /&gt;
* &#039;&#039;&#039;Flowers:&#039;&#039;&#039; Found on some cards. They provide bonus points based on the active Flower scoring cards.&lt;br /&gt;
* &#039;&#039;&#039;Tablecloths (Backgrounds):&#039;&#039;&#039; The color or pattern of the background influences tablecloth scoring (e.g., groups of matching colors).&lt;br /&gt;
* &#039;&#039;&#039;Double Eggs:&#039;&#039;&#039; Cards showing two eggs count twice for majority checks.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
After 12 rounds, the 3x4 display is full. Scoring occurs in four categories:&lt;br /&gt;
# &#039;&#039;&#039;Egg Majorities:&#039;&#039;&#039; The player with the most eggs of a specific type wins the points on the corresponding scoring card.&lt;br /&gt;
# &#039;&#039;&#039;Flower Scoring:&#039;&#039;&#039; Points based on the total number of flowers collected.&lt;br /&gt;
# &#039;&#039;&#039;Tablecloth Scoring:&#039;&#039;&#039; Points for the arrangement and patterns of the card backgrounds.&lt;br /&gt;
# &#039;&#039;&#039;Display Scoring:&#039;&#039;&#039; Points for meeting specific objectives (e.g., specific eggs in the corners of the grid).&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppisanki&amp;diff=29242</id>
		<title>Gamehelppisanki</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppisanki&amp;diff=29242"/>
		<updated>2026-04-01T19:19:40Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* Gameplay Flow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pisanki - Quick Rules ==&lt;br /&gt;
&#039;&#039;&#039;Pisanki&#039;&#039;&#039; is a strategic card game where players collect and arrange decorated Easter eggs (Pisanki) on their display table to score the most points through clever positioning and majorities.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay Flow ===&lt;br /&gt;
The game lasts several &#039;&#039;&#039;rounds&#039;&#039;&#039;. Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
==== 1. Preparation Phase ====&lt;br /&gt;
* Depending on the number of players, cards are drawn from the deck and placed face-up next to the numbered &#039;&#039;&#039;Offer Cards&#039;&#039;&#039; (1 to 5).&lt;br /&gt;
* These cards feature combinations of eggs, flowers, and different tablecloth backgrounds.&lt;br /&gt;
&lt;br /&gt;
==== 2. Acquisition Phase ====&lt;br /&gt;
* Starting with the lead player, each player chooses one of the available cards.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The number on the Offer Card determines the number of &#039;&#039;&#039;Movement Points&#039;&#039;&#039; the player receives (e.g., the card at position 3 grants 3 points).&lt;br /&gt;
* Choosing a lower-numbered card grants a better turn order position for the next round.&lt;br /&gt;
&lt;br /&gt;
==== 3. Placement and Sorting Phase ====&lt;br /&gt;
* The acquired card must be placed immediately into the player&#039;s &#039;&#039;&#039;Display Table&#039;&#039;&#039; (a 3x4 grid).&lt;br /&gt;
* &#039;&#039;&#039;Using Movement Points:&#039;&#039;&#039; Players spend their points to rearrange cards within their grid to optimize for scoring.&lt;br /&gt;
** &#039;&#039;&#039;1 Point:&#039;&#039;&#039; Swap two adjacent cards (horizontally or vertically).&lt;br /&gt;
** &#039;&#039;&#039;2 Points:&#039;&#039;&#039; Move a card to any other position (sliding mechanism).&lt;br /&gt;
&lt;br /&gt;
=== Categories and Symbols ===&lt;br /&gt;
When choosing cards, players should consider these key elements:&lt;br /&gt;
* &#039;&#039;&#039;Egg Types:&#039;&#039;&#039; There are 6 different patterns/colors. These are vital for majority scoring.&lt;br /&gt;
* &#039;&#039;&#039;Flowers:&#039;&#039;&#039; Found on some cards. They provide bonus points based on the active Flower scoring cards.&lt;br /&gt;
* &#039;&#039;&#039;Tablecloths (Backgrounds):&#039;&#039;&#039; The color or pattern of the background influences tablecloth scoring (e.g., groups of matching colors).&lt;br /&gt;
* &#039;&#039;&#039;Double Eggs:&#039;&#039;&#039; Cards showing two eggs count twice for majority checks.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
After 12 rounds, the 3x4 display is full. Scoring occurs in four categories:&lt;br /&gt;
# &#039;&#039;&#039;Egg Majorities:&#039;&#039;&#039; The player with the most eggs of a specific type wins the points on the corresponding scoring card.&lt;br /&gt;
# &#039;&#039;&#039;Flower Scoring:&#039;&#039;&#039; Points based on the total number of flowers collected.&lt;br /&gt;
# &#039;&#039;&#039;Tablecloth Scoring:&#039;&#039;&#039; Points for the arrangement and patterns of the card backgrounds.&lt;br /&gt;
# &#039;&#039;&#039;Display Scoring:&#039;&#039;&#039; Points for meeting specific objectives (e.g., specific eggs in the corners of the grid).&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspookytower&amp;diff=29241</id>
		<title>Gamehelpspookytower</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspookytower&amp;diff=29241"/>
		<updated>2026-04-01T19:04:12Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* Additional Helpful Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In Spooky Tower, we scramble to photograph ghosts haunting the clock tower. We use dice combinations to scout buildings, develop photos, and recover magical amulet pieces.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
The game ends immediately when a player fulfills one of these conditions:&lt;br /&gt;
* Captures &#039;&#039;&#039;5 ghosts&#039;&#039;&#039; (ghost pets count as full ghosts).&lt;br /&gt;
* Collects &#039;&#039;&#039;3 amulet pieces&#039;&#039;&#039; (victory via the protective amulet).&lt;br /&gt;
&lt;br /&gt;
== Core Mechanic: The Tower Drop ==&lt;br /&gt;
Drop both dice through the tower. You must choose &#039;&#039;&#039;one&#039;&#039;&#039; die value or the &#039;&#039;&#039;sum&#039;&#039;&#039; of both to perform an action in a matching building (values 1–12).&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, choose exactly one of these two main actions:&lt;br /&gt;
&lt;br /&gt;
=== 1. Scout Buildings (Take Cards) ===&lt;br /&gt;
* Take the top card of a building matching your dice result.&lt;br /&gt;
* Place it face-down (house side) to the left of your player board.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; You can accumulate multiple cards across different buildings before deciding to reveal them.&lt;br /&gt;
&lt;br /&gt;
=== 2. Develop Photos (Flip Cards) ===&lt;br /&gt;
* Choose a building where you already have face-down cards. Your dice result must match the building&#039;s value.&lt;br /&gt;
* Flip &#039;&#039;&#039;all&#039;&#039;&#039; cards stored at that building to their photo side.&lt;br /&gt;
* &#039;&#039;&#039;Resolution:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ghosts/Pets:&#039;&#039;&#039; Move to the right of your board as victory points.&lt;br /&gt;
** &#039;&#039;&#039;Symbols:&#039;&#039;&#039; Resolve Spellbooks (extra action), Crystals (amulet progress), or Flashlights (clues).&lt;br /&gt;
** &#039;&#039;&#039;Blanks:&#039;&#039;&#039; Cards with no symbols go straight into the chest (discard pile).&lt;br /&gt;
&lt;br /&gt;
== Additional Helpful Details ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element !! Effect &amp;amp; Strategy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Tower Clock&#039;&#039;&#039; || If no action is possible, advance the clock and use the effect where the clocks hand points to. When it hits &amp;quot;12,&amp;quot; you will receive an amulet piece.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spellbooks&#039;&#039;&#039; || Allow an immediate extra action (Take or Flip) without rolling the dice again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Park&#039;&#039;&#039; || Collect Flashlight symbols (clues) to claim a ghost of your choice from the Park deck. You need as many flashlights as the top card from the park deck shows.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amulet Pieces&#039;&#039;&#039; || Earned by Tower Clock effects. If you have got 3 amulet pieces, you will win right away.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
As soon as a player collects their 5th ghost card or 3rd amulet piece, they are declared the Champion of Spooky Tower.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkumata&amp;diff=29240</id>
		<title>Gamehelpkumata</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkumata&amp;diff=29240"/>
		<updated>2026-04-01T18:45:59Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* Scoring Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In Kumata, different animal clans compete for dominance in the jungle. By tactically stacking dominoes, players try to keep their clan symbols visible on the highest levels. It is a vertical tile-placement game where height translates directly into points.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
Score the most points through your visible clan symbols and your placed totem marker at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Setup Details ==&lt;br /&gt;
* &#039;&#039;&#039;3-4 Players:&#039;&#039;&#039; Use 10 dominoes per clan (Monkey, Snake, Toucan, or Tiger), split into two face-up stacks of 5.&lt;br /&gt;
* &#039;&#039;&#039;2 Players:&#039;&#039;&#039; Use the Hippo and Crocodile clans (15 dominoes each, three stacks of 5). Flip board tiles to the 2-player side.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you must perform exactly &#039;&#039;&#039;one&#039;&#039;&#039; of these two actions:&lt;br /&gt;
&lt;br /&gt;
=== 1. Place a Domino  ===&lt;br /&gt;
Take the top domino from one of your stacks and place it.&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; Must be placed on two empty board squares.&lt;br /&gt;
* &#039;&#039;&#039;Higher Levels (Stability Rule):&#039;&#039;&#039; A domino can &#039;&#039;&#039;never&#039;&#039;&#039; perfectly cover a single domino below it. It must always bridge across or touch at least two different dominoes/squares underneath.&lt;br /&gt;
* &#039;&#039;&#039;Matching values:&#039;&#039;&#039; Each half of the domino must cover a matching value. It doesn&#039;t matter what color it is (including your own).&lt;br /&gt;
&lt;br /&gt;
=== 2. Place the Totem (only once per game) ===&lt;br /&gt;
Instead of placing a domino, place your totem on an empty half of one of &#039;&#039;&#039;your&#039;&#039;&#039; dominoes already on the board.&lt;br /&gt;
* &#039;&#039;&#039;Protection:&#039;&#039;&#039; A space with a totem can no longer be built over.&lt;br /&gt;
&lt;br /&gt;
== Scoring Specifics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element !! Points at Game End&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Visible Domino Halfs&#039;&#039;&#039; || You score the visible points from your clan’s halves&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empty Halves&#039;&#039;&#039; || Domino halves without a symbol score &#039;&#039;&#039;0 points&#039;&#039;&#039;, regardless of their level.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Totem&#039;&#039;&#039; || Scores points equal to the level it sits on +1 (e.g., Level 3 = &#039;&#039;&#039;4 pts&#039;&#039;&#039;).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penalty&#039;&#039;&#039; || If the totem is still in your reserve at the end, subtract &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends immediately when the active player cannot make a legal move. No other players take further turns.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
* &#039;&#039;&#039;Maze Mode:&#039;&#039;&#039; Arrange the 9 board tiles freely (connected by at least one side) instead of a 3x3 grid.&lt;br /&gt;
* &#039;&#039;&#039;Alliance Mode (4 Players):&#039;&#039;&#039; Play 2 vs 2. Teammates sit opposite each other and combine their final scores.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkumata&amp;diff=29239</id>
		<title>Gamehelpkumata</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkumata&amp;diff=29239"/>
		<updated>2026-04-01T18:39:39Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In Kumata, different animal clans compete for dominance in the jungle. By tactically stacking dominoes, players try to keep their clan symbols visible on the highest levels. It is a vertical tile-placement game where height translates directly into points.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
Score the most points through your visible clan symbols and your placed totem marker at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Setup Details ==&lt;br /&gt;
* &#039;&#039;&#039;3-4 Players:&#039;&#039;&#039; Use 10 dominoes per clan (Monkey, Snake, Toucan, or Tiger), split into two face-up stacks of 5.&lt;br /&gt;
* &#039;&#039;&#039;2 Players:&#039;&#039;&#039; Use the Hippo and Crocodile clans (15 dominoes each, three stacks of 5). Flip board tiles to the 2-player side.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you must perform exactly &#039;&#039;&#039;one&#039;&#039;&#039; of these two actions:&lt;br /&gt;
&lt;br /&gt;
=== 1. Place a Domino  ===&lt;br /&gt;
Take the top domino from one of your stacks and place it.&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; Must be placed on two empty board squares.&lt;br /&gt;
* &#039;&#039;&#039;Higher Levels (Stability Rule):&#039;&#039;&#039; A domino can &#039;&#039;&#039;never&#039;&#039;&#039; perfectly cover a single domino below it. It must always bridge across or touch at least two different dominoes/squares underneath.&lt;br /&gt;
* &#039;&#039;&#039;Matching values:&#039;&#039;&#039; Each half of the domino must cover a matching value. It doesn&#039;t matter what color it is (including your own).&lt;br /&gt;
&lt;br /&gt;
=== 2. Place the Totem (only once per game) ===&lt;br /&gt;
Instead of placing a domino, place your totem on an empty half of one of &#039;&#039;&#039;your&#039;&#039;&#039; dominoes already on the board.&lt;br /&gt;
* &#039;&#039;&#039;Protection:&#039;&#039;&#039; A space with a totem can no longer be built over.&lt;br /&gt;
&lt;br /&gt;
== Scoring Specifics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element !! Points at Game End&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Visible Clan Symbols&#039;&#039;&#039; || Each half showing your animal: Level 1 = &#039;&#039;&#039;1 pt&#039;&#039;&#039;, Level 2 = &#039;&#039;&#039;2 pts&#039;&#039;&#039;, Level 3 = &#039;&#039;&#039;3 pts&#039;&#039;&#039;, etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empty Halves&#039;&#039;&#039; || Domino halves without a symbol score &#039;&#039;&#039;0 points&#039;&#039;&#039;, regardless of their level.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Totem&#039;&#039;&#039; || Scores points equal to the level it sits on (e.g., Level 3 = &#039;&#039;&#039;3 pts&#039;&#039;&#039;). It does not count as an additional level for height.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penalty&#039;&#039;&#039; || If the totem is still in your reserve at the end, subtract &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends immediately when the active player cannot make a legal move. No other players take further turns.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
* &#039;&#039;&#039;Maze Mode:&#039;&#039;&#039; Arrange the 9 board tiles freely (connected by at least one side) instead of a 3x3 grid.&lt;br /&gt;
* &#039;&#039;&#039;Alliance Mode (4 Players):&#039;&#039;&#039; Play 2 vs 2. Teammates sit opposite each other and combine their final scores.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkumata&amp;diff=29238</id>
		<title>Gamehelpkumata</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkumata&amp;diff=29238"/>
		<updated>2026-04-01T18:37:56Z</updated>

		<summary type="html">&lt;p&gt;Thomas: /* Setup Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In Kumata, different animal clans compete for dominance in the jungle. By tactically stacking dominoes, players try to keep their clan symbols visible on the highest levels. It is a vertical tile-placement game where height translates directly into points.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
Score the most points through your visible clan symbols and your placed totem marker at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Setup Details ==&lt;br /&gt;
* &#039;&#039;&#039;3-4 Players:&#039;&#039;&#039; Use 10 dominoes per clan (Monkey, Snake, Toucan, or Tiger), split into two face-up stacks of 5.&lt;br /&gt;
* &#039;&#039;&#039;2 Players:&#039;&#039;&#039; Use the Hippo and Crocodile clans (15 dominoes each, three stacks of 5). Flip board tiles to the 2-player side.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you must perform exactly &#039;&#039;&#039;one&#039;&#039;&#039; of these two actions:&lt;br /&gt;
&lt;br /&gt;
=== 1. Place a Domino (Stacking) ===&lt;br /&gt;
Take the top domino from one of your stacks and place it.&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; Must be placed on two empty board squares.&lt;br /&gt;
* &#039;&#039;&#039;Higher Levels (Stability Rule):&#039;&#039;&#039; A domino can &#039;&#039;&#039;never&#039;&#039;&#039; perfectly cover a single domino below it. It must always bridge across or touch at least two different dominoes/squares underneath.&lt;br /&gt;
* &#039;&#039;&#039;The Color Rule:&#039;&#039;&#039; At least one half of the new domino must be placed on a surface (board or domino) of the &#039;&#039;&#039;matching color/number&#039;&#039;&#039;. The other half can land on any color.&lt;br /&gt;
&lt;br /&gt;
=== 2. Place the Totem (Once per game) ===&lt;br /&gt;
Instead of placing a domino, place your totem on an empty half of one of &#039;&#039;&#039;your&#039;&#039;&#039; dominoes already on the board.&lt;br /&gt;
* &#039;&#039;&#039;Protection:&#039;&#039;&#039; A space with a totem can no longer be built over.&lt;br /&gt;
* &#039;&#039;&#039;Strategic Block:&#039;&#039;&#039; You may not place a totem solely to eliminate an opponent&#039;s only possible legal move.&lt;br /&gt;
&lt;br /&gt;
== Scoring Specifics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element !! Points at Game End&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Visible Clan Symbols&#039;&#039;&#039; || Each half showing your animal: Level 1 = &#039;&#039;&#039;1 pt&#039;&#039;&#039;, Level 2 = &#039;&#039;&#039;2 pts&#039;&#039;&#039;, Level 3 = &#039;&#039;&#039;3 pts&#039;&#039;&#039;, etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empty Halves&#039;&#039;&#039; || Domino halves without a symbol score &#039;&#039;&#039;0 points&#039;&#039;&#039;, regardless of their level.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Totem&#039;&#039;&#039; || Scores points equal to the level it sits on (e.g., Level 3 = &#039;&#039;&#039;3 pts&#039;&#039;&#039;). It does not count as an additional level for height.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penalty&#039;&#039;&#039; || If the totem is still in your reserve at the end, subtract &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends immediately when the active player cannot make a legal move. No other players take further turns.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
* &#039;&#039;&#039;Maze Mode:&#039;&#039;&#039; Arrange the 9 board tiles freely (connected by at least one side) instead of a 3x3 grid.&lt;br /&gt;
* &#039;&#039;&#039;Alliance Mode (4 Players):&#039;&#039;&#039; Play 2 vs 2. Teammates sit opposite each other and combine their final scores.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemain&amp;diff=29237</id>
		<title>Gamehelppandemain</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemain&amp;diff=29237"/>
		<updated>2026-04-01T18:25:40Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In Pandemain, players manage medieval bakeries, focusing on bread production and sales while maintaining religious standing to satisfy the Inquisition.&lt;br /&gt;
&lt;br /&gt;
== Core Concept: Resources &amp;amp; Quality ==&lt;br /&gt;
Four types of grain (as flour) determine bread value:&lt;br /&gt;
* &#039;&#039;&#039;Rye (Brown):&#039;&#039;&#039; Basic bread, available from the start.&lt;br /&gt;
* &#039;&#039;&#039;Oat (Green):&#039;&#039;&#039; Higher tier, requires a specific Master Baker.&lt;br /&gt;
* &#039;&#039;&#039;Spelt (White):&#039;&#039;&#039; Expensive, grants high prestige.&lt;br /&gt;
* &#039;&#039;&#039;Wheat (Yellow):&#039;&#039;&#039; Provides significant bonus prestige in early rounds.&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; High Quality follows the exact recipe; Low Quality allows replacing specific flours. Quality affects your Reputation track.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A day (round) consists of four distinct phases:&lt;br /&gt;
&lt;br /&gt;
=== 1. Daytime (Action Phase) ===&lt;br /&gt;
Players place workers to buy ingredients (Water, Salt, Yeast, Milk) , acquire flour at the Mill , or bake in the Feudal Lord&#039;s Oven. Selling bread in villages is also an action performed in this phase.&lt;br /&gt;
&lt;br /&gt;
=== 2. Dusk ===&lt;br /&gt;
Workers return to the reserve (except those in the Granary). All baked bread on the player board moves one space right on the staleness track.&lt;br /&gt;
&lt;br /&gt;
=== 3. Night-time ===&lt;br /&gt;
In reverse turn order, players may take one optional additional action with a single worker.&lt;br /&gt;
&lt;br /&gt;
=== 4. Dawn ===&lt;br /&gt;
The round is reset for the next day. Workers in the Granary return with flour tokens.&lt;br /&gt;
&lt;br /&gt;
== Game End &amp;amp; Scoring ==&lt;br /&gt;
Final scoring occurs after the 5th day:&lt;br /&gt;
* Current position on the Prestige (Victory Points) track.&lt;br /&gt;
* Bonuses or penalties from the Reputation tracks.&lt;br /&gt;
* Points for sets of different Villager cards.&lt;br /&gt;
* Penalties for any remaining Penance tokens.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnorkeling&amp;diff=29226</id>
		<title>Gamehelpsnorkeling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnorkeling&amp;diff=29226"/>
		<updated>2026-03-31T21:05:24Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
&lt;br /&gt;
As snorkelers, you explore the colorful underworld of the ocean and swim among coral, turtles, and lanternfish. You try to stay underwater as long as possible while your fellow players do everything they can to drive you back to the surface. By skillfully playing cards onto the central pile or the piles of your opponents, you collect points and control your ascent.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
The goal is to collect victory points by skillfully playing cards. The first player to reach &#039;&#039;&#039;12&#039;&#039;&#039; or more points wins the game.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* Each player receives one &#039;&#039;&#039;Lanternfish&#039;&#039;&#039; (value &#039;&#039;&#039;5&#039;&#039;&#039;) and places it face up in front of them.&lt;br /&gt;
* All players receive &#039;&#039;&#039;5&#039;&#039;&#039; hand cards from the shuffled deck.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
On your turn, you have two options:&lt;br /&gt;
&lt;br /&gt;
=== 1. Play Cards ===&lt;br /&gt;
&lt;br /&gt;
To play one or more cards from your hand onto the central pile, you can:&lt;br /&gt;
* &#039;&#039;&#039;Play a higher card&#039;&#039;&#039;: Play a card with a value &#039;&#039;&#039;exactly 1 higher&#039;&#039;&#039; than the top card in the center. A &#039;&#039;&#039;Beach&#039;&#039;&#039; with value &#039;&#039;&#039;0&#039;&#039;&#039; follows a &#039;&#039;&#039;Ray&#039;&#039;&#039; with value &#039;&#039;&#039;4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Play cards of the same color&#039;&#039;&#039;: Play one or more cards of the identical color as the top card in the center.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additionally (Opponent&#039;s pile):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you have played cards in the center, you may then place &#039;&#039;&#039;exactly 1&#039;&#039;&#039; card onto the pile of any opponent. This is only allowed if the value of your card is &#039;&#039;&#039;exactly 1 lower&#039;&#039;&#039; than the card currently on top of that pile (color does not matter).&lt;br /&gt;
&lt;br /&gt;
=== 2. Pass ===&lt;br /&gt;
&lt;br /&gt;
No cards are played to the center.&lt;br /&gt;
&lt;br /&gt;
== End of Turn ==&lt;br /&gt;
&lt;br /&gt;
* Draw &#039;&#039;&#039;1&#039;&#039;&#039; card from the deck into your hand.&lt;br /&gt;
* If you have played all your hand cards, you may take the top card of your own pile back into your hand.&lt;br /&gt;
* &#039;&#039;&#039;Exception&#039;&#039;&#039;: If this card is the &#039;&#039;&#039;Lanternfish&#039;&#039;&#039; (value &#039;&#039;&#039;5&#039;&#039;&#039;), it remains in place and you draw an additional card from the deck instead.&lt;br /&gt;
* At the end of the turn, every player must have at least &#039;&#039;&#039;2&#039;&#039;&#039; cards for the next round.&lt;br /&gt;
&lt;br /&gt;
== End of Round &amp;amp; Scoring ==&lt;br /&gt;
&lt;br /&gt;
A round ends immediately when a player receives a card with the value &#039;&#039;&#039;0&#039;&#039;&#039; (&#039;&#039;&#039;Beach&#039;&#039;&#039;) on their pile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring:&#039;&#039;&#039;&lt;br /&gt;
* Each player scores points equal to the value of the card currently on top of their personal pile.&lt;br /&gt;
* Points are added up over several rounds.&lt;br /&gt;
* The first player to reach &#039;&#039;&#039;12 or more points&#039;&#039;&#039; wins the game. In the event of a tie, an additional round is played.&lt;br /&gt;
&lt;br /&gt;
== Expert Variant ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;Expert Diving&#039;&#039; variant, the following additional rules apply:&lt;br /&gt;
* Players may combine both placement rules and play any number of cards during their turn.&lt;br /&gt;
* Multiple cards may be played into the center one after another, provided each is &#039;&#039;&#039;exactly 1&#039;&#039;&#039; value higher than the previous card.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpriverrats&amp;diff=29225</id>
		<title>Gamehelpriverrats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpriverrats&amp;diff=29225"/>
		<updated>2026-03-31T20:35:56Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In the seedy backrooms, we play as cunning card sharks against wealthy &#039;&#039;&#039;River Rats&#039;&#039;&#039;. We must strategically play our cards to craft stronger poker combinations than our furry opponents to drive them into financial ruin. Through a combination of limited communication, card actions, and unique special abilities, we collectively optimize a central hand.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
Players win together when both River Rats have accumulated &#039;&#039;&#039;5 Debt&#039;&#039;&#039; each. The game is lost if the players collectively accumulate a total of &#039;&#039;&#039;5 Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Round Setup ===&lt;br /&gt;
Each round begins with the active &#039;&#039;&#039;River Rat&#039;&#039;&#039; receiving &#039;&#039;&#039;5&#039;&#039;&#039; face-up and &#039;&#039;&#039;2&#039;&#039;&#039; face-down cards. Additionally, one card is revealed as the &#039;&#039;Joker&#039;s Prediction&#039;&#039;, which determines the round&#039;s ante and forms the first card of the &#039;&#039;&#039;Debt pile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game takes place over several rounds in which players take turns until the &#039;&#039;&#039;Collective Hand&#039;&#039;&#039; consists of &#039;&#039;&#039;5&#039;&#039;&#039; cards.&lt;br /&gt;
&lt;br /&gt;
=== The Player Turn ===&lt;br /&gt;
On their turn, a player chooses one of the following main actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Draw &amp;amp; Play&#039;&#039;&#039;:&lt;br /&gt;
# &#039;&#039;&#039;Draw&#039;&#039;&#039;: Refill hand to &#039;&#039;&#039;3&#039;&#039;&#039; cards (from the draw deck or the &#039;&#039;&#039;Market&#039;&#039;&#039;).&lt;br /&gt;
# &#039;&#039;&#039;Play&#039;&#039;&#039;: Place one card face-up in the center of the table into the &#039;&#039;&#039;Collective Hand&#039;&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Choose Action&#039;&#039;&#039;: The player either performs the &#039;&#039;&#039;Suit Action&#039;&#039;&#039; of the card or uses their &#039;&#039;&#039;Character Ability&#039;&#039;&#039; (if the suit matches their Ace).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Use Joker&#039;&#039;&#039;: Place an available &#039;&#039;&#039;Joker&#039;&#039;&#039; into the &#039;&#039;&#039;Collective Hand&#039;&#039;&#039; (max. &#039;&#039;&#039;1&#039;&#039;&#039; per round).&lt;br /&gt;
&lt;br /&gt;
=== Suit Actions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Symbol !! Action !! Character Ability&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;♣ (Clubs)&#039;&#039;&#039; || Place one card from your hand face-up into the &#039;&#039;&#039;Market&#039;&#039;&#039; (max. &#039;&#039;&#039;6&#039;&#039;&#039; cards). || Place up to &#039;&#039;&#039;2&#039;&#039;&#039; cards from your hand face-up into the &#039;&#039;&#039;Market&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;♦ (Diamonds)&#039;&#039;&#039; || Swap a card from your hand with a card in the &#039;&#039;&#039;Collective Hand&#039;&#039;&#039;. || Swap a card from the &#039;&#039;&#039;Market&#039;&#039;&#039; with one in the &#039;&#039;&#039;Collective Hand&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;♥ (Hearts)&#039;&#039;&#039; || Increase &#039;&#039;&#039;Debt&#039;&#039;&#039; by placing the top card of the draw deck face-down onto the &#039;&#039;&#039;Debt pile&#039;&#039;&#039;. || Reveal one of the &#039;&#039;&#039;River Rat&#039;s&#039;&#039;&#039; face-down cards; then decide whether to increase the &#039;&#039;&#039;Debt&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;♠ (Spades)&#039;&#039;&#039; || Discard a card from your hand or the &#039;&#039;&#039;Market&#039;&#039;&#039;. || Discard any number of cards from your hand or the &#039;&#039;&#039;Market&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hand Resolution ==&lt;br /&gt;
Once there are &#039;&#039;&#039;5&#039;&#039;&#039; cards in the &#039;&#039;&#039;Collective Hand&#039;&#039;&#039;:&lt;br /&gt;
1. &#039;&#039;&#039;Joker Check&#039;&#039;&#039;: If the hand meets the condition of the prediction card, the players receive a &#039;&#039;&#039;Joker&#039;&#039;&#039; (wildcard) for later use.&lt;br /&gt;
2. &#039;&#039;&#039;Showdown&#039;&#039;&#039;: The Rat forms the best 5-card poker hand from its 7 cards (5 face-up, 2 face-down). The players use the 5 cards from the center of the table.&lt;br /&gt;
3. &#039;&#039;&#039;Outcome&#039;&#039;&#039;: The stronger hand wins. In the event of a tie, the Rat wins. The round&#039;s Debt (the pile) is given to the loser.&lt;br /&gt;
&lt;br /&gt;
== Important Rules ==&lt;br /&gt;
* &#039;&#039;&#039;Communication&#039;&#039;&#039;: Hand cards may not be shown and exact values may not be mentioned.&lt;br /&gt;
* &#039;&#039;&#039;Joker&#039;&#039;&#039;: An earned Joker can be played instead of a card into the collective hand and counts as any value/suit.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnorkeling&amp;diff=29224</id>
		<title>Gamehelpsnorkeling</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsnorkeling&amp;diff=29224"/>
		<updated>2026-03-31T20:07:07Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpriverrats&amp;diff=29223</id>
		<title>Gamehelpriverrats</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpriverrats&amp;diff=29223"/>
		<updated>2026-03-31T20:06:14Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29214</id>
		<title>Gamehelpdnup</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdnup&amp;diff=29214"/>
		<updated>2026-03-31T04:12:03Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Game Overview == dnup is a dynamic card game where card values constantly change by flipping them. Players attempt to be the first or second person to discard all hand cards to collect points. The game ends as soon as a player reaches a total of &amp;#039;&amp;#039;&amp;#039;4&amp;#039;&amp;#039;&amp;#039; points. Interaction and tactical rotations define the fast-paced gameplay.  == Setup == At the start, each person receives 6 cards (for 2 or 3 players: 7 cards). Each card has different values from &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; to &amp;#039;&amp;#039;&amp;#039;10&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
dnup is a dynamic card game where card values constantly change by flipping them. Players attempt to be the first or second person to discard all hand cards to collect points. The game ends as soon as a player reaches a total of &#039;&#039;&#039;4&#039;&#039;&#039; points. Interaction and tactical rotations define the fast-paced gameplay.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
At the start, each person receives 6 cards (for 2 or 3 players: 7 cards). Each card has different values from &#039;&#039;&#039;1&#039;&#039;&#039; to &#039;&#039;&#039;10&#039;&#039;&#039; at the top and bottom. The orientation of cards in your hand may not be changed at will during the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A turn always consists of two consecutive phases:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Phase: Discarding cards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your own cards from the previous round are still on the table in front of you, move them to the general discard pile in the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Phase: Choosing an action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must perform exactly one of the following four actions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Action A: Playing cards&#039;&#039;&#039;&lt;br /&gt;
Play a set (one or more cards of the same value) in front of you. Important: Your set must beat &#039;&#039;&#039;all&#039;&#039;&#039; other sets currently on the table. &lt;br /&gt;
* &#039;&#039;&#039;Action B: Adding a card&#039;&#039;&#039;&lt;br /&gt;
You can add a matching card from your hand to another player&#039;s set to increase its size. The new combined set must now beat a &#039;&#039;&#039;third&#039;&#039;&#039; set on the table.&lt;br /&gt;
* &#039;&#039;&#039;Action C: Taking cards&#039;&#039;&#039;&lt;br /&gt;
Take an entire set from another player. Rotate these cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039; and add them to your hand. This action is only allowed if it does not exceed your hand limit.&lt;br /&gt;
* &#039;&#039;&#039;Action D: Rotating hand&#039;&#039;&#039;&lt;br /&gt;
Rotate your entire hand of cards by &#039;&#039;&#039;180 degrees&#039;&#039;&#039;. This changes the values of all your cards simultaneously. Your turn ends immediately after this action.&lt;br /&gt;
&lt;br /&gt;
== Beating Sets ==&lt;br /&gt;
A set is stronger than another if:&lt;br /&gt;
* It consists of &#039;&#039;&#039;more cards&#039;&#039;&#039; (Example: Two 2s beat one 10).&lt;br /&gt;
* It has a &#039;&#039;&#039;higher numerical value&#039;&#039;&#039; if the number of cards is equal (Example: One 9 beats one 4).&lt;br /&gt;
&lt;br /&gt;
As soon as a set is beaten, the affected player must &#039;&#039;&#039;immediately&#039;&#039;&#039; take those cards from the table, rotate them &#039;&#039;&#039;180 degrees&#039;&#039;&#039;, and add them back to their hand.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
* &#039;&#039;&#039;Hand limit:&#039;&#039;&#039;&lt;br /&gt;
You may never have more than &#039;&#039;&#039;10 cards&#039;&#039;&#039; in your hand. Actions that would cause you to exceed this limit are not permitted.&lt;br /&gt;
* &#039;&#039;&#039;The &amp;quot;dnup&amp;quot; announcement:&#039;&#039;&#039;&lt;br /&gt;
As soon as you have only &#039;&#039;&#039;1 card&#039;&#039;&#039; left in your hand, you must shout &#039;&#039;&#039;&amp;quot;dnup&amp;quot;&#039;&#039;&#039;. If you forget to do so before the next player begins their turn, you must draw &#039;&#039;&#039;2 penalty cards&#039;&#039;&#039; and rotate them &#039;&#039;&#039;180 degrees&#039;&#039;&#039; immediately.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
A round ends when two players have emptied their hands.&lt;br /&gt;
* The first person receives &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
* The second person receives &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
The first player to reach &#039;&#039;&#039;4&#039;&#039;&#039; points wins the game.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwispwood&amp;diff=29198</id>
		<title>Gamehelpwispwood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwispwood&amp;diff=29198"/>
		<updated>2026-03-29T13:04:15Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wispwood ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Wispwood&#039;&#039;&#039;, players grow a magical forest by placing Wisps and Tree tiles into an expanding grid (4x4 to 6x6). The goal is to strategically arrange tiles to satisfy the conditions of active goal cards.&lt;br /&gt;
&lt;br /&gt;
=== Goal ===&lt;br /&gt;
Collect the most victory points over three rounds. Points are awarded for:&lt;br /&gt;
* The five active &#039;&#039;&#039;Goal Cards&#039;&#039;&#039; (four for different Wisp types, one for Trees).&lt;br /&gt;
* A bonus for a completely filled grid at the end of a round.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The game is played over three rounds. In each round, the size of your personal forest grid increases:&lt;br /&gt;
* &#039;&#039;&#039;Round 1:&#039;&#039;&#039; 4x4 grid&lt;br /&gt;
* &#039;&#039;&#039;Round 2:&#039;&#039;&#039; 5x5 grid&lt;br /&gt;
* &#039;&#039;&#039;Round 3:&#039;&#039;&#039; 6x6 grid&lt;br /&gt;
&lt;br /&gt;
On your turn, you must choose one of two actions:&lt;br /&gt;
&lt;br /&gt;
==== A) Normal Turn ====&lt;br /&gt;
1. &#039;&#039;&#039;Choose a Wisp:&#039;&#039;&#039; Take one of the eight Wisp tiles from the pond in the center of the table.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Choose a Shape:&#039;&#039;&#039; Select one of the two shapes shown on the pond&#039;s edge directly next to the chosen Wisp.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Take Tiles:&#039;&#039;&#039; Take the Wisp and the number of Tree tiles required for that specific shape.&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Place:&#039;&#039;&#039; Place the shape in your forest. It must be adjacent (horizontally or vertically) to already placed tiles and fit within the current grid limit.&lt;br /&gt;
&lt;br /&gt;
==== B) Tree Turn ====&lt;br /&gt;
1. Take 1, 2, or 3 Tree tiles from the supply.&lt;br /&gt;
&lt;br /&gt;
2. Place them individually and adjacently in your forest.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Ready the Cat:&#039;&#039;&#039; If your cat is currently on its &amp;quot;hidden&amp;quot; side, flip it back to the &amp;quot;ready&amp;quot; side.&lt;br /&gt;
&lt;br /&gt;
=== The Cat &amp;amp; Special Abilities ===&lt;br /&gt;
Each player has a cat that starts on a Tree tile. If the cat is &amp;quot;ready,&amp;quot; it can be &amp;quot;hidden&amp;quot; (flipped over) to use one of two bonuses:&lt;br /&gt;
* &#039;&#039;&#039;Refresh Pond:&#039;&#039;&#039; Discard all eight Wisps from the pond and layout new ones.&lt;br /&gt;
* &#039;&#039;&#039;Free Shape Choice:&#039;&#039;&#039; Choose any Wisp, but use any of the eight shapes shown around the pond (instead of just the two adjacent ones).&lt;br /&gt;
&lt;br /&gt;
=== End of Round &amp;amp; Preparation ===&lt;br /&gt;
As soon as one player completely fills their grid, the end of the round is triggered. All other players take one final turn so that everyone has had an equal number of turns.&lt;br /&gt;
Intermediate scoring of the goal cards then takes place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparing for the next round:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1. All &#039;&#039;&#039;Tree tiles&#039;&#039;&#039; are removed (except for the single tile the cat is standing on).&lt;br /&gt;
&lt;br /&gt;
2. All &#039;&#039;&#039;Wisp tiles&#039;&#039;&#039; remain in your forest.&lt;br /&gt;
&lt;br /&gt;
3. You may move the cat to any other Tree tile in your forest.&lt;br /&gt;
&lt;br /&gt;
4. The grid size increases for the next round.&lt;br /&gt;
&lt;br /&gt;
=== Important Rules ===&lt;br /&gt;
* &#039;&#039;&#039;Wisps vs. Trees:&#039;&#039;&#039; Trees never count as Wisps for scoring purposes.&lt;br /&gt;
* &#039;&#039;&#039;The Cat&#039;s Space:&#039;&#039;&#039; The tile underneath the cat does not count as a Tree or a Wisp for goal cards.&lt;br /&gt;
* &#039;&#039;&#039;Hats (Purple):&#039;&#039;&#039; These Wisps often have special rules related to the cat&#039;s position.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwana&amp;diff=29187</id>
		<title>Gamehelpwana</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwana&amp;diff=29187"/>
		<updated>2026-03-28T09:00:35Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
Wana is an abstract strategy game where two players maneuver their units across a network of lines. Through tactical positioning, the goal is to eliminate the movement options of the opponent&#039;s marbles. Victory is achieved by completely blocking an enemy piece.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player has &#039;&#039;&#039;8 marbles&#039;&#039;&#039; of their color. These are placed on the &#039;&#039;&#039;divots at the intersections&#039;&#039;&#039; between the lines.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Players alternate taking turns. On your turn, you &#039;&#039;&#039;must&#039;&#039;&#039; move one of your marbles.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
* A marble can move as far as you want along the line it is currently on.&lt;br /&gt;
* The marble must move without making any turns.&lt;br /&gt;
* A marble cannot move through or onto the same space as another marble.&lt;br /&gt;
* A marble that travels off the board will reappear and continue traveling from the opposite side of the same line.&lt;br /&gt;
&lt;br /&gt;
== End of Game &amp;amp; Winning Condition ==&lt;br /&gt;
* The objective is to trap an opponent&#039;s marble by surrounding it with any combination of own or opponent marbles.&lt;br /&gt;
* A marble is considered trapped if it cannot be moved at the beginning of its owner&#039;s turn.&lt;br /&gt;
* If you have a marble that cannot be moved at the beginning of your turn, you lose the game.&lt;br /&gt;
* The first player to successfully trap an opponent&#039;s marble wins the game.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphegemony&amp;diff=29181</id>
		<title>Gamehelphegemony</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphegemony&amp;diff=29181"/>
		<updated>2026-03-27T10:55:47Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Action Phase ==&lt;br /&gt;
During the action phase, players take actions in turn, in increasing status order (Working Class, Middle Class, Capitalist Class, State).&lt;br /&gt;
&lt;br /&gt;
Every time it’s your turn, you must play a card. For your &#039;&#039;&#039;Main Action&#039;&#039;&#039;, you may take either the action on the card or a &#039;&#039;&#039;Basic Action&#039;&#039;&#039; of your choice as listed in the next section. If you cannot take the action on the card, you may still use the card for a Basic Action.&lt;br /&gt;
&lt;br /&gt;
As well as the basic action, you may take a single &#039;&#039;&#039;Free Action&#039;&#039;&#039; in your turn. This can be before or after your Main Action, but it cannot be in the middle.&lt;br /&gt;
&lt;br /&gt;
You cannot pass. There should be no reason to, as basic actions such as Apply Political Pressure are always of benefit to you.&lt;br /&gt;
&lt;br /&gt;
The action phase continues until each player has taken 5 actions. This should mean they have 2 cards remaining in their hand.&lt;br /&gt;
The table below summarises the basic and free actions available to each class.&lt;br /&gt;
&lt;br /&gt;
== Working Class ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Propose a Bill:&#039;&#039;&#039; You take one Bill marker and place it on a desired, adjacent policy section where do not already have a marker. You may also spend 1 Influence to call an Immediate Vote for the proposed Bill.&lt;br /&gt;
# &#039;&#039;&#039;Apply Political Pressure:&#039;&#039;&#039; You may add 3 voting cubes to the Bag.&lt;br /&gt;
# &#039;&#039;&#039;Assign Workers:&#039;&#039;&#039; You can choose up to 3 of your non-committed Workers from anywhere on the board, place them in available Companies, and commit them.&lt;br /&gt;
# &#039;&#039;&#039;Buy Resources (Goods &amp;amp; Services):&#039;&#039;&#039; You can choose a single good or service and buy from up to two sources as many tokens as your current population per source.&lt;br /&gt;
# &#039;&#039;&#039;Strike:&#039;&#039;&#039; You can place a Strike token on up to two Companies, which prevents them from producing.&lt;br /&gt;
# &#039;&#039;&#039;Demonstration:&#039;&#039;&#039; You can place a Demonstration token in the Unemployed Workers area if the number of unemployed workers is at least 2 higher than available Working Class worker slots.&lt;br /&gt;
&lt;br /&gt;
=== Free Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Pay Off Loan:&#039;&#039;&#039; You can spend 50 Vardis (50 money) to discard a Loan.&lt;br /&gt;
# &#039;&#039;&#039;Claim Benefits:&#039;&#039;&#039; You can receive the benefits that the State has placed in the appropriate State Benefits boxes.&lt;br /&gt;
# &#039;&#039;&#039;Swap Workers:&#039;&#039;&#039; You may swap any number of a skilled worker with an unskilled worker without affecting their commitment in Companies.&lt;br /&gt;
# Spend &#039;&#039;&#039;Healthcare&#039;&#039;&#039; equal to population, to gain 1 Prosperity, gain VP according to prosperity track slot and extra 2VP, then received an unskilled worker in the Unemployed Worker area.&lt;br /&gt;
# Spend &#039;&#039;&#039;Education&#039;&#039;&#039; equal to population, to gain 1 Prosperity, gain VP according to prosperity track slot, then Upgrade one of your unskilled workers anywhere on the board to a skilled one. You may change the color of a skilled worker instead.&lt;br /&gt;
# Spend &#039;&#039;&#039;Luxury&#039;&#039;&#039; equal to population, to gain 1 Prosperity, gain VP according to prosperity track slot.&lt;br /&gt;
&lt;br /&gt;
== Middle Class ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Propose a Bill:&#039;&#039;&#039; (As above).&lt;br /&gt;
# &#039;&#039;&#039;Apply Political Pressure:&#039;&#039;&#039; You may add 3 voting cubes to the Bag.&lt;br /&gt;
# &#039;&#039;&#039;Assign Workers:&#039;&#039;&#039; You can choose up to 3 of your non-committed Workers from anywhere on the board, place them in available Companies, and commit them.&lt;br /&gt;
# &#039;&#039;&#039;Buy Resources (Goods &amp;amp; Services):&#039;&#039;&#039; You can choose a single good or service and buy tokens up to your current population, and you also have the ability to buy for free from yourself by transferring goods from Storages to Goods &amp;amp; Services.&lt;br /&gt;
# &#039;&#039;&#039;Build Company:&#039;&#039;&#039; You can pay for a Company from the Market, which you MUST have all the required non-committed MC workers from anywhere on the board. WC-employees need not be available. Set wages within Policy 2, assign and commit MC workers. If available, you may also assign and commit WC worker.&lt;br /&gt;
# &#039;&#039;&#039;Sell Company:&#039;&#039;&#039; You can discard one of your Companies that currently has no committed Workers to gain revenue equal to the Company&#039;s cost.&lt;br /&gt;
# &#039;&#039;&#039;Export Resources (Sell to Foreign Market):&#039;&#039;&#039; You can perform any or all available transactions for either Food or Luxury a maximum of one time. Only allowed to sell from Storages. Gain 1 VP for every transaction.&lt;br /&gt;
# &#039;&#039;&#039;Extra Shift:&#039;&#039;&#039; You can choose a Company with non-committed Middle Class workers, commit them, and produce goods.&lt;br /&gt;
&lt;br /&gt;
=== Free Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Pay Off Loan:&#039;&#039;&#039; You can spend 50 Vardis (50 money) to discard a Loan.&lt;br /&gt;
# &#039;&#039;&#039;Adjust Prices:&#039;&#039;&#039; You can change the prices of goods on your player board.&lt;br /&gt;
# &#039;&#039;&#039;Adjust Wages:&#039;&#039;&#039; You can adjust the wages in any of your Companies abiding by Policy 2, though raising wages commits workers and you cannot lower wages of already committed workers.&lt;br /&gt;
# &#039;&#039;&#039;Claim Benefits:&#039;&#039;&#039; (As above).&lt;br /&gt;
# &#039;&#039;&#039;Swap Workers:&#039;&#039;&#039; (As above).&lt;br /&gt;
# Spend &#039;&#039;&#039;Healthcare&#039;&#039;&#039; equal to population, to gain 1 Prosperity, gain VP according to prosperity track slot and extra 2VP, then received an unskilled worker in the Unemployed Worker area.&lt;br /&gt;
# Spend &#039;&#039;&#039;Education&#039;&#039;&#039; equal to population, to gain 1 Prosperity, gain VP according to prosperity track slot, then Upgrade one of your unskilled workers anywhere on the board to a skilled one. You may change the color of a skilled worker instead.&lt;br /&gt;
# Spend &#039;&#039;&#039;Luxury&#039;&#039;&#039; equal to population, to gain 1 Prosperity, gain VP according to prosperity track slot.&lt;br /&gt;
&lt;br /&gt;
== Capitalist Class ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Propose a Bill:&#039;&#039;&#039; (As above).&lt;br /&gt;
# &#039;&#039;&#039;Apply Political Pressure:&#039;&#039;&#039; You may add 3 voting cubes to the Bag.&lt;br /&gt;
# &#039;&#039;&#039;Build Company:&#039;&#039;&#039; Choose and pay for a Company from the Market. Place Company on the board and set wages within Policy 2. If available, you may commit and assign Workers from the Unemployed Workers area to fully staff company.&lt;br /&gt;
# &#039;&#039;&#039;Sell Company:&#039;&#039;&#039; You can discard one of your Companies that currently has no committed Workers to gain revenue equal to the Company&#039;s cost.&lt;br /&gt;
# &#039;&#039;&#039;Export Resources (Sell to Foreign Market):&#039;&#039;&#039; You can perform any or all available transactions a maximum of one time.&lt;br /&gt;
# &#039;&#039;&#039;Lobbying:&#039;&#039;&#039; You can spend 30 Vardis (30 money) from your Capital to gain 3 Influence.&lt;br /&gt;
# &#039;&#039;&#039;Business Deal:&#039;&#039;&#039; You can choose one of the Business Deals, pay the cost, and receive the goods in either your Storages (paying tax according to Policy 6) or the Free Trade Zone (no tax needed to pay).&lt;br /&gt;
&lt;br /&gt;
=== Free Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Pay Off Loan:&#039;&#039;&#039; You can spend 50 Vardis (50 money) to discard a Loan.&lt;br /&gt;
# &#039;&#039;&#039;Adjust Prices:&#039;&#039;&#039; You can change the prices of goods on your player board.&lt;br /&gt;
# &#039;&#039;&#039;Adjust Wages:&#039;&#039;&#039; You can adjust the wages in any of your Companies abiding by Policy 2.&lt;br /&gt;
# &#039;&#039;&#039;Buy Storage:&#039;&#039;&#039; You can pay 20 for an extra Storage and dedicate it to a single resource.&lt;br /&gt;
# &#039;&#039;&#039;Pay Bonus:&#039;&#039;&#039; You can choose one of your operational Companies, pay 5 Vardis (5 Money) to the workers, and commit those workers.&lt;br /&gt;
&lt;br /&gt;
== State ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Propose a Bill:&#039;&#039;&#039; (As above).&lt;br /&gt;
# &#039;&#039;&#039;Export Resources (Sell to Foreign Market):&#039;&#039;&#039; You are only allowed to sell either Food or Luxury Goods in State player board, perform any or all available transactions at a maximum of one time.&lt;br /&gt;
# &#039;&#039;&#039;Event Action:&#039;&#039;&#039; You can perform the specific task outlined on an Event Card.&lt;br /&gt;
#* [Tips: &#039;&#039;&#039;PROVIDE&#039;&#039;&#039;: use what you have or buy the required resource(s) and put it in the appropriate State Benefits boxes; &#039;&#039;&#039;SPEND&#039;&#039;&#039;: spend from what you have to Supply].&lt;br /&gt;
# &#039;&#039;&#039;Meet with MPs:&#039;&#039;&#039; You give 2 Personal Influence (in State Player Board) to a player and move their corresponding Legitimacy marker one space forward.&lt;br /&gt;
# &#039;&#039;&#039;Extra Tax:&#039;&#039;&#039; You get 10 Vardis from each player, then get -1 Legitimacy to the two classes with the lowest Legitimacy score (choose if tied). Players need to take Loan if unable to pay.&lt;br /&gt;
# &#039;&#039;&#039;Campaign:&#039;&#039;&#039; You can convert up to 3 Media Influence (Main Board) into Personal Influence (State Player Board).&lt;br /&gt;
&lt;br /&gt;
=== Free Actions ===&lt;br /&gt;
# &#039;&#039;&#039;Pay Off Loan:&#039;&#039;&#039; (As above).&lt;br /&gt;
# &#039;&#039;&#039;Adjust Wages:&#039;&#039;&#039; You can adjust the wages in any of your Companies, abiding by Policy 2.&lt;br /&gt;
&lt;br /&gt;
[Passive Benefit: You automatically receive 1 VP whenever another player uses the Claim/Receive Benefits action.]&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquatrix&amp;diff=29180</id>
		<title>Gamehelpquatrix</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquatrix&amp;diff=29180"/>
		<updated>2026-03-27T01:27:05Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
Quatrix combines line-building strategy with a forcing mechanic. Every move not only changes the board but also restricts the opponent&#039;s freedom of action.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game (Instant Win) ==&lt;br /&gt;
You win the game immediately if, at the end of any sub-step (placing or shifting):&lt;br /&gt;
# You form a continuous &#039;&#039;&#039;line of 4&#039;&#039;&#039; of your color (horizontal, vertical, diagonal).&lt;br /&gt;
# You occupy &#039;&#039;&#039;4 squares of the same color&#039;&#039;&#039; (e.g., 4x Blue) with your pieces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A turn consists of two steps:&lt;br /&gt;
&lt;br /&gt;
=== 1. Placement &amp;amp; Controlling the Opponent ===&lt;br /&gt;
Place a piece on an empty cell. The symbol on your piece dictates the opponent&#039;s mandatory next move:&lt;br /&gt;
* &#039;&#039;&#039;X Symbol:&#039;&#039;&#039; The opponent must place their next piece on a cell in a &#039;&#039;&#039;diagonal&#039;&#039;&#039; line from your piece.&lt;br /&gt;
* &#039;&#039;&#039;Square Symbol (□):&#039;&#039;&#039; The opponent must place their next piece on a cell in an &#039;&#039;&#039;orthogonal&#039;&#039;&#039; line (horizontal/vertical).&lt;br /&gt;
* &#039;&#039;&#039;Free Choice:&#039;&#039;&#039; If all cells in the required directions are occupied, the opponent may place their piece &#039;&#039;&#039;anywhere&#039;&#039;&#039; on an empty cell.&lt;br /&gt;
&lt;br /&gt;
=== 2. Shifting a Row (Optional) ===&lt;br /&gt;
You may shift any row or column by exactly one space.&lt;br /&gt;
* &#039;&#039;&#039;Symmetry Rule:&#039;&#039;&#039; You cannot immediately reverse the shift made by the previous player (no back-and-forth sliding of the same row).&lt;br /&gt;
* Pieces pushed off the edge return to their respective owner&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
== Important Additional Details ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Situation !! Rule&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Simultaneous Win&#039;&#039;&#039; || If a shift causes both players to meet a winning condition at the same time, the &#039;&#039;&#039;active player&#039;&#039;&#039; (the one who shifted) wins.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Order of Operations&#039;&#039;&#039; || Place first, then shift. If a winning condition is met after placing, the game ends immediately before the shift happens.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stalemate&#039;&#039;&#039; || If the board is full and no one has met a winning condition, the player with the most pieces on the board wins.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pro Tip ==&lt;br /&gt;
Use shifting not just to complete your lines, but primarily to &amp;quot;push&amp;quot; your opponent out of the colored squares they need for their color-quartet!&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemain&amp;diff=29179</id>
		<title>Gamehelppandemain</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppandemain&amp;diff=29179"/>
		<updated>2026-03-27T01:18:37Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Game Overview == In Pandemain, we run medieval bakeries. Success depends on an efficient production chain: buying raw materials, refining them (flour/dough), baking, and selling for profit, all while keeping the Inquisition satisfied.  == Core Concept: Resources &amp;amp; Quality == There are three types of grain that determine the bread&amp;#039;s value: * &amp;#039;&amp;#039;&amp;#039;Rye (Brown):&amp;#039;&amp;#039;&amp;#039; Cheap, provides low prestige. * &amp;#039;&amp;#039;&amp;#039;Wheat (Yellow):&amp;#039;&amp;#039;&amp;#039; Mid-tier, solid income. * &amp;#039;&amp;#039;&amp;#039;Spelt (White):&amp;#039;&amp;#039;&amp;#039; Expensive...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In Pandemain, we run medieval bakeries. Success depends on an efficient production chain: buying raw materials, refining them (flour/dough), baking, and selling for profit, all while keeping the Inquisition satisfied.&lt;br /&gt;
&lt;br /&gt;
== Core Concept: Resources &amp;amp; Quality ==&lt;br /&gt;
There are three types of grain that determine the bread&#039;s value:&lt;br /&gt;
* &#039;&#039;&#039;Rye (Brown):&#039;&#039;&#039; Cheap, provides low prestige.&lt;br /&gt;
* &#039;&#039;&#039;Wheat (Yellow):&#039;&#039;&#039; Mid-tier, solid income.&lt;br /&gt;
* &#039;&#039;&#039;Spelt (White):&#039;&#039;&#039; Expensive, provides the highest glory.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; You must have flour of the specific quality to bake the corresponding bread. Mixing flour qualities is not allowed!&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A day (round) consists of four phases:&lt;br /&gt;
&lt;br /&gt;
=== 1. Preparation Phase ===&lt;br /&gt;
* Draw an Event card (often modifies prices or action costs).&lt;br /&gt;
* Replenish the market with grain and artisan cards (Day Laborers).&lt;br /&gt;
&lt;br /&gt;
=== 2. Action Phase (Worker Placement) ===&lt;br /&gt;
Players take turns placing their apprentices (workers) at various locations:&lt;br /&gt;
* &#039;&#039;&#039;Marketplace:&#039;&#039;&#039; Buy grain. Prices often rise as more players purchase from the same spot.&lt;br /&gt;
* &#039;&#039;&#039;Mill:&#039;&#039;&#039; Exchange grain tiles for flour tiles of the matching type.&lt;br /&gt;
* &#039;&#039;&#039;Bakery:&#039;&#039;&#039; Process flour into dough. This is a prerequisite for using the oven.&lt;br /&gt;
* &#039;&#039;&#039;Communal Oven:&#039;&#039;&#039; Bake bread. Costs &#039;&#039;&#039;1 Wood&#039;&#039;&#039; (regardless of the amount of bread baked).&lt;br /&gt;
* &#039;&#039;&#039;Church:&#039;&#039;&#039; Donate bread to increase religious influence (protection from the Inquisition).&lt;br /&gt;
&lt;br /&gt;
=== 3. Selling Phase ===&lt;br /&gt;
* &#039;&#039;&#039;Districts:&#039;&#039;&#039; Sell bread for Victory Points (Prestige) or Money (Silver).&lt;br /&gt;
* &#039;&#039;&#039;Contracts:&#039;&#039;&#039; Fulfill public contracts for bonus prestige and immediate rewards.&lt;br /&gt;
&lt;br /&gt;
=== 4. Maintenance Phase (Evening) ===&lt;br /&gt;
* &#039;&#039;&#039;Wages:&#039;&#039;&#039; Pay Silver for each worker used. Failure to pay results in a heavy loss of Prestige.&lt;br /&gt;
* &#039;&#039;&#039;Spoilage:&#039;&#039;&#039; Dough (unbaked) must be discarded. Flour and grain do not spoil.&lt;br /&gt;
&lt;br /&gt;
== Strategic Nuances ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element !! Effect &amp;amp; Tip&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inquisition&#039;&#039;&#039; || Occurs on specific days. The player with the lowest Church influence suffers heavy penalties in Prestige or resources.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Master Token&#039;&#039;&#039; || The first player to reach a certain prestige threshold becomes a &amp;quot;Master,&amp;quot; gaining permanent discounts or bonuses during baking.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Day Laborers&#039;&#039;&#039; || Cards providing one-time bonuses (e.g., free wood) or permanent perks (e.g., lower wages). Essential for winning.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game End &amp;amp; Scoring ==&lt;br /&gt;
After the final day (usually 5 or 6), final scoring takes place:&lt;br /&gt;
* Current position on the Prestige track.&lt;br /&gt;
* Points for fulfilled long-term objectives (contracts).&lt;br /&gt;
* &#039;&#039;&#039;Conversion:&#039;&#039;&#039; Every &#039;&#039;&#039;5 Silver&#039;&#039;&#039; or &#039;&#039;&#039;3 high-quality resources&#039;&#039;&#039; (Spelt/Wheat) grants &#039;&#039;&#039;1 additional point&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkumata&amp;diff=29178</id>
		<title>Gamehelpkumata</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkumata&amp;diff=29178"/>
		<updated>2026-03-27T01:09:28Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Game Overview == In Kumata, different animal clans compete for dominance in the jungle. By tactically stacking dominoes, players try to keep their clan symbols visible on the highest levels. It is a vertical tile-placement game where height translates directly into points.  == Goal of the Game == Score the most points through your visible clan symbols and your placed totem marker at the end of the game.  == Setup Details == * &amp;#039;&amp;#039;&amp;#039;3-4 Players:&amp;#039;&amp;#039;&amp;#039; Use 10 dominoes per cla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In Kumata, different animal clans compete for dominance in the jungle. By tactically stacking dominoes, players try to keep their clan symbols visible on the highest levels. It is a vertical tile-placement game where height translates directly into points.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
Score the most points through your visible clan symbols and your placed totem marker at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Setup Details ==&lt;br /&gt;
* &#039;&#039;&#039;3-4 Players:&#039;&#039;&#039; Use 10 dominoes per clan (Monkey, Snake, Toucan, or Tiger), split into two face-up stacks of 5.&lt;br /&gt;
* &#039;&#039;&#039;2 Players:&#039;&#039;&#039; Use the Hippo or Crocodile clans (15 dominoes each, three stacks of 5). Flip board tiles to the 2-player side.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, you must perform exactly &#039;&#039;&#039;one&#039;&#039;&#039; of these two actions:&lt;br /&gt;
&lt;br /&gt;
=== 1. Place a Domino (Stacking) ===&lt;br /&gt;
Take the top domino from one of your stacks and place it.&lt;br /&gt;
* &#039;&#039;&#039;Level 1:&#039;&#039;&#039; Must be placed on two empty board squares.&lt;br /&gt;
* &#039;&#039;&#039;Higher Levels (Stability Rule):&#039;&#039;&#039; A domino can &#039;&#039;&#039;never&#039;&#039;&#039; perfectly cover a single domino below it. It must always bridge across or touch at least two different dominoes/squares underneath.&lt;br /&gt;
* &#039;&#039;&#039;The Color Rule:&#039;&#039;&#039; At least one half of the new domino must be placed on a surface (board or domino) of the &#039;&#039;&#039;matching color/number&#039;&#039;&#039;. The other half can land on any color.&lt;br /&gt;
&lt;br /&gt;
=== 2. Place the Totem (Once per game) ===&lt;br /&gt;
Instead of placing a domino, place your totem on an empty half of one of &#039;&#039;&#039;your&#039;&#039;&#039; dominoes already on the board.&lt;br /&gt;
* &#039;&#039;&#039;Protection:&#039;&#039;&#039; A space with a totem can no longer be built over.&lt;br /&gt;
* &#039;&#039;&#039;Strategic Block:&#039;&#039;&#039; You may not place a totem solely to eliminate an opponent&#039;s only possible legal move.&lt;br /&gt;
&lt;br /&gt;
== Scoring Specifics ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element !! Points at Game End&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Visible Clan Symbols&#039;&#039;&#039; || Each half showing your animal: Level 1 = &#039;&#039;&#039;1 pt&#039;&#039;&#039;, Level 2 = &#039;&#039;&#039;2 pts&#039;&#039;&#039;, Level 3 = &#039;&#039;&#039;3 pts&#039;&#039;&#039;, etc.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Empty Halves&#039;&#039;&#039; || Domino halves without a symbol score &#039;&#039;&#039;0 points&#039;&#039;&#039;, regardless of their level.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Totem&#039;&#039;&#039; || Scores points equal to the level it sits on (e.g., Level 3 = &#039;&#039;&#039;3 pts&#039;&#039;&#039;). It does not count as an additional level for height.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penalty&#039;&#039;&#039; || If the totem is still in your reserve at the end, subtract &#039;&#039;&#039;1 point&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
The game ends immediately when the active player cannot make a legal move. No other players take further turns.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
* &#039;&#039;&#039;Maze Mode:&#039;&#039;&#039; Arrange the 9 board tiles freely (connected by at least one side) instead of a 3x3 grid.&lt;br /&gt;
* &#039;&#039;&#039;Alliance Mode (4 Players):&#039;&#039;&#039; Play 2 vs 2. Teammates sit opposite each other and combine their final scores.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspookytower&amp;diff=29177</id>
		<title>Gamehelpspookytower</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspookytower&amp;diff=29177"/>
		<updated>2026-03-27T01:03:52Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Game Overview == In Spooky Tower, we scramble to photograph ghosts haunting the clock tower. We use dice combinations to scout buildings, develop photos, and recover magical amulet pieces.  == Goal of the Game == The game ends immediately when a player fulfills one of these conditions: * Captures &amp;#039;&amp;#039;&amp;#039;5 ghosts&amp;#039;&amp;#039;&amp;#039; (ghost pets count as full ghosts). * Collects &amp;#039;&amp;#039;&amp;#039;3 amulet pieces&amp;#039;&amp;#039;&amp;#039; (victory via the protective amulet).  == Core Mechanic: The Tower Drop == Drop both dice th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In Spooky Tower, we scramble to photograph ghosts haunting the clock tower. We use dice combinations to scout buildings, develop photos, and recover magical amulet pieces.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
The game ends immediately when a player fulfills one of these conditions:&lt;br /&gt;
* Captures &#039;&#039;&#039;5 ghosts&#039;&#039;&#039; (ghost pets count as full ghosts).&lt;br /&gt;
* Collects &#039;&#039;&#039;3 amulet pieces&#039;&#039;&#039; (victory via the protective amulet).&lt;br /&gt;
&lt;br /&gt;
== Core Mechanic: The Tower Drop ==&lt;br /&gt;
Drop both dice through the tower. You must choose &#039;&#039;&#039;one&#039;&#039;&#039; die value or the &#039;&#039;&#039;sum&#039;&#039;&#039; of both to perform an action in a matching building (values 1–12).&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, choose exactly one of these two main actions:&lt;br /&gt;
&lt;br /&gt;
=== 1. Scout Buildings (Take Cards) ===&lt;br /&gt;
* Take the top card of a building matching your dice result.&lt;br /&gt;
* Place it face-down (house side) to the left of your player board.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; You can accumulate multiple cards across different buildings before deciding to reveal them.&lt;br /&gt;
&lt;br /&gt;
=== 2. Develop Photos (Flip Cards) ===&lt;br /&gt;
* Choose a building where you already have face-down cards. Your dice result must match the building&#039;s value.&lt;br /&gt;
* Flip &#039;&#039;&#039;all&#039;&#039;&#039; cards stored at that building to their photo side.&lt;br /&gt;
* &#039;&#039;&#039;Resolution:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Ghosts/Pets:&#039;&#039;&#039; Move to the right of your board as victory points.&lt;br /&gt;
** &#039;&#039;&#039;Symbols:&#039;&#039;&#039; Resolve Spellbooks (extra action), Crystals (amulet progress), or Flashlights (clues).&lt;br /&gt;
** &#039;&#039;&#039;Blanks:&#039;&#039;&#039; Cards with no symbols go straight into the chest (discard pile).&lt;br /&gt;
&lt;br /&gt;
== Additional Helpful Details ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Element !! Effect &amp;amp; Strategy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Tower Clock&#039;&#039;&#039; || If no action is possible, advance the clock. When it hits &amp;quot;12,&amp;quot; players with cards at that building receive an amulet piece. The clock prevents deadlocked turns.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spellbooks&#039;&#039;&#039; || Allow an immediate extra action (Take or Flip) without rolling the dice again.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Park&#039;&#039;&#039; || Collect 3 Flashlight symbols (clues) to immediately claim a ghost of your choice from the Park deck.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amulet Pieces&#039;&#039;&#039; || Earned by collecting 3 Crystal symbols or via the Tower Clock reaching the 12 o&#039;clock position.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
As soon as a player collects their 5th ghost card or 3rd amulet piece, they are declared the Champion of Spooky Tower.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppacts&amp;diff=29176</id>
		<title>Gamehelppacts</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppacts&amp;diff=29176"/>
		<updated>2026-03-27T00:55:20Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Game Overview == In &amp;#039;&amp;#039;&amp;#039;Pacts&amp;#039;&amp;#039;&amp;#039;, you lead a group of adventurers taming creatures and forging powerful alliances. It is a tactical optimization game focused on resource management and card synergy.  == Core Concept: The Captain’s Wheel == Your Captain moves along an action wheel. The position of your Captain determines: * Which &amp;#039;&amp;#039;&amp;#039;resources&amp;#039;&amp;#039;&amp;#039; you generate. * Which &amp;#039;&amp;#039;&amp;#039;card actions&amp;#039;&amp;#039;&amp;#039; (playing or drawing) are available to you. * Your interaction range with the centra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
In &#039;&#039;&#039;Pacts&#039;&#039;&#039;, you lead a group of adventurers taming creatures and forging powerful alliances. It is a tactical optimization game focused on resource management and card synergy.&lt;br /&gt;
&lt;br /&gt;
== Core Concept: The Captain’s Wheel ==&lt;br /&gt;
Your Captain moves along an action wheel. The position of your Captain determines:&lt;br /&gt;
* Which &#039;&#039;&#039;resources&#039;&#039;&#039; you generate.&lt;br /&gt;
* Which &#039;&#039;&#039;card actions&#039;&#039;&#039; (playing or drawing) are available to you.&lt;br /&gt;
* Your interaction range with the central game board.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A turn always consists of three distinct phases:&lt;br /&gt;
&lt;br /&gt;
=== 1. Movement Phase (Captain) ===&lt;br /&gt;
Move your Captain on the action wheel.&lt;br /&gt;
* Initial steps are usually free; further movement requires spending resources or energy.&lt;br /&gt;
* Your final position determines which actions you can perform effectively.&lt;br /&gt;
&lt;br /&gt;
=== 2. Action Phase ===&lt;br /&gt;
Perform actions based on your Captain’s location:&lt;br /&gt;
* &#039;&#039;&#039;Recruit (Draw):&#039;&#039;&#039; Take cards from the market or the deck. Watch your hand limit!&lt;br /&gt;
* &#039;&#039;&#039;Play (Forge Pact):&#039;&#039;&#039; Place cards into your reserve. You must pay the costs shown in the top-left corner (resources or discarding other cards).&lt;br /&gt;
* &#039;&#039;&#039;Harvest:&#039;&#039;&#039; Collect resources from the board generated by your cards or your Captain’s position.&lt;br /&gt;
&lt;br /&gt;
=== 3. Clean-up Phase ===&lt;br /&gt;
* Resolve instant effects of newly played cards.&lt;br /&gt;
* Trigger &amp;quot;End of Turn&amp;quot; abilities in your reserve.&lt;br /&gt;
* Pass the turn to the next player.&lt;br /&gt;
&lt;br /&gt;
== Pacts (Achievements) ==&lt;br /&gt;
Pacts are special goal cards in the center of the table.&lt;br /&gt;
* &#039;&#039;&#039;Claiming:&#039;&#039;&#039; Once your reserve shows the required icons or creature combinations, you can claim the pact.&lt;br /&gt;
* &#039;&#039;&#039;Benefit:&#039;&#039;&#039; Pacts grant significant victory points and often provide a powerful permanent bonus for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
== End of Game &amp;amp; Scoring ==&lt;br /&gt;
The game ends when a specific number of pacts are forged or the deck runs out.&lt;br /&gt;
* &#039;&#039;&#039;Card Points:&#039;&#039;&#039; Each card in your reserve has a fixed point value.&lt;br /&gt;
* &#039;&#039;&#039;Pact Points:&#039;&#039;&#039; Add up all your completed pact cards.&lt;br /&gt;
* &#039;&#039;&#039;Resource Bonus:&#039;&#039;&#039; Remaining valuable resources are converted into small amounts of victory points.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwondrouscreatures&amp;diff=29175</id>
		<title>Gamehelpwondrouscreatures</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwondrouscreatures&amp;diff=29175"/>
		<updated>2026-03-27T00:41:20Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Game Overview == As explorers, we scout a mysterious island to discover rare creatures and settle them in our reserve. The game blends worker placement (crew members) with engine building (creature cards). The core mechanic is collecting icons on cards to fulfill scientific goals (Achievements).  == Core Concept: Icons &amp;amp; Eggs == * &amp;#039;&amp;#039;&amp;#039;Icons:&amp;#039;&amp;#039;&amp;#039; Each card in your reserve shows icons (e.g., Magnifier, Paw). These are required for achievements but are &amp;#039;&amp;#039;&amp;#039;not spent&amp;#039;&amp;#039;&amp;#039;. * &amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
As explorers, we scout a mysterious island to discover rare creatures and settle them in our reserve. The game blends worker placement (crew members) with engine building (creature cards). The core mechanic is collecting icons on cards to fulfill scientific goals (Achievements).&lt;br /&gt;
&lt;br /&gt;
== Core Concept: Icons &amp;amp; Eggs ==&lt;br /&gt;
* &#039;&#039;&#039;Icons:&#039;&#039;&#039; Each card in your reserve shows icons (e.g., Magnifier, Paw). These are required for achievements but are &#039;&#039;&#039;not spent&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Eggs:&#039;&#039;&#039; These act as wild icons. When used for an achievement, flip them to the &amp;quot;hatched&amp;quot; side (they stay in your reserve but lose their wild property).&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
On your turn, perform exactly &#039;&#039;&#039;1&#039;&#039;&#039; of these &#039;&#039;&#039;4&#039;&#039;&#039; actions:&lt;br /&gt;
&lt;br /&gt;
=== 1. Deploy Crew Member (Explore) ===&lt;br /&gt;
Place your crew member so it straddles the line between two hex tiles.&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; Plains are free. Mountains cost &#039;&#039;&#039;1&#039;&#039;&#039; resource of your choice.&lt;br /&gt;
* &#039;&#039;&#039;Gain:&#039;&#039;&#039; From all adjacent habitats (hexes), you may EITHER take &#039;&#039;&#039;1&#039;&#039;&#039; resource OR take &#039;&#039;&#039;1&#039;&#039;&#039; matching creature card from the Wilderness (market) into your hand.&lt;br /&gt;
* &#039;&#039;&#039;Bonus:&#039;&#039;&#039; Collect all eggs on the two hexes covered by your crew member. Activate any action icons on those hexes.&lt;br /&gt;
&lt;br /&gt;
=== 2. Play Cards (Expand Reserve) ===&lt;br /&gt;
Play up to &#039;&#039;&#039;2&#039;&#039;&#039; cards from your hand into your reserve.&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; Pay the resources printed in the top-left corner of the card.&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; &amp;quot;Instant&amp;quot; lightning bolts trigger once. &amp;quot;Permanent&amp;quot; infinity symbols are active from now on. &amp;quot;Recharge&amp;quot; icons only trigger during the &amp;quot;Recharge&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
=== 3. Claim Achievement ===&lt;br /&gt;
Choose one of the &#039;&#039;&#039;3&#039;&#039;&#039; face-up achievements.&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Your reserve must display all required icons (on cards or eggs).&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; Take a trophy (victory points), place your marker, and unlock your Captain ability. You cannot play any more cards during this turn.&lt;br /&gt;
&lt;br /&gt;
=== 4. Recharge (Reset) ===&lt;br /&gt;
Only possible if all &#039;&#039;&#039;3&#039;&#039;&#039; of your crew members are on the board.&lt;br /&gt;
* &#039;&#039;&#039;Retrieve:&#039;&#039;&#039; Return all figures to your supply.&lt;br /&gt;
* &#039;&#039;&#039;Time Stone:&#039;&#039;&#039; Advance the time stone. If it reaches an egg symbol, replenish eggs on the board and refresh the card market (Wilderness).&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; Activate all cards in your reserve that have a &amp;quot;Recharge&amp;quot; icon. Hand limit: &#039;&#039;&#039;5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End of Game &amp;amp; Scoring ==&lt;br /&gt;
The game ends when the last trophy is taken.&lt;br /&gt;
* Points on all cards in your reserve (some cards give bonus points for sets).&lt;br /&gt;
* Points for trophies (&#039;&#039;&#039;3&#039;&#039;&#039; each) and achievement slots.&lt;br /&gt;
* Leftover resources: &#039;&#039;&#039;4&#039;&#039;&#039; items (resources/nets) = &#039;&#039;&#039;1&#039;&#039;&#039; point.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardengeckos&amp;diff=29174</id>
		<title>Gamehelpgardengeckos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgardengeckos&amp;diff=29174"/>
		<updated>2026-03-27T00:33:31Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Game Overview == As nimble geckos, we compete in a lush garden for the finest bounty of insects. We navigate through a dynamically evolving terrain to form bug chains and occupy specific patterns. By tactically placing garden tiles and skillfully positioning our geckos, we secure valuable prey and fulfill communal and secret objectives.  == Goal of the Game == Collect the most victory points by capturing bugs and completing objective cards (bug chains or terrain patte...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
As nimble geckos, we compete in a lush garden for the finest bounty of insects. We navigate through a dynamically evolving terrain to form bug chains and occupy specific patterns. By tactically placing garden tiles and skillfully positioning our geckos, we secure valuable prey and fulfill communal and secret objectives.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
Collect the most victory points by capturing bugs and completing objective cards (bug chains or terrain patterns).&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A turn always consists of four fixed steps:&lt;br /&gt;
&lt;br /&gt;
=== 1. Expand the Garden ===&lt;br /&gt;
Choose one of your &#039;&#039;&#039;3&#039;&#039;&#039; hand tiles and place it adjacent to the existing garden. Patterns on the edges must match perfectly.&lt;br /&gt;
&lt;br /&gt;
=== 2. Position Geckos ===&lt;br /&gt;
Place one of your &#039;&#039;&#039;5&#039;&#039;&#039; geckos on the edge between the tile just played and an adjacent tile. The gecko must bridge two identical terrain patterns. If all of your geckos are already in the garden, you may instead move an existing gecko to the new position.&lt;br /&gt;
&lt;br /&gt;
=== 3. Claim Objectives ===&lt;br /&gt;
Check if you meet the requirements of one of the &#039;&#039;&#039;6&#039;&#039;&#039; face-up objective cards (Bug Objectives or Terrain Objectives). You may only claim an objective if you actively contributed to its completion during this turn by placing a tile or moving a gecko.&lt;br /&gt;
&lt;br /&gt;
=== 4. Replenish ===&lt;br /&gt;
Draw a new tile from the stack to refill your hand to &#039;&#039;&#039;3&#039;&#039;&#039; tiles.&lt;br /&gt;
&lt;br /&gt;
== Special Actions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capture Bugs&#039;&#039;&#039; || If a tile is completely surrounded by other tiles, the player with the majority of adjacent geckos receives the corresponding bug meeple. In case of a tie, the active player wins.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Adaptation&#039;&#039;&#039; || Once per turn, you may spend a previously captured bug meeple to exchange your entire hand for &#039;&#039;&#039;3&#039;&#039;&#039; new tiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game End &amp;amp; Scoring ==&lt;br /&gt;
The game ends after the current round once a player achieves their &#039;&#039;&#039;6th&#039;&#039;&#039; objective, a bug supply is exhausted, or the last tile has been drawn.&lt;br /&gt;
&lt;br /&gt;
Scoring is calculated as follows:&lt;br /&gt;
* Each completed objective card is worth &#039;&#039;&#039;1&#039;&#039;&#039; point.&lt;br /&gt;
* Each collected bug meeple is worth &#039;&#039;&#039;1&#039;&#039;&#039; point.&lt;br /&gt;
* Additional points are awarded for your fulfilled secret objective (either for specific bug types or the largest continuous terrain pattern).&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppisanki&amp;diff=29120</id>
		<title>Gamehelppisanki</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppisanki&amp;diff=29120"/>
		<updated>2026-03-23T01:31:49Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Pisanki - Quick Rules == &amp;#039;&amp;#039;&amp;#039;Pisanki&amp;#039;&amp;#039;&amp;#039; is a strategic card game where players collect and arrange decorated Easter eggs (Pisanki) on their display table to score the most points through clever positioning and majorities.  === Gameplay Flow === The game lasts exactly &amp;#039;&amp;#039;&amp;#039;12 rounds&amp;#039;&amp;#039;&amp;#039;. Each round consists of the following phases:  ==== 1. Preparation Phase ==== * Depending on the number of players, cards are drawn from the deck and placed face-up next to the numbered &amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pisanki - Quick Rules ==&lt;br /&gt;
&#039;&#039;&#039;Pisanki&#039;&#039;&#039; is a strategic card game where players collect and arrange decorated Easter eggs (Pisanki) on their display table to score the most points through clever positioning and majorities.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay Flow ===&lt;br /&gt;
The game lasts exactly &#039;&#039;&#039;12 rounds&#039;&#039;&#039;. Each round consists of the following phases:&lt;br /&gt;
&lt;br /&gt;
==== 1. Preparation Phase ====&lt;br /&gt;
* Depending on the number of players, cards are drawn from the deck and placed face-up next to the numbered &#039;&#039;&#039;Offer Cards&#039;&#039;&#039; (1 to 5).&lt;br /&gt;
* These cards feature combinations of eggs, flowers, and different tablecloth backgrounds.&lt;br /&gt;
&lt;br /&gt;
==== 2. Acquisition Phase ====&lt;br /&gt;
* Starting with the lead player, each player chooses one of the available cards.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; The number on the Offer Card determines the number of &#039;&#039;&#039;Movement Points&#039;&#039;&#039; the player receives (e.g., the card at position 3 grants 3 points).&lt;br /&gt;
* Choosing a lower-numbered card grants a better turn order position for the next round.&lt;br /&gt;
&lt;br /&gt;
==== 3. Placement and Sorting Phase ====&lt;br /&gt;
* The acquired card must be placed immediately into the player&#039;s &#039;&#039;&#039;Display Table&#039;&#039;&#039; (a 3x4 grid).&lt;br /&gt;
* &#039;&#039;&#039;Using Movement Points:&#039;&#039;&#039; Players spend their points to rearrange cards within their grid to optimize for scoring.&lt;br /&gt;
** &#039;&#039;&#039;1 Point:&#039;&#039;&#039; Swap two adjacent cards (horizontally or vertically).&lt;br /&gt;
** &#039;&#039;&#039;2 Points:&#039;&#039;&#039; Move a card to any other position (sliding mechanism).&lt;br /&gt;
&lt;br /&gt;
=== Categories and Symbols ===&lt;br /&gt;
When choosing cards, players should consider these key elements:&lt;br /&gt;
* &#039;&#039;&#039;Egg Types:&#039;&#039;&#039; There are 6 different patterns/colors. These are vital for majority scoring.&lt;br /&gt;
* &#039;&#039;&#039;Flowers:&#039;&#039;&#039; Found on some cards. They provide bonus points based on the active Flower scoring cards.&lt;br /&gt;
* &#039;&#039;&#039;Tablecloths (Backgrounds):&#039;&#039;&#039; The color or pattern of the background influences tablecloth scoring (e.g., groups of matching colors).&lt;br /&gt;
* &#039;&#039;&#039;Double Eggs:&#039;&#039;&#039; Cards showing two eggs count twice for majority checks.&lt;br /&gt;
&lt;br /&gt;
=== End of Game and Scoring ===&lt;br /&gt;
After 12 rounds, the 3x4 display is full. Scoring occurs in four categories:&lt;br /&gt;
# &#039;&#039;&#039;Egg Majorities:&#039;&#039;&#039; The player with the most eggs of a specific type wins the points on the corresponding scoring card.&lt;br /&gt;
# &#039;&#039;&#039;Flower Scoring:&#039;&#039;&#039; Points based on the total number of flowers collected.&lt;br /&gt;
# &#039;&#039;&#039;Tablecloth Scoring:&#039;&#039;&#039; Points for the arrangement and patterns of the card backgrounds.&lt;br /&gt;
# &#039;&#039;&#039;Display Scoring:&#039;&#039;&#039; Points for meeting specific objectives (e.g., specific eggs in the corners of the grid).&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score wins.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprowdypartners&amp;diff=29119</id>
		<title>Gamehelprowdypartners</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprowdypartners&amp;diff=29119"/>
		<updated>2026-03-23T01:25:22Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Rowdy Partners == &amp;#039;&amp;#039;&amp;#039;Rowdy Partners&amp;#039;&amp;#039;&amp;#039; is a team-based trick-taking game in a wrestling setting. The goal is to &amp;quot;pin&amp;quot; an opponent by reducing their health to the final skull space on their tracker.  === Gameplay Flow === The game is played over several rounds. Each round consists of exactly &amp;#039;&amp;#039;&amp;#039;8 tricks&amp;#039;&amp;#039;&amp;#039;. * &amp;#039;&amp;#039;&amp;#039;Round Structure:&amp;#039;&amp;#039;&amp;#039; Each player receives 8 cards. 4 cards are set aside as the &amp;quot;Burn Pile.&amp;quot; * &amp;#039;&amp;#039;&amp;#039;Trick Sequence:&amp;#039;&amp;#039;&amp;#039; The wrestler in the #1 position leads the f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rowdy Partners ==&lt;br /&gt;
&#039;&#039;&#039;Rowdy Partners&#039;&#039;&#039; is a team-based trick-taking game in a wrestling setting. The goal is to &amp;quot;pin&amp;quot; an opponent by reducing their health to the final skull space on their tracker.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay Flow ===&lt;br /&gt;
The game is played over several rounds. Each round consists of exactly &#039;&#039;&#039;8 tricks&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Round Structure:&#039;&#039;&#039; Each player receives 8 cards. 4 cards are set aside as the &amp;quot;Burn Pile.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Trick Sequence:&#039;&#039;&#039; The wrestler in the #1 position leads the first card. Other players follow clockwise.&lt;br /&gt;
* &#039;&#039;&#039;Winning Condition:&#039;&#039;&#039; The game ends immediately when a wrestler&#039;s health marker reaches the skull icon.&lt;br /&gt;
&lt;br /&gt;
=== Rules of the Trick ===&lt;br /&gt;
* &#039;&#039;&#039;Lowest Card Wins:&#039;&#039;&#039; Unlike most trick-taking games, the &#039;&#039;&#039;lowest card&#039;&#039;&#039; of the led suit wins the trick.&lt;br /&gt;
* &#039;&#039;&#039;Following Suit:&#039;&#039;&#039; Players must follow the led suit (Hat, Horseshoe, Star, or Gravestone). If a player cannot follow suit, they may play any card (&amp;quot;Sloughing off&amp;quot;).&lt;br /&gt;
* &#039;&#039;&#039;Wildcards:&#039;&#039;&#039; These represent all suits and can be played at any time. If led, the player declares the suit.&lt;br /&gt;
* &#039;&#039;&#039;Counters:&#039;&#039;&#039; If a player plays a card with the same value as a card already in the trick, both cards are flipped over. They no longer count toward winning the trick. The next available face-up card determines the suit to be followed.&lt;br /&gt;
&lt;br /&gt;
=== Damage and the Pin Zone ===&lt;br /&gt;
* &#039;&#039;&#039;Dealing Damage:&#039;&#039;&#039; The winner of the trick deals damage to the opposing wrestler currently &amp;quot;in the ring&amp;quot; (Position #1 or #2). Damage equals the (potentially modified) card value.&lt;br /&gt;
* &#039;&#039;&#039;Winning the Lead:&#039;&#039;&#039; The winner of the trick moves to Position #1 and leads the next trick.&lt;br /&gt;
* &#039;&#039;&#039;Pin Zone (Stop Signs):&#039;&#039;&#039; The health track contains &amp;quot;Stop Signs.&amp;quot; &lt;br /&gt;
** To pass a Stop Sign, a minimum amount of damage is required (e.g., 1+, 2+, or 3+ damage).&lt;br /&gt;
** Only one Stop Sign can be passed per trick. Excess damage is lost when a Stop Sign is hit.&lt;br /&gt;
&lt;br /&gt;
=== Pop System and Tokens ===&lt;br /&gt;
Playing cards with Pop symbols advances the team on the &#039;&#039;&#039;Pop Track&#039;&#039;&#039;. Reaching specific icons grants tokens:&lt;br /&gt;
* &#039;&#039;&#039;Coin:&#039;&#039;&#039; Modify your card value up or down (can be used to trigger Counters).&lt;br /&gt;
* &#039;&#039;&#039;Damage:&#039;&#039;&#039; Deals +1 extra damage if the trick is won.&lt;br /&gt;
* &#039;&#039;&#039;Tag:&#039;&#039;&#039; Allows a player to swap positions with their partner before playing a card.&lt;br /&gt;
* &#039;&#039;&#039;Cheats:&#039;&#039;&#039; Face-down tiles providing powerful bonuses like suit changes or value shifts.&lt;br /&gt;
* &#039;&#039;&#039;Signature Move:&#039;&#039;&#039; Unlocks the wrestler’s unique special ability.&lt;br /&gt;
&lt;br /&gt;
=== Game Variants (Headliners) ===&lt;br /&gt;
* &#039;&#039;&#039;2-3 Players:&#039;&#039;&#039; Players without partners play as &amp;quot;Headliners.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Two Cards:&#039;&#039;&#039; A Headliner plays two cards per trick—one from their hand and one from a &amp;quot;Manager Diamond&amp;quot; (an open display).&lt;br /&gt;
* &#039;&#039;&#039;Position:&#039;&#039;&#039; Headliners are always considered &amp;quot;in the ring&amp;quot; and take all incoming damage.&lt;br /&gt;
&lt;br /&gt;
=== Player Decisions and Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Table Talk:&#039;&#039;&#039; Players are not allowed to discuss specific card values or suits in their hand.&lt;br /&gt;
* &#039;&#039;&#039;Token Timing:&#039;&#039;&#039; Tokens are typically spent during your turn when playing a card. Effects can be stacked.&lt;br /&gt;
* &#039;&#039;&#039;Modifiers:&#039;&#039;&#039; Card values can be modified above 8 or below 1. A value of 0 or less deals no damage but can still win a trick.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvizia&amp;diff=29113</id>
		<title>Gamehelpvizia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvizia&amp;diff=29113"/>
		<updated>2026-03-22T20:55:58Z</updated>

		<summary type="html">&lt;p&gt;Thomas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==VIZIA ==&lt;br /&gt;
&lt;br /&gt;
===Objective===&lt;br /&gt;
Score the most points by forming hexagons of 6 tiles and claiming them with your markers.&lt;br /&gt;
&lt;br /&gt;
Scoring:&lt;br /&gt;
* 6 different colors = 3 points&lt;br /&gt;
* 2 alternating colors = 2 points&lt;br /&gt;
* any other hexagon = 1 point&lt;br /&gt;
&lt;br /&gt;
Game end:&lt;br /&gt;
* a player places all markers OR&lt;br /&gt;
* all tiles have been played&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Overview==&lt;br /&gt;
Play proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
A turn consists of:&lt;br /&gt;
# Play tiles (at least 1)&lt;br /&gt;
# optionally play additional tiles&lt;br /&gt;
# optionally refill hand&lt;br /&gt;
# refill shared display&lt;br /&gt;
&lt;br /&gt;
A player may end their turn at any time after playing at least one tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
&lt;br /&gt;
===1. Play Tiles===&lt;br /&gt;
The active player must play at least 1 tile.&lt;br /&gt;
&lt;br /&gt;
Tiles may be played from:&lt;br /&gt;
* personal hand&lt;br /&gt;
* shared display&lt;br /&gt;
* any combination&lt;br /&gt;
&lt;br /&gt;
Additional tiles may optionally be played.&lt;br /&gt;
&lt;br /&gt;
Placement rules:&lt;br /&gt;
* first tile: placed freely&lt;br /&gt;
* all further tiles: must be adjacent&lt;br /&gt;
* colors must be neighbors on the color wheel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Color Adjacency===&lt;br /&gt;
* Green ↔ Yellow / Blue&lt;br /&gt;
* Blue ↔ Green / Purple&lt;br /&gt;
* Purple ↔ Blue / Red&lt;br /&gt;
* Red ↔ Purple / Orange&lt;br /&gt;
* Orange ↔ Red / Yellow&lt;br /&gt;
* Yellow ↔ Orange / Green&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2. Complete a Hexagon===&lt;br /&gt;
When a hexagon of 6 tiles is completed:&lt;br /&gt;
* active player places their marker inside&lt;br /&gt;
* marker remains until game end&lt;br /&gt;
* multiple hexagons may be completed in one turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===3. Continue Playing Tiles (Optional)===&lt;br /&gt;
The player may:&lt;br /&gt;
* play additional tiles&lt;br /&gt;
* complete multiple hexagons&lt;br /&gt;
* voluntarily end the turn&lt;br /&gt;
&lt;br /&gt;
The turn ends when:&lt;br /&gt;
* player stops OR&lt;br /&gt;
* no legal placements remain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4. Refill Hand (Optional)===&lt;br /&gt;
After placing tiles, the player may:&lt;br /&gt;
* take tiles from the display&lt;br /&gt;
* refill up to hand limit&lt;br /&gt;
* or skip&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
* refill shared display&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===5. No Possible Move===&lt;br /&gt;
If a player cannot place a tile:&lt;br /&gt;
* reveal hand&lt;br /&gt;
* turn is skipped&lt;br /&gt;
* replace the entire display&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Actions==&lt;br /&gt;
During your turn:&lt;br /&gt;
&lt;br /&gt;
Required:&lt;br /&gt;
* play at least 1 tile&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
* play additional tiles&lt;br /&gt;
* use tiles from display&lt;br /&gt;
* complete multiple hexagons&lt;br /&gt;
* refill hand&lt;br /&gt;
* end turn early&lt;br /&gt;
&lt;br /&gt;
If blocked:&lt;br /&gt;
* pass (after showing hand)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Placement Rules (Summary)==&lt;br /&gt;
* tiles must be adjacent&lt;br /&gt;
* colors must be neighbors&lt;br /&gt;
* any number of tiles per turn&lt;br /&gt;
* hexagon = exactly 6 tiles&lt;br /&gt;
* completing player claims hexagon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends immediately when:&lt;br /&gt;
* a player places all markers&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
* no tiles remain&lt;br /&gt;
&lt;br /&gt;
Then:&lt;br /&gt;
* count points&lt;br /&gt;
* highest score wins&lt;br /&gt;
* tie: most hexagons wins&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scoring Summary==&lt;br /&gt;
* 6 colors = 3 points&lt;br /&gt;
* 2 alternating colors = 2 points&lt;br /&gt;
* otherwise = 1 point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Turn Summary==&lt;br /&gt;
# play 1+ tiles&lt;br /&gt;
# claim completed hexagon(s)&lt;br /&gt;
# optionally play more&lt;br /&gt;
# optionally refill hand&lt;br /&gt;
# refill display&lt;br /&gt;
# next player&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpvizia&amp;diff=29112</id>
		<title>Gamehelpvizia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpvizia&amp;diff=29112"/>
		<updated>2026-03-22T20:51:39Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Vizia ==  &amp;#039;&amp;#039;&amp;#039;Vizia&amp;#039;&amp;#039;&amp;#039; is a dynamic card game where players aim to score victory points by forming color groups and utilizing special card abilities. Success depends on clever hand management and influencing your opponents&amp;#039; displays.  === Game Objective === Collect the most &amp;#039;&amp;#039;&amp;#039;Victory Points&amp;#039;&amp;#039;&amp;#039;. Points are awarded for: * Sets of cards played in your area (Vizia groups). * Bonus tokens for having the majority of a specific color. * End-game effects from special ability...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vizia ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vizia&#039;&#039;&#039; is a dynamic card game where players aim to score victory points by forming color groups and utilizing special card abilities. Success depends on clever hand management and influencing your opponents&#039; displays.&lt;br /&gt;
&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
Collect the most &#039;&#039;&#039;Victory Points&#039;&#039;&#039;. Points are awarded for:&lt;br /&gt;
* Sets of cards played in your area (Vizia groups).&lt;br /&gt;
* Bonus tokens for having the majority of a specific color.&lt;br /&gt;
* End-game effects from special ability cards.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
* Each player starts with a hand of 5 cards.&lt;br /&gt;
* A central market is created with 3 face-up cards.&lt;br /&gt;
* The remaining cards form the draw pile.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The game is played in turns. On your turn, you must perform one of the following three main actions:&lt;br /&gt;
&lt;br /&gt;
==== 1. Gather (Draw Cards) ====&lt;br /&gt;
* Draw two cards. You can choose from:&lt;br /&gt;
** The face-up cards in the market.&lt;br /&gt;
** The face-down draw pile.&lt;br /&gt;
** A combination of both.&lt;br /&gt;
* Refill the market immediately if you take a face-up card.&lt;br /&gt;
&lt;br /&gt;
==== 2. Deploy (Play Cards) ====&lt;br /&gt;
* Play cards from your hand into your personal area.&lt;br /&gt;
* To score points, cards usually need to be played in groups of at least three of the same color (&amp;quot;trios&amp;quot;) or as sequences.&lt;br /&gt;
* Once a group is deployed, it is considered &#039;&#039;&#039;active&#039;&#039;&#039; and counts toward your score.&lt;br /&gt;
&lt;br /&gt;
==== 3. Action (Special Ability) ====&lt;br /&gt;
Instead of drawing or deploying, you may use the special ability of a card:&lt;br /&gt;
* &#039;&#039;&#039;Swap:&#039;&#039;&#039; Trade a card from your hand with one from an opponent or the market.&lt;br /&gt;
* &#039;&#039;&#039;Block:&#039;&#039;&#039; Prevent an opponent from playing cards of a specific color during their next turn.&lt;br /&gt;
* &#039;&#039;&#039;Steal:&#039;&#039;&#039; Take a card from an opponent&#039;s display directly into your hand (often subject to specific conditions).&lt;br /&gt;
&lt;br /&gt;
=== Symbols &amp;amp; Categories ===&lt;br /&gt;
Pay attention to these card attributes for your tactical decisions:&lt;br /&gt;
* &#039;&#039;&#039;Colors:&#039;&#039;&#039; Various color categories exist, each with different frequencies and point values.&lt;br /&gt;
* &#039;&#039;&#039;Numerical Values:&#039;&#039;&#039; Determine the strength of the card in comparisons or its position in a sequence.&lt;br /&gt;
* &#039;&#039;&#039;Action Icons:&#039;&#039;&#039; Cards featuring a lightning bolt or hand icon can be used for the &amp;quot;Action&amp;quot; phase instead of being deployed for points.&lt;br /&gt;
&lt;br /&gt;
=== End of Game &amp;amp; Scoring ===&lt;br /&gt;
The game ends immediately when the draw pile is exhausted or a player has deployed a specific number of complete color groups (Vizia).&lt;br /&gt;
* &#039;&#039;&#039;Scoring:&#039;&#039;&#039;&lt;br /&gt;
** Total the points from your deployed groups.&lt;br /&gt;
** Add bonuses for holding the majority of cards in specific colors.&lt;br /&gt;
** Subtract points for cards remaining in your hand (depending on the specific variant).&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Considerations ===&lt;br /&gt;
* &#039;&#039;&#039;Flexibility:&#039;&#039;&#039; Keep action cards in your hand to disrupt an opponent&#039;s strategy at the perfect moment.&lt;br /&gt;
* &#039;&#039;&#039;Market Watch:&#039;&#039;&#039; Monitor which colors your opponents are collecting to deny them the cards they need.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporchard&amp;diff=29111</id>
		<title>Gamehelporchard</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporchard&amp;diff=29111"/>
		<updated>2026-03-22T20:49:57Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Orchard ==  &amp;#039;&amp;#039;&amp;#039;Orchard&amp;#039;&amp;#039;&amp;#039; is a solitaire card-layering game where the player aims to harvest as much fruit as possible by overlapping fruit tree cards. The more trees of the same type you stack, the more fruit (points) you harvest.  === Game Objective === Earn the highest score by placing cards so that identical fruit types overlap. The game ends when all 9 cards in the deck have been played.  === Game Setup === * The game consists of 18 cards, but only &amp;#039;&amp;#039;&amp;#039;9 cards&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Orchard ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orchard&#039;&#039;&#039; is a solitaire card-layering game where the player aims to harvest as much fruit as possible by overlapping fruit tree cards. The more trees of the same type you stack, the more fruit (points) you harvest.&lt;br /&gt;
&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
Earn the highest score by placing cards so that identical fruit types overlap. The game ends when all 9 cards in the deck have been played.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
* The game consists of 18 cards, but only &#039;&#039;&#039;9 cards&#039;&#039;&#039; are used for a single session.&lt;br /&gt;
* One card is placed face-up as the starting card.&lt;br /&gt;
* The player draws 2 cards as a starting hand.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The game consists of several turns until the hand cards and draw pile are exhausted. A turn follows these steps:&lt;br /&gt;
&lt;br /&gt;
==== 1. Place Card (Overlapping) ====&lt;br /&gt;
* Choose one of your two hand cards and place it on the card(s) already in play. At least one square must overlap.&lt;br /&gt;
* &#039;&#039;&#039;Matching Trees:&#039;&#039;&#039; If you place a tree on another tree of the same type (same color/fruit), you harvest fruit.&lt;br /&gt;
* &#039;&#039;&#039;Mismatched Trees:&#039;&#039;&#039; You are allowed to overlap different fruit types, but this requires a &#039;&#039;&#039;Rotten Fruit Marker&#039;&#039;&#039; (see &amp;quot;Special Actions&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==== 2. Mark Harvest (Using Dice) ====&lt;br /&gt;
* When fruit types match, place a die of the corresponding color on the square:&lt;br /&gt;
** &#039;&#039;&#039;First Overlap:&#039;&#039;&#039; Place the die showing value &#039;&#039;&#039;1&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Second Overlap:&#039;&#039;&#039; Turn the die to value &#039;&#039;&#039;3&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Third Overlap:&#039;&#039;&#039; Turn the die to value &#039;&#039;&#039;6&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Fourth Overlap:&#039;&#039;&#039; A basket symbol (or value &#039;&#039;&#039;10&#039;&#039;&#039;) marks the maximum.&lt;br /&gt;
* Every time a new card is played, increment the values on the covered squares accordingly.&lt;br /&gt;
&lt;br /&gt;
==== 3. Draw ====&lt;br /&gt;
* Draw a card from the deck to maintain a hand size of 2.&lt;br /&gt;
&lt;br /&gt;
=== Special Actions: Rotten Fruit ===&lt;br /&gt;
* If you place a card so that a fruit type overlaps a &#039;&#039;&#039;different&#039;&#039;&#039; type, you must place a &#039;&#039;&#039;Rotten Fruit Marker&#039;&#039;&#039; (black marker) on that square.&lt;br /&gt;
* &#039;&#039;&#039;Restriction:&#039;&#039;&#039; You only have 2 of these markers per game. Once both are used, you can no longer overlap mismatched trees.&lt;br /&gt;
* &#039;&#039;&#039;Penalty:&#039;&#039;&#039; Each rotten fruit on the board scores &#039;&#039;&#039;-3 points&#039;&#039;&#039; at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Categories &amp;amp; Symbols Summary ===&lt;br /&gt;
* &#039;&#039;&#039;Fruit Types:&#039;&#039;&#039;&lt;br /&gt;
** Apple (Red)&lt;br /&gt;
** Pear (Yellow)&lt;br /&gt;
** Plum (Purple)&lt;br /&gt;
* &#039;&#039;&#039;Dice:&#039;&#039;&#039; Act as counters for the harvest on specific squares (Values: 1, 3, 6, 10).&lt;br /&gt;
* &#039;&#039;&#039;Rotten Fruit Markers:&#039;&#039;&#039; Enable strategic placement despite mismatches but cost points.&lt;br /&gt;
&lt;br /&gt;
=== End of Game &amp;amp; Scoring ===&lt;br /&gt;
The game ends once the 9th card is placed.&lt;br /&gt;
# Sum all values of the dice currently visible in the orchard.&lt;br /&gt;
# Subtract 3 points for each Rotten Fruit Marker used.&lt;br /&gt;
# Compare your total to the scoring table (e.g., from &amp;quot;Novice&amp;quot; to &amp;quot;Master Pomologist&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Strategic Decision Factors ===&lt;br /&gt;
* &#039;&#039;&#039;Prioritize Higher Tiers:&#039;&#039;&#039; Since the scoring (1-3-6-10) is non-linear, it is often more beneficial to boost a tree to level 3 or 4 than to start many new level 1 squares.&lt;br /&gt;
* &#039;&#039;&#039;Marker Management:&#039;&#039;&#039; Only use rotten fruit markers if they allow you to achieve a high-scoring 6 or 10 harvest elsewhere on the same card.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgygesdeluxe&amp;diff=29110</id>
		<title>Gamehelpgygesdeluxe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgygesdeluxe&amp;diff=29110"/>
		<updated>2026-03-22T20:47:50Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Gyges ==  &amp;#039;&amp;#039;&amp;#039;Gyges&amp;#039;&amp;#039;&amp;#039; is an abstract strategy game for two players. Its unique feature: players do not own specific pieces. You move the piece that is closest to your own baseline within your half of the board.  === Game Objective === The goal is to be the first player to move any piece onto a space beyond the &amp;#039;&amp;#039;&amp;#039;opponent&amp;#039;s baseline&amp;#039;&amp;#039;&amp;#039; (the goal or end zone).  === Game Setup === * The board consists of a 6x6 grid. * Pieces have different heights (rings) which determin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Gyges ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gyges&#039;&#039;&#039; is an abstract strategy game for two players. Its unique feature: players do not own specific pieces. You move the piece that is closest to your own baseline within your half of the board.&lt;br /&gt;
&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
The goal is to be the first player to move any piece onto a space beyond the &#039;&#039;&#039;opponent&#039;s baseline&#039;&#039;&#039; (the goal or end zone).&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
* The board consists of a 6x6 grid.&lt;br /&gt;
* Pieces have different heights (rings) which determine their movement range:&lt;br /&gt;
** &#039;&#039;&#039;Single:&#039;&#039;&#039; 1 ring (moves 1 space).&lt;br /&gt;
** &#039;&#039;&#039;Double:&#039;&#039;&#039; 2 rings (moves 2 spaces).&lt;br /&gt;
** &#039;&#039;&#039;Triple:&#039;&#039;&#039; 3 rings (moves 3 spaces).&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
Players take turns. A turn always consists of moving a single piece.&lt;br /&gt;
&lt;br /&gt;
==== 1. Choosing a Piece ====&lt;br /&gt;
A player may only choose a piece located in the &#039;&#039;&#039;frontmost occupied row&#039;&#039;&#039; on their side of the board.&lt;br /&gt;
* If the first row is empty, they choose from the second row, and so on.&lt;br /&gt;
* Note: You can move any piece that meets this condition, regardless of who placed it there.&lt;br /&gt;
&lt;br /&gt;
==== 2. Movement ====&lt;br /&gt;
A piece moves exactly the number of spaces indicated by its rings (1, 2, or 3).&lt;br /&gt;
* &#039;&#039;&#039;Direction:&#039;&#039;&#039; You can move forward, backward, or sideways. Diagonal moves are prohibited.&lt;br /&gt;
* &#039;&#039;&#039;Changing Direction:&#039;&#039;&#039; You may change direction during a move, but you cannot immediately return to the space you just left.&lt;br /&gt;
* &#039;&#039;&#039;Occupied Spaces:&#039;&#039;&#039; A space with another piece is considered occupied. You cannot simply end your move there (except when &amp;quot;Substituting,&amp;quot; see below).&lt;br /&gt;
&lt;br /&gt;
==== 3. Special Maneuvers: Bouncing &amp;amp; Substitution ====&lt;br /&gt;
If a piece ends its movement exactly on a space occupied by another piece, a special action is triggered:&lt;br /&gt;
* &#039;&#039;&#039;Bouncing:&#039;&#039;&#039; Your piece uses the momentum of the occupied piece. You immediately continue your move. The number of additional spaces equals the rings of the piece you landed on.&lt;br /&gt;
** Example: A 1-ring piece lands on a 3-ring piece. It immediately moves 3 additional spaces from there.&lt;br /&gt;
** Chain reactions are possible and often lead to victory.&lt;br /&gt;
* &#039;&#039;&#039;Substitution:&#039;&#039;&#039; Instead of continuing to move, you may take the piece you landed on and place it on any &#039;&#039;&#039;empty space&#039;&#039;&#039; on the board. Your moving piece remains on the now-vacant space.&lt;br /&gt;
&lt;br /&gt;
=== Decision Factors &amp;amp; Strategy ===&lt;br /&gt;
* &#039;&#039;&#039;Chain Reactions:&#039;&#039;&#039; Always calculate if &amp;quot;Bouncing&amp;quot; across multiple pieces allows you to reach the opponent&#039;s baseline in a single turn.&lt;br /&gt;
* &#039;&#039;&#039;Blocking:&#039;&#039;&#039; Position valuable 3-ring pieces so that your opponent cannot easily reach them to use them against you.&lt;br /&gt;
* &#039;&#039;&#039;Breaking Symmetry:&#039;&#039;&#039; Since pieces have no fixed owner, be careful not to set up a move that your opponent can exploit on their next turn.&lt;br /&gt;
&lt;br /&gt;
=== End of Game ===&lt;br /&gt;
The game ends immediately when a player moves a piece beyond the opponent&#039;s last line. You do not need to land exactly on a goal space; any movement points remaining after crossing the line are allowed as long as the direction is correct.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsafariwitness&amp;diff=29109</id>
		<title>Gamehelpsafariwitness</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsafariwitness&amp;diff=29109"/>
		<updated>2026-03-22T20:46:17Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Safari Witness ==  &amp;#039;&amp;#039;&amp;#039;Safari Witness&amp;#039;&amp;#039;&amp;#039; is a competitive deduction game where players act as witnesses on a safari. The goal is to determine the exact number and species of animals present in the park. The player who gathers the most accurate information and makes the best predictions wins.  === Game Objective === Earn the most &amp;#039;&amp;#039;&amp;#039;Victory Points&amp;#039;&amp;#039;&amp;#039; by correctly identifying the quantity of the five animal species (Lion, Elephant, Zebra, Giraffe, Rhino). Points are awar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Safari Witness ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Safari Witness&#039;&#039;&#039; is a competitive deduction game where players act as witnesses on a safari. The goal is to determine the exact number and species of animals present in the park. The player who gathers the most accurate information and makes the best predictions wins.&lt;br /&gt;
&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
Earn the most &#039;&#039;&#039;Victory Points&#039;&#039;&#039; by correctly identifying the quantity of the five animal species (Lion, Elephant, Zebra, Giraffe, Rhino). Points are awarded for exact matches, close guesses, and collected hint cards.&lt;br /&gt;
&lt;br /&gt;
=== Game Setup ===&lt;br /&gt;
* There are 5 species. The total count of each species in the park is secret at the start.&lt;br /&gt;
* Each player receives several &#039;&#039;&#039;private hint cards&#039;&#039;&#039; revealing a portion of the truth.&lt;br /&gt;
* A central board displays potential animal locations and tracking tracks.&lt;br /&gt;
&lt;br /&gt;
=== Game Flow ===&lt;br /&gt;
The game is played over several rounds. On their turn, a player performs one of the following actions:&lt;br /&gt;
&lt;br /&gt;
==== 1. Observation ====&lt;br /&gt;
* Select a &#039;&#039;&#039;Sighting Card&#039;&#039;&#039; from the deck or the display.&lt;br /&gt;
* These cards show either an exact count of a specific animal or a relation (e.g., &amp;quot;More Zebras than Lions&amp;quot;).&lt;br /&gt;
* Use this information to update your personal deduction sheet.&lt;br /&gt;
&lt;br /&gt;
==== 2. Inquiry ====&lt;br /&gt;
* You may question other players or the &amp;quot;Park Ranger&amp;quot; (the deck).&lt;br /&gt;
* This allows you to gain information about cards held by opponents or those lying face-down in the center.&lt;br /&gt;
&lt;br /&gt;
==== 3. Publish Evidence ====&lt;br /&gt;
* A player can choose to reveal a hint publicly to gain immediate victory points.&lt;br /&gt;
* &#039;&#039;&#039;Risk:&#039;&#039;&#039; A published hint also assists all other players in their deductions.&lt;br /&gt;
&lt;br /&gt;
==== 4. Make a Prediction ====&lt;br /&gt;
* Towards the end of the game, players place their prediction markers on a scale.&lt;br /&gt;
* You commit to a specific total count for a chosen animal species.&lt;br /&gt;
&lt;br /&gt;
=== Key Symbols &amp;amp; Categories ===&lt;br /&gt;
The following categories are crucial for your deduction:&lt;br /&gt;
* &#039;&#039;&#039;Animal Icons:&#039;&#039;&#039; Lion, Elephant, Zebra, Giraffe, and Rhino.&lt;br /&gt;
* &#039;&#039;&#039;Number Cards:&#039;&#039;&#039; Provide a fixed sum (e.g., &amp;quot;There are exactly 3 Giraffes&amp;quot;).&lt;br /&gt;
* &#039;&#039;&#039;Comparison Symbols:&#039;&#039;&#039; Greater than (&amp;gt;), Less than (&amp;lt;), or Equal (=).&lt;br /&gt;
* &#039;&#039;&#039;Color Coding:&#039;&#039;&#039; Helps quickly associate information with the correct animal groups.&lt;br /&gt;
&lt;br /&gt;
=== End of Game &amp;amp; Scoring ===&lt;br /&gt;
The game ends when all predictions are placed or the draw deck is empty.&lt;br /&gt;
* &#039;&#039;&#039;The Reveal:&#039;&#039;&#039; All hidden animal cards are revealed and summed up.&lt;br /&gt;
* &#039;&#039;&#039;Scoring:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Exact Match:&#039;&#039;&#039; Maximum points.&lt;br /&gt;
** &#039;&#039;&#039;Close Match:&#039;&#039;&#039; Reduced points based on the margin of error.&lt;br /&gt;
** &#039;&#039;&#039;Bonus Points:&#039;&#039;&#039; Awarded for completed objective cards or early correct predictions.&lt;br /&gt;
&lt;br /&gt;
The player with the highest total score is declared the Master Observer.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Considerations ===&lt;br /&gt;
* &#039;&#039;&#039;Process of Elimination:&#039;&#039;&#039; Note not only what you know but also what is mathematically impossible.&lt;br /&gt;
* &#039;&#039;&#039;Bluffing:&#039;&#039;&#039; Sometimes publishing a hint can mislead opponents if you are strategically withholding more definitive information.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpquintus&amp;diff=29108</id>
		<title>Gamehelpquintus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpquintus&amp;diff=29108"/>
		<updated>2026-03-22T20:44:08Z</updated>

		<summary type="html">&lt;p&gt;Thomas: Created page with &amp;quot;== Quintus ==  &amp;#039;&amp;#039;&amp;#039;Quintus&amp;#039;&amp;#039;&amp;#039; is a tactical trick-taking game where players aim to collect exactly five cards of each color to score bonus points, while having too few or too many results in penalties.  === Game Objective === The goal is to have exactly &amp;#039;&amp;#039;&amp;#039;five cards&amp;#039;&amp;#039;&amp;#039; of as many colors as possible in front of you by the end of the round. Each color set of exactly five cards scores positive points; any deviation leads to point deductions.  === Gameplay === The game is pl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quintus ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quintus&#039;&#039;&#039; is a tactical trick-taking game where players aim to collect exactly five cards of each color to score bonus points, while having too few or too many results in penalties.&lt;br /&gt;
&lt;br /&gt;
=== Game Objective ===&lt;br /&gt;
The goal is to have exactly &#039;&#039;&#039;five cards&#039;&#039;&#039; of as many colors as possible in front of you by the end of the round. Each color set of exactly five cards scores positive points; any deviation leads to point deductions.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
The game is played over several rounds. In each round, all cards are dealt to the players.&lt;br /&gt;
&lt;br /&gt;
==== 1. Playing the Trick ====&lt;br /&gt;
* One player leads a card.&lt;br /&gt;
* &#039;&#039;&#039;Must Follow Suit:&#039;&#039;&#039; Players must follow the suit led if they have a card of that color in their hand.&lt;br /&gt;
* If a player cannot follow suit, they may discard any other card.&lt;br /&gt;
* There is &#039;&#039;&#039;no trump suit&#039;&#039;&#039;. The player with the highest card of the suit led wins the trick.&lt;br /&gt;
&lt;br /&gt;
==== 2. Collecting Cards (The Tableau) ====&lt;br /&gt;
* The winner of a trick does not place the cards in a hidden pile.&lt;br /&gt;
* Instead, the cards are placed &#039;&#039;&#039;face-up and sorted by color&#039;&#039;&#039; in front of the player.&lt;br /&gt;
* Throughout the round, each player builds their own tableau of color stacks.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Quintus&amp;quot; Rule &amp;amp; Scoring ===&lt;br /&gt;
The decision of which trick to win depends on the number of cards already collected:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Magic Five (Quintus):&#039;&#039;&#039; As soon as a player has exactly 5 cards of a color, that stack is worth &#039;&#039;&#039;5 positive points&#039;&#039;&#039; during scoring.&lt;br /&gt;
* &#039;&#039;&#039;Penalties:&#039;&#039;&#039; &lt;br /&gt;
** Every card &#039;&#039;&#039;under&#039;&#039;&#039; five (1 to 4 cards) counts as &#039;&#039;&#039;1 negative point&#039;&#039;&#039; per card.&lt;br /&gt;
** Every card &#039;&#039;&#039;over&#039;&#039;&#039; five (6 or more cards) also counts as &#039;&#039;&#039;1 negative point&#039;&#039;&#039; for each excess card.&lt;br /&gt;
* &#039;&#039;&#039;Example:&#039;&#039;&#039; 5 cards = +5 points. 4 cards = -4 points. 6 cards = -1 point (for the sixth card).&lt;br /&gt;
&lt;br /&gt;
=== Symbols &amp;amp; Categories ===&lt;br /&gt;
* &#039;&#039;&#039;Numerical Values:&#039;&#039;&#039; Only used to determine the winner of a trick.&lt;br /&gt;
* &#039;&#039;&#039;Colors:&#039;&#039;&#039; There are five different colors. The goal is to maintain balance across each.&lt;br /&gt;
&lt;br /&gt;
=== End of Game ===&lt;br /&gt;
A round ends when all hand cards have been played. The overall game ends after a pre-agreed number of rounds. The player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
=== Strategic Decision Factors ===&lt;br /&gt;
* &#039;&#039;&#039;Counting Cards:&#039;&#039;&#039; Keep track of how many cards of each color have been played to avoid being forced to take a sixth card in a stack.&lt;br /&gt;
* &#039;&#039;&#039;Discarding:&#039;&#039;&#039; Use moments when you cannot follow suit to get rid of colors where you already have five cards or suits you don&#039;t want to collect at all.&lt;/div&gt;</summary>
		<author><name>Thomas</name></author>
	</entry>
</feed>