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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Toastcrumbs</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-08T00:20:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelperiantys&amp;diff=17020</id>
		<title>Gamehelperiantys</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelperiantys&amp;diff=17020"/>
		<updated>2023-05-25T12:43:13Z</updated>

		<summary type="html">&lt;p&gt;Toastcrumbs: you -&amp;gt; your&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Be the first to place all of your Towers or have the most Towers out when the game ends. Each turn, you will select an assistant, which will define turn order, then you will manage assistants and move Mother Nature between the floating islands.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
A round starts with each player selecting one of their remaining assistants. Then, players take their turn in ascending order, as defined by the values on the selected assistants.&lt;br /&gt;
&lt;br /&gt;
A turn is divided into:&lt;br /&gt;
&lt;br /&gt;
# Move 3 students to either your dining room or an Island&lt;br /&gt;
# Move Mother nature and check for a new majority&lt;br /&gt;
# Choose a cloud tile and take 3 new students&lt;br /&gt;
&lt;br /&gt;
=== Moving Students ===&lt;br /&gt;
You must choose 3 students from your entrance. For each one, you must move it into your dining room or on an Island of your choice.&lt;br /&gt;
&lt;br /&gt;
When placing students in your dining room, if you now have strictly more students of that color than any other player, you take the corresponding professor token. If you tie with the player currently having the professor, you do not get them.&lt;br /&gt;
&lt;br /&gt;
=== Moving Mother Nature ===&lt;br /&gt;
You must move the Mother Nature token, clockwise, between one Island and your maximum movement this turn. Your maximum movement is given on the assistant card you played at the beginning of the round.&lt;br /&gt;
&lt;br /&gt;
When Mother Nature ends its movement, you then check whoever hold the majority in that Island. Players count the number of students on that Island that match the color of professors they control. If towers are already placed on that Island, the owner of the tower adds 1 to the count per tower on the Island.&lt;br /&gt;
&lt;br /&gt;
If there is a tie between majorities, nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the player who holds the majority already had a tower on that Island, nothing happens.&lt;br /&gt;
&lt;br /&gt;
If the player who hold majority did not have towers there:&lt;br /&gt;
&lt;br /&gt;
* if there were no towers, they add one tower from their supply onto the Island&lt;br /&gt;
* if there were opposing towers, they replace each opposing tower by one of their own, from their supply. The opposing towers are returned to their owner&#039;s supply.&lt;br /&gt;
&lt;br /&gt;
After building a tower, you then check the two neighbors Islands. For each neighbor, iIf they also have one of your towers, they get united, creating a singler larger Island. (&#039;&#039;Note: it means the total number of Islands decreases during the game&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== Attract new students ===&lt;br /&gt;
Finally, you take all 3 students from one of the remaining cloud platforms. Those studetns get placed in your entrance, so that you always end your turn with 7 students in your entrance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once every one has played their turn, a new round starts with new cloud plateforms and assistant selection.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The game can ends in one of 3 ways:&lt;br /&gt;
&lt;br /&gt;
* If a player places their last tower. That players immediatly wins the game. &lt;br /&gt;
* If there are only 3 groups of Islands, the game ends immediatly.&lt;br /&gt;
* If players run out of assistant cards or if the last student is drawn from the bag, the game ends at the end of that round.&lt;br /&gt;
&lt;br /&gt;
The player who has built the most towers wins the game. Ties go toward the player controlling the most professors.&lt;br /&gt;
&lt;br /&gt;
== 3-player game ==&lt;br /&gt;
Players have 6 towers instead of 8. There are 9 students in your entrance, you move 4 students each turn, and there are 4 students per cloud platforms.&lt;br /&gt;
&lt;br /&gt;
== 4-player game ==&lt;br /&gt;
The game is played with 2 teams of 2 competing against each other. The amount of communication between players of the same team is up to you.&lt;br /&gt;
&lt;br /&gt;
Players on the same team share the same towers, but they each have their own dining room. On your turn, you cannot move your students to your teammate&#039;s dining room. Professors are controlled by whoever has the most corresponding students, regardless of teams.&lt;br /&gt;
&lt;br /&gt;
When checking for the control of an Island, you add up your influence with your teammate&#039;s.&lt;br /&gt;
&lt;br /&gt;
== Expert variant ==&lt;br /&gt;
3 characters are randomly selected at the beginning of the game. You also each start with a coin.&lt;br /&gt;
&lt;br /&gt;
Each time you place a student in your dining room, in a spot showing a coin symbol (3rd/6th/9th student of a color), you take a coin from the supply.&lt;br /&gt;
&lt;br /&gt;
During your turn, only once per turn, you can pay the cost of a character to activate its ability. For each activation, that character&#039;s cost is increased by 1 coin.&lt;/div&gt;</summary>
		<author><name>Toastcrumbs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_gogoa&amp;diff=16377</id>
		<title>Tips gogoa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_gogoa&amp;diff=16377"/>
		<updated>2023-03-23T14:50:43Z</updated>

		<summary type="html">&lt;p&gt;Toastcrumbs: /* Visiting Destinations */ of -&amp;gt; off (typo correction)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tour Plan Cards ==&lt;br /&gt;
&lt;br /&gt;
When selecting your &#039;&#039;&#039;Travel Plan Cards&#039;&#039;&#039;, try to find out plans that have destinations in common. Of course points are important too, but then you have one less destination you HAVE to visit.    &lt;br /&gt;
&lt;br /&gt;
== Visiting Destinations ==&lt;br /&gt;
&lt;br /&gt;
You must visit as many tourist attractions as possible, but you only &#039;&#039;visit&#039;&#039; a destination if you end your turn on it. So you want to try to end in a destination and NOT on any of the white spaces (effectively that is wasting a turn).      &lt;br /&gt;
&lt;br /&gt;
Your Tour Plan Cards give you a few destinations you want to visit, but if you look on your bottom left you have the different types of destinations followed by circles. Every time you visit a destination (i.e. end your turn) you can cross off one of those circles.         &lt;br /&gt;
&lt;br /&gt;
If you manage to visit all 6 different destination types, you gain 30 points. If you visit the same destination type 3 times, you get another 10 points and if you visit one destination type 6 times, you gain 30 points.        &lt;br /&gt;
&lt;br /&gt;
If you manage to visit Dudhsagar Falls (on the right) you gain another 20 points.    &lt;br /&gt;
&lt;br /&gt;
== Dice Selection == &lt;br /&gt;
&lt;br /&gt;
When you pick a die there are 3 things you want to pay attention to: &lt;br /&gt;
# the direction which is already stated next to the die. &lt;br /&gt;
# the amount of steps you can take. &lt;br /&gt;
# the number of deviations you can make -&amp;gt; with value 1,2,3 you can take 1 deviation (one turn), with value 4,5,6 you can make 2 turns    &lt;br /&gt;
&lt;br /&gt;
When you are the active player you pick one die and this die is unavailable for the other players to choose the direction        &lt;br /&gt;
&lt;br /&gt;
== Local Guide == &lt;br /&gt;
&lt;br /&gt;
One more thing: if you visit the beaches at Palolem, Colva and Calangute, you get a &#039;&#039;&#039;local guide&#039;&#039;&#039;, which is a one-time ability to increase or decrease a die value. You can even make a 6 a 1 and reverse.&lt;br /&gt;
Once you obtain a local guide, to use the ability, click on the local guide panel and then choose the die that you would like to change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tips courtesy: &#039;&#039;&#039;Savannah93&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Toastcrumbs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=15170</id>
		<title>Gamehelpregicide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpregicide&amp;diff=15170"/>
		<updated>2022-11-01T13:03:14Z</updated>

		<summary type="html">&lt;p&gt;Toastcrumbs: Added rules and information for solo play (from a post by Luke, the designer: https://boardgamegeek.com/thread/2500663/article/36015729#36015729&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cooperatively, all players are trying to defeat the twelve royals: the Jacks, followed by the Queens, followed finally by the Kings.&lt;br /&gt;
&lt;br /&gt;
Hand Size is 8-5 for 1-4 players respectively.&lt;br /&gt;
&lt;br /&gt;
==Royals==&lt;br /&gt;
&lt;br /&gt;
Jacks have 10 Attack and 20 Health.&lt;br /&gt;
&lt;br /&gt;
Queens have 15 Attack and 30 Health.&lt;br /&gt;
&lt;br /&gt;
Kings have 20 Attack and 40 Health.&lt;br /&gt;
&lt;br /&gt;
A royal&#039;s suit blocks the use of that power against it.&lt;br /&gt;
&lt;br /&gt;
==Turn Basics==&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Play&#039;&#039;&#039;...&lt;br /&gt;
&lt;br /&gt;
- Play 1 card; or&lt;br /&gt;
&lt;br /&gt;
- Play an Ace and another card together (Aces can be played on their own too); or&lt;br /&gt;
&lt;br /&gt;
- Play a group of matching number cards (except Aces) whose sum is 10 or less.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Activate&#039;&#039;&#039; the suit of the card(s) played &#039;&#039;(unless they match the Royal&#039;s suit, in which case the Royal blocks the activation)&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♥️ Hearts&#039;&#039;&#039;: Return to the draw pile from the discard pile the value of the card (e.g. 4 of hearts would return 4 cards).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♦️ Diamonds&#039;&#039;&#039;: Draw cards in turn order to the value of the card, skipping players at max hand size.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♣️ Clubs&#039;&#039;&#039;: Double the damage inflicted on the Royal.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;♠️ Spades&#039;&#039;&#039;: Reduce received damage by the value of the card for that Royal attack phase.&lt;br /&gt;
&lt;br /&gt;
3. Deal &#039;&#039;&#039;damage&#039;&#039;&#039; to the Royal equal to the total value of the card(s) played. If the damage exceeds the Health of the Royal, the Royal is defeated and placed on the Discard pile. The next Royal is then drawn from the Castle and faces the same player. &lt;br /&gt;
&lt;br /&gt;
4. If the Royal is still alive, they &#039;&#039;&#039;attack&#039;&#039;&#039; and you must discard cards whose value is equal or greater than the attack combined&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animal companions&#039;&#039;&#039; - Aces are Animal Companions. They have a value of 1 for the purposes of attack and taking damage. They &#039;&#039;can&#039;&#039; be played in combination with another card, and their suit will apply for both cards (if different): for example, when playing the 8 of Diamonds with the Animal Companion (Ace) of Clubs the total attack value is 9, 9 cards are drawn, and 18 damage is dealt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jester&#039;&#039;&#039; - Jesters have an attack value of 0 but they remove the suit of the royal when played. They also prevent the Royal from attacking the player. Finally, the next player to take a turn is chosen by the active player, rather than clockwise. Jesters have a value of 0 for the purposes of taking damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exact Damage&#039;&#039;&#039; - If a Royal is killed by an exact finishing value (e.g. a 3 when they have 3 life left) the card is placed onto the top of the Tavern pile (face down, ready to be drawn) rather than going to the Discard pile. Royals retain their attack value when players play them (J10, Q15, K20) and that is also the amount of damage they can take, same as normal cards (i.e. they do not have double health). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yielding&#039;&#039;&#039; - A player may choose to Yield (pass) entirely, not playing a card but skipping straight to step 4. A player may not Yield in solo, or if every other player has Yielded on their last turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discarding&#039;&#039;&#039; - Cards are only discarded once a Royal is defeated, this is mainly because any Spades played previously or by other players will stack. No other powers stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Communication&#039;&#039;&#039; - Players may not communicate to the other players any information which may reveal or suggest the contents of their hand. They may however remind other players of any public information such as how many cards they have in their hand, how many cards are left in the tavern, etc. Exception: after a Jester is played, and for the purpose of choosing the next player, the other players can say &amp;quot;I&#039;d like to go next&amp;quot; or &amp;quot;I&#039;d rather not go next&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
The game ends either:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Win&#039;&#039;&#039; - The final King is killed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lose&#039;&#039;&#039; - A player is unable to defend an attack from a Royal or unable to play a card when the player cannot yield (because all the other players have yielded or in solo mode).&lt;br /&gt;
&lt;br /&gt;
==Solo Game==&lt;br /&gt;
&lt;br /&gt;
Set up the game as per usual but place the two Jesters to the side. You play with a single hand limited to 8 cards. Play as normal, playing each turn one after the other. However a Jester can be flipped to activate the following power: “Discard your hand and refill to 8 cards - this does not count as drawing for the purpose of enemy diamond immunity.” Since you have two Jesters this can be done twice per game. Flipping the Jesters in this way does not cancel immunity. You are allowed to use the Jester power a) at the start of step 1 before you play a card or b) at the start of step 4 before you have to take damage. Winning the game after using both Jesters achieves you a Bronze Victory. Winning after flipping only 1 Jester is called a Silver Victory and winning the game while having both Jesters untouched grants you the ever-elusive Gold Victory!&lt;/div&gt;</summary>
		<author><name>Toastcrumbs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyesdice&amp;diff=11209</id>
		<title>Gamehelptroyesdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyesdice&amp;diff=11209"/>
		<updated>2021-12-30T14:08:42Z</updated>

		<summary type="html">&lt;p&gt;Toastcrumbs: /* Taking Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gain as many points as possible over 8 rounds. The player with the most points is the winner!&lt;br /&gt;
&lt;br /&gt;
===The Central Board===&lt;br /&gt;
&lt;br /&gt;
The central board consists of 9 segments, each with a plaza disk on it--either red, yellow, or white. Each round, you will use the 4 segments in the light area (&amp;quot;Morning&amp;quot;), then the 4 segments in the darker area (&amp;quot;Afternoon&amp;quot;). (The ninth segment shows the round number and is a neutral space.)&lt;br /&gt;
&lt;br /&gt;
This means you will take a total of 16 actions during the game, excluding bonus actions you may earn.&lt;br /&gt;
&lt;br /&gt;
===The Player Board===&lt;br /&gt;
&lt;br /&gt;
Each player board has 6 rows (in 3 colors) and 6 columns. Each column will be labeled with a die face from 1 to 6, shown above the first row of each color. Depending on your setup options, they may be labeled in order from 1 to 6, or may be in a different order.&lt;br /&gt;
&lt;br /&gt;
Each of the 36 row/column combinations corresponds to a building; all the buildings in a given row are of the same type. They will be described below.&lt;br /&gt;
&lt;br /&gt;
Underneath each colored section is a resource track: Influence in red, Deniers in yellow, and Knowledge in white. When you gain resources, you will circle the resources on this track; when you spend resources, you will cross them off. You start the game with three of each resource.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
You will gain points by:&lt;br /&gt;
&lt;br /&gt;
* Recruiting citizens, worth 1 point each.&lt;br /&gt;
* Building cathedrals, which score points for each building in one row.&lt;br /&gt;
* Having resources left over at the end of the game, gaining 1 point for each pair of the same type.&lt;br /&gt;
&lt;br /&gt;
==Course of a Round==&lt;br /&gt;
&lt;br /&gt;
Each round consists of a morning phase and an afternoon phase, each of which has the same flow:&lt;br /&gt;
&lt;br /&gt;
# Four dice are rolled; three transparent dice and one black die. &lt;br /&gt;
# Each player simultaneously chooses a colored die from one of the three remaining plazas.&lt;br /&gt;
# Each player performs an action using the die they have chosen.&lt;br /&gt;
&lt;br /&gt;
===Dice Setup===&lt;br /&gt;
&lt;br /&gt;
After the four dice are rolled, they are arranged in numerical order, then placed in sequence clockwise on the first four plaza disks. If the black die is tied with another die, it is considered to have a slightly lower value and is placed earlier.&lt;br /&gt;
&lt;br /&gt;
Then, the black die destroys its plaza--it cannot be used this round, and that plaza will be flipped to the opposite side for the next round. The transparent dice take on the color of the plaza they are on.&lt;br /&gt;
&lt;br /&gt;
In rounds 1 and 2, the black die destroys only the plaza it sits on, making it unusable. Starting in the morning of round 3, the black die will &#039;&#039;&#039;also&#039;&#039;&#039; destroy plazas on player boards. For instance, if a black 3 is placed on a red plaza disk, players will be unable to build further buildings in the red area of column 3. (They will be automatically crossed out by the game.) Buildings already built stay built, and this effect can be avoided with Fortress buildings (see below).&lt;br /&gt;
&lt;br /&gt;
===Die Choice===&lt;br /&gt;
&lt;br /&gt;
Each player chooses one of the three colored dice on the remaining plazas. The dice are not exclusive; multiple players may choose the same die.&lt;br /&gt;
&lt;br /&gt;
Taking a die has a cost. The first die (clockwise from the black &amp;quot;Neutral&amp;quot; zone) has no cost. The next die clockwise costs one of any resource when chosen; the next costs one denier; and the last costs two deniers. Note that the black die still counts in this determination; if the black die is the lowest, all dice will have a cost this round.&lt;br /&gt;
&lt;br /&gt;
In the very unlikely case where a player has no resources, and no die is available for free, rather than taking a die they receive one of each resource.&lt;br /&gt;
&lt;br /&gt;
===Taking Actions===&lt;br /&gt;
&lt;br /&gt;
Before taking actions, the chosen die may be modified by spending resources:&lt;br /&gt;
&lt;br /&gt;
* For two knowledge (white), a player may change the color of the die.&lt;br /&gt;
* For each influence (red), the player may increase or decrease the value of the die by one point for each influence spent. This cannot be used to turn a 1 to a 6 or vice versa.&lt;br /&gt;
&lt;br /&gt;
Then, each player chooses one of three actions:&lt;br /&gt;
&lt;br /&gt;
====Gain Resources====&lt;br /&gt;
&lt;br /&gt;
Gain resources of the color of the die, equal to the value of the die. This circles extra resources, which become usable in the next half-round. The 6th, 12th, and 18th (last) resource gained also gain a citizen of the same color, which will be circled at the bottom of your player board.&lt;br /&gt;
&lt;br /&gt;
====Build a Prestige Building====&lt;br /&gt;
&lt;br /&gt;
The top row of each color are the prestige buildings--in red, the Fortress; in yellow, the Guild Hall; in white, the Cathedral. The prestige building you build will be placed in the section of the color of the selected die, and the column of the value of the selected die. If you choose to build, that building will be outlined, and you will immediately receive its benefit:&lt;br /&gt;
&lt;br /&gt;
* Fortresses each give one citizen. In addition, the black die cannot destroy your plazas in that column in future rounds.&lt;br /&gt;
* Guild Halls give resources or citizens based on the number of dice of one color that are available for choosing. For instance, the first guild hall gives 3 influence for every available red die, up to 9.&lt;br /&gt;
* Cathedrals will score points at the end of the game, based on buildings you have built in each row. The Cathedral in the first column will score for each building in the first row, and so on. The first and second Cathedrals built will score 1 point per building in the corresponding row; the third and fourth will score 2 points per building, and the fifth and sixth will score 3 points per building. (A 1, 2, or 3 will be placed in that row by the system.)&lt;br /&gt;
&lt;br /&gt;
====Build a Work Building====&lt;br /&gt;
&lt;br /&gt;
The bottom row of each colored area is a work building: The Count&#039;s Palace in red, the City Hall in yellow, and the Bishopric in white. All of these buildings give two citizens of the corresponding color.&lt;br /&gt;
&lt;br /&gt;
==Bonuses==&lt;br /&gt;
&lt;br /&gt;
===Link Bonuses===&lt;br /&gt;
&lt;br /&gt;
Some pairs of buildings have a small diamond between them. When a player has built the two buildings on either side of the diamond, they receive the citizens or resources shown in the diamond.&lt;br /&gt;
&lt;br /&gt;
===Citizen Tracks===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the player board are three colored tracks showing citizens in each color. When you recruit citizens, the system will circle the ones you have recruited, from left to right.&lt;br /&gt;
&lt;br /&gt;
There are several bonuses associated with these tracks:&lt;br /&gt;
&lt;br /&gt;
* When all three colors of citizen in the 3rd column are circled, you gain one of each type of resource.&lt;br /&gt;
* When all three colors of citizen in the 6th and 11th column are circled, immediately build a work building of your choice.&lt;br /&gt;
* When the 15th column in a single color is circled, immediately build a prestige building (in any column) or one of the other two colors.&lt;br /&gt;
* When the 20th column in a single color is circled, immediately gain a citizen of each other color.&lt;br /&gt;
&lt;br /&gt;
Note that if one of these bonuses gains you citizens, it may trigger a further bonus.&lt;br /&gt;
&lt;br /&gt;
==End of Game and Scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends after the afternoon of the 8th round. Each player receives:&lt;br /&gt;
&lt;br /&gt;
* 1 point per circled citizen.&lt;br /&gt;
* Points from Cathedrals, depending on when they were built and how many buildings are built in their corresponding row.&lt;br /&gt;
* 1 point for every two leftover resources &#039;&#039;of the same color.&#039;&#039;  For instance, if the player has 3 deniers, 3 influence, and 1 knowledge, they receive 2 points.&lt;br /&gt;
&lt;br /&gt;
The player(s) with the most points wins! There is no tie-breaker.&lt;/div&gt;</summary>
		<author><name>Toastcrumbs</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyesdice&amp;diff=11205</id>
		<title>Gamehelptroyesdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptroyesdice&amp;diff=11205"/>
		<updated>2021-12-30T12:52:16Z</updated>

		<summary type="html">&lt;p&gt;Toastcrumbs: /* Dice Setup */&lt;/p&gt;
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&lt;div&gt;==Overview==&lt;br /&gt;
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Gain as many points as possible over 8 rounds. The player with the most points is the winner!&lt;br /&gt;
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===The Central Board===&lt;br /&gt;
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The central board consists of 9 segments, each with a plaza disk on it--either red, yellow, or white. Each round, you will use the 4 segments in the light area (&amp;quot;Morning&amp;quot;), then the 4 segments in the darker area (&amp;quot;Afternoon&amp;quot;). (The ninth segment shows the round number and is a neutral space.)&lt;br /&gt;
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This means you will take a total of 16 actions during the game, excluding bonus actions you may earn.&lt;br /&gt;
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===The Player Board===&lt;br /&gt;
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Each player board has 6 rows (in 3 colors) and 6 columns. Each column will be labeled with a die face from 1 to 6, shown above the first row of each color. Depending on your setup options, they may be labeled in order from 1 to 6, or may be in a different order.&lt;br /&gt;
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Each of the 36 row/column combinations corresponds to a building; all the buildings in a given row are of the same type. They will be described below.&lt;br /&gt;
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Underneath each colored section is a resource track: Influence in red, Deniers in yellow, and Knowledge in white. When you gain resources, you will circle the resources on this track; when you spend resources, you will cross them off. You start the game with three of each resource.&lt;br /&gt;
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===Scoring===&lt;br /&gt;
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You will gain points by:&lt;br /&gt;
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* Recruiting citizens, worth 1 point each.&lt;br /&gt;
* Building cathedrals, which score points for each building in one row.&lt;br /&gt;
* Having resources left over at the end of the game, gaining 1 point for each pair of the same type.&lt;br /&gt;
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==Course of a Round==&lt;br /&gt;
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Each round consists of a morning phase and an afternoon phase, each of which has the same flow:&lt;br /&gt;
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# Four dice are rolled; three transparent dice and one black die. &lt;br /&gt;
# Each player simultaneously chooses a colored die from one of the three remaining plazas.&lt;br /&gt;
# Each player performs an action using the die they have chosen.&lt;br /&gt;
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===Dice Setup===&lt;br /&gt;
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After the four dice are rolled, they are arranged in numerical order, then placed in sequence clockwise on the first four plaza disks. If the black die is tied with another die, it is considered to have a slightly lower value and is placed earlier.&lt;br /&gt;
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Then, the black die destroys its plaza--it cannot be used this round, and that plaza will be flipped to the opposite side for the next round. The transparent dice take on the color of the plaza they are on.&lt;br /&gt;
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In rounds 1 and 2, the black die destroys only the plaza it sits on, making it unusable. Starting in the morning of round 3, the black die will &#039;&#039;&#039;also&#039;&#039;&#039; destroy plazas on player boards. For instance, if a black 3 is placed on a red plaza disk, players will be unable to build further buildings in the red area of column 3. (They will be automatically crossed out by the game.) Buildings already built stay built, and this effect can be avoided with Fortress buildings (see below).&lt;br /&gt;
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===Die Choice===&lt;br /&gt;
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Each player chooses one of the three colored dice on the remaining plazas. The dice are not exclusive; multiple players may choose the same die.&lt;br /&gt;
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Taking a die has a cost. The first die (clockwise from the black &amp;quot;Neutral&amp;quot; zone) has no cost. The next die clockwise costs one of any resource when chosen; the next costs one denier; and the last costs two deniers. Note that the black die still counts in this determination; if the black die is the lowest, all dice will have a cost this round.&lt;br /&gt;
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In the very unlikely case where a player has no resources, and no die is available for free, rather than taking a die they receive one of each resource.&lt;br /&gt;
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===Taking Actions===&lt;br /&gt;
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Before taking actions, the chosen die may be modified by spending resources:&lt;br /&gt;
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* For two knowledge (white), a player may change the color of the die.&lt;br /&gt;
* Using influence (red), the player may increase or decrease the value of the die by one point for each knowledge spent. This cannot be used to turn a 1 to a 6 or vice versa.&lt;br /&gt;
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Then, each player chooses one of three actions:&lt;br /&gt;
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====Gain Resources====&lt;br /&gt;
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Gain resources of the color of the die, equal to the value of the die. This circles extra resources, which become usable in the next half-round. The 6th, 12th, and 18th (last) resource gained also gain a citizen of the same color, which will be circled at the bottom of your player board.&lt;br /&gt;
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====Build a Prestige Building====&lt;br /&gt;
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The top row of each color are the prestige buildings--in red, the Fortress; in yellow, the Guild Hall; in white, the Cathedral. The prestige building you build will be placed in the section of the color of the selected die, and the column of the value of the selected die. If you choose to build, that building will be outlined, and you will immediately receive its benefit:&lt;br /&gt;
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* Fortresses each give one citizen. In addition, the black die cannot destroy your plazas in that column in future rounds.&lt;br /&gt;
* Guild Halls give resources or citizens based on the number of dice of one color that are available for choosing. For instance, the first guild hall gives 3 influence for every available red die, up to 9.&lt;br /&gt;
* Cathedrals will score points at the end of the game, based on buildings you have built in each row. The Cathedral in the first column will score for each building in the first row, and so on. The first and second Cathedrals built will score 1 point per building in the corresponding row; the third and fourth will score 2 points per building, and the fifth and sixth will score 3 points per building. (A 1, 2, or 3 will be placed in that row by the system.)&lt;br /&gt;
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====Build a Work Building====&lt;br /&gt;
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The bottom row of each colored area is a work building: The Count&#039;s Palace in red, the City Hall in yellow, and the Bishopric in white. All of these buildings give two citizens of the corresponding color.&lt;br /&gt;
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==Bonuses==&lt;br /&gt;
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===Link Bonuses===&lt;br /&gt;
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Some pairs of buildings have a small diamond between them. When a player has built the two buildings on either side of the diamond, they receive the citizens or resources shown in the diamond.&lt;br /&gt;
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===Citizen Tracks===&lt;br /&gt;
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At the bottom of the player board are three colored tracks showing citizens in each color. When you recruit citizens, the system will circle the ones you have recruited, from left to right.&lt;br /&gt;
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There are several bonuses associated with these tracks:&lt;br /&gt;
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* When all three colors of citizen in the 3rd column are circled, you gain one of each type of resource.&lt;br /&gt;
* When all three colors of citizen in the 6th and 11th column are circled, immediately build a work building of your choice.&lt;br /&gt;
* When the 15th column in a single color is circled, immediately build a prestige building (in any column) or one of the other two colors.&lt;br /&gt;
* When the 20th column in a single color is circled, immediately gain a citizen of each other color.&lt;br /&gt;
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Note that if one of these bonuses gains you citizens, it may trigger a further bonus.&lt;br /&gt;
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==End of Game and Scoring==&lt;br /&gt;
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The game ends after the afternoon of the 8th round. Each player receives:&lt;br /&gt;
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* 1 point per circled citizen.&lt;br /&gt;
* Points from Cathedrals, depending on when they were built and how many buildings are built in their corresponding row.&lt;br /&gt;
* 1 point for every two leftover resources &#039;&#039;of the same color.&#039;&#039;  For instance, if the player has 3 deniers, 3 influence, and 1 knowledge, they receive 2 points.&lt;br /&gt;
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The player(s) with the most points wins! There is no tie-breaker.&lt;/div&gt;</summary>
		<author><name>Toastcrumbs</name></author>
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