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	<updated>2026-10-19T20:12:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprowdypartners&amp;diff=31904</id>
		<title>Gamehelprowdypartners</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprowdypartners&amp;diff=31904"/>
		<updated>2026-10-17T10:21:07Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Add card values&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;
Rowdy Partners has 4 suits (Hats, Horsehoes, Stars, and Tombstones of values 1-8); wild cards (values 3-6) count as any suit.&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>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyro&amp;diff=31190</id>
		<title>Gamehelpyro</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyro&amp;diff=31190"/>
		<updated>2026-08-25T08:44:38Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Add missing paragraph break between phases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== OBJECTIVE ===&lt;br /&gt;
Recruit adventurers for your guild, optimize your formation, and collect the most &#039;&#039;&#039;Victory Points&#039;&#039;&#039; (VP) through combat, technology, magic, and fulfilling quests.&lt;br /&gt;
&lt;br /&gt;
=== SETUP ===&lt;br /&gt;
* Each player receives a &#039;&#039;&#039;player board&#039;&#039;&#039; and 4 markers (Combat, VP, Technology, Magic).&lt;br /&gt;
* Place the shared &#039;&#039;&#039;Combat and Victory board&#039;&#039;&#039; in the center.&lt;br /&gt;
* Each player starts with &#039;&#039;&#039;3 Money&#039;&#039;&#039; and a starting hand of &#039;&#039;&#039;5 cards&#039;&#039;&#039;.&lt;br /&gt;
* Display the Quest cards face-up.&lt;br /&gt;
&lt;br /&gt;
=== GAMEPLAY ===&lt;br /&gt;
Each round consists of 6 phases, played simultaneously:&lt;br /&gt;
&lt;br /&gt;
1. &#039;&#039;&#039;Discard &amp;amp; Draw Phase:&#039;&#039;&#039;&lt;br /&gt;
* Discard any number of hand cards and draw back up to &#039;&#039;&#039;5 cards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Recruit Phase:&#039;&#039;&#039;&lt;br /&gt;
* You may play &#039;&#039;&#039;0 /1 / 2 cards&#039;&#039;&#039; from your hand by paying their cost (top left) in gold. Each card not played earns 1 gold.&lt;br /&gt;
* Place it in your 3x3 grid, orthogonally adjacent to an existing card.&lt;br /&gt;
* Complete the recruit effects and link bonuses for the cards that were played.&lt;br /&gt;
&lt;br /&gt;
3. &#039;&#039;&#039;Combat Phase:&#039;&#039;&#039;&lt;br /&gt;
* Compare your &#039;&#039;&#039;Combat Power&#039;&#039;&#039; with all other players.&lt;br /&gt;
* The stronger player(s) receives VP based on the player count.&lt;br /&gt;
* &#039;&#039;Example: In a 5-player game, if two players are tied for first place, they each receive 5 VP. Any second place players receive 1 VP instead of 3. Players in third, fourth, and fifth place will receive no VP&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
4. &#039;&#039;&#039;Production Phase:&#039;&#039;&#039;&lt;br /&gt;
* Every Adventurer with the Production symbol activates that line of text now. Most Production involves adding Magic and Technology.&lt;br /&gt;
&lt;br /&gt;
5. &#039;&#039;&#039;Income Phase:&#039;&#039;&#039;&lt;br /&gt;
* Gain 3 Money. Then look for any of your recruited Adventurers with the Income icon ; you gain extra Money as specified on their cards.&lt;br /&gt;
&lt;br /&gt;
6. &#039;&#039;&#039;Victory Point Phase:&#039;&#039;&#039;&lt;br /&gt;
* Look for any of your recruited Adventurers with the VP icon , and gain that many VPs.&lt;br /&gt;
&lt;br /&gt;
=== KEY CONCEPTS ===&lt;br /&gt;
* &#039;&#039;&#039;Factions:&#039;&#039;&#039; There are 6 different factions (e.g., Floating City, Mining Company) essential for line bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Professions:&#039;&#039;&#039; Warrior, Wizard, Merchant, etc., also determine synergies within the grid.&lt;br /&gt;
* &#039;&#039;&#039;Tech &amp;amp; Magic:&#039;&#039;&#039; These tracks grant additional victory points at the end of the game or via card effects.&lt;br /&gt;
* &#039;&#039;&#039;Resources:&#039;&#039;&#039; Symbols on cards that provide permanent cost reductions for recruiting.&lt;br /&gt;
&lt;br /&gt;
=== END OF GAME ===&lt;br /&gt;
The game ends at the end the round where a player has &#039;&#039;&#039;9 cards&#039;&#039;&#039; in their grid or a player reaches &#039;&#039;&#039;40 VPs&#039;&#039;&#039;.&lt;br /&gt;
* Every 3 remaining money converts to 1 VP.&lt;br /&gt;
* The player with the most VP wins.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwonders&amp;diff=31036</id>
		<title>Gamehelpsevenwonders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwonders&amp;diff=31036"/>
		<updated>2026-08-11T12:10:32Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Fix 70-&amp;gt;7, 60-&amp;gt;6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In [https://boardgamegeek.com/boardgame/68448/7-wonders 7 Wonders] your aim is to make your civilization thrive over three &#039;&#039;ages&#039;&#039;, by ramping up your production of raw and/or manufactured goods, building different types of constructions, and taking care of your relations with your neighbors. During the game, you can also build and upgrade your &#039;&#039;wonder&#039;&#039;, which gives you additional advantages (points or capabilities). You do not need to construct your wonder at all, but it is recommended.&lt;br /&gt;
&lt;br /&gt;
The player with the most points at the end of the game wins !&lt;br /&gt;
&lt;br /&gt;
== Table setup ==&lt;br /&gt;
&lt;br /&gt;
Number of players:&lt;br /&gt;
&lt;br /&gt;
• it is possible to play with 3 to 7 players on BoardGameArena.&lt;br /&gt;
&lt;br /&gt;
• BoardGameArena suggests 4 players&lt;br /&gt;
&lt;br /&gt;
• [https://boardgamegeek.com/boardgame/68448/7-wonders BoardGameGeek community] suggests 4-5 players.&lt;br /&gt;
&lt;br /&gt;
Choices:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;Game mode&#039;&#039;: normal and training&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;Game speed&#039;&#039;: as any other game&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;Wonder board side&#039;&#039;: allow players to choose their preferred side of their Wonder board, or set it randomly&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;Wonder board side&#039;&#039; has been set to &#039;&#039;Choose Wonder side&#039;&#039;, at the very beginning the players can choose between two sides of their Wonder board. Side A is usually easier to accomplish.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game proceeds over 3 &#039;&#039;ages&#039;&#039;, each comprising 6 rounds.&lt;br /&gt;
&lt;br /&gt;
=== Card drafting rounds ===&lt;br /&gt;
A round is simple: you are shown a hand of cards, you take one of them and perform one action with it, then the hand is moved on to the &#039;&#039;next&#039;&#039; player (shown by the &#039;&#039;hands rotation&#039;&#039; arrow). All players do this at the same time.&lt;br /&gt;
&lt;br /&gt;
Each age starts with 7 cards in each hand. The last round happens when the player has two cards in the hand: one is selected, the other is discarded.&lt;br /&gt;
&lt;br /&gt;
For each card, there can be &#039;&#039;&#039;three to four actions&#039;&#039;&#039; that you can take, shown when you hover on the card:&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;1. Construct&#039;&#039;&#039; ====&lt;br /&gt;
(arrow pointing to card thumbnails): &#039;&#039;&#039;Add the specific card to your capabilities, paying its associated cost if any.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The cost is shown on the top left of the card; a symbol over it shows if you are allowed to do this move:&lt;br /&gt;
&lt;br /&gt;
• a red cross indicates that you don&#039;t have and can&#039;t gather the necessary resources to construct&lt;br /&gt;
&lt;br /&gt;
• a yellow check mark with a number indicates how much you have to pay your neighbors to gather the necessary resources.&lt;br /&gt;
&lt;br /&gt;
− You can only buy resources from a neighbor if they have that resource available.&lt;br /&gt;
&lt;br /&gt;
− You pay 2 coins per resource, unless you have acquired a yellow card allowing you to buy that resource from that neighbor for only 1 coin.&lt;br /&gt;
&lt;br /&gt;
• a green check mark shows that you can construct with your own resources only&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;2. Build wonder stage&#039;&#039;&#039; ====&lt;br /&gt;
(arrow pointing to a layered pyramid): &#039;&#039;&#039;Use this card as a marker on the lower side of the Wonder board, gaining the shown advantages&#039;&#039;&#039; (e.g. victory points, or capabilities). The Wonder plan can only be deployed passing through the stages in order, from left to right. A symbol below the next stage you can build shows you if it&#039;s possible to build it or not, with the same convention as explained above for constructing a card;&lt;br /&gt;
&lt;br /&gt;
==== 3. Sell the card ====&lt;br /&gt;
(arrow pointing to a coin with a 3 inside): &#039;&#039;&#039;Gain 3 coins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;4. Construct a card&#039;&#039;&#039; ====&lt;br /&gt;
(arrow pointing to a blank card with a red cross on the top-left corner): This is optionally shown to players who have this capability, provided by one of their wonder stage. Once per age, it&#039;s possible to construct a card without paying its cost.&lt;br /&gt;
&lt;br /&gt;
=== Some wonder stages provide additional capabilities: ===&lt;br /&gt;
• &#039;&#039;&#039;Construct a card for free&#039;&#039;&#039; in each age: as described above&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Play last card&#039;&#039;&#039; (two blank cards with a green check mark): the last card in each age is usually discarded, but the player with this capability can play it (with the usual rules regarding the cost)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Construct a discarded card for free&#039;&#039;&#039; (many blank cards, the bigger with a red cross on it): the player can look through all discarded cards so far and build it for free&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Copy neighboring guilds&#039;&#039;&#039; (purple card with two triangles on the sides): the player will get additional points depending on the cards equipped by the neighbors at the end of the match.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
After the last card-drafting round, the age is ended and the fighting phase begins. Military capabilities are compared to award victory or lose points. This is done automatically, but you get to see how you score with an animation.&lt;br /&gt;
&lt;br /&gt;
== End of game Scoring ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the third Age, after the Conflict tokens have been handed out.&lt;br /&gt;
Each player totals their civilization points and the player with the highest total is declared the winner.&lt;br /&gt;
In case of a tie, the player with the most coins in their treasury is the winner. A tie on coins is not broken further&lt;br /&gt;
&lt;br /&gt;
Points are counted from 7 categories in the following order:&lt;br /&gt;
==== Military Conflicts ====&lt;br /&gt;
&lt;br /&gt;
Each player adds their Victory and Defeat tokens (this total can be negative!).&lt;br /&gt;
==== Treasury Contents ====&lt;br /&gt;
&lt;br /&gt;
For every 3 coins in their possession at the end of the game, players score 1 victory point. Leftover coins score no points.&lt;br /&gt;
&lt;br /&gt;
==== Wonders ====&lt;br /&gt;
&lt;br /&gt;
Each player then adds to their score the victory points from their wonder.&lt;br /&gt;
&lt;br /&gt;
==== Civilian Structures ====&lt;br /&gt;
&lt;br /&gt;
Each player adds the victory points of their Civilian structures. This amount is indicated on each Civilian structure.&lt;br /&gt;
&lt;br /&gt;
==== Scientific Structures ====&lt;br /&gt;
&lt;br /&gt;
The scientific cards earn victory points in two very different ways: from sets of identical symbols and from sets of 3 different symbols.&lt;br /&gt;
Be careful : the victory points earned by both methods are cumulative.&lt;br /&gt;
&lt;br /&gt;
For each set of the 3 existing scientific symbols, the player wins 7 points.&lt;br /&gt;
&lt;br /&gt;
If you have multiple of the same scientific symbol, the points you win grow quadratically:&lt;br /&gt;
&lt;br /&gt;
• 1 symbol: 1 victory point&lt;br /&gt;
&lt;br /&gt;
• 2 symbols: 4 victory points&lt;br /&gt;
&lt;br /&gt;
• 3 symbols: 9 victory points&lt;br /&gt;
&lt;br /&gt;
• 4 symbols: 16 victory points&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
• the number of points gained is equal to the number of symbols squared.&lt;br /&gt;
&lt;br /&gt;
• there are 4 green cards for each symbol, for a maximum of 16 victory points per family of symbols.&lt;br /&gt;
&lt;br /&gt;
• this maximum can be increased with the Scientific Guild and the Wonder of Babylon: 5 identical symbols earn 25 victory points and 6 identical symbols earn 36 victory points.&lt;br /&gt;
&lt;br /&gt;
===== Commercial Structures =====&lt;br /&gt;
&lt;br /&gt;
Some commercial structures from Age III grant victory points.&lt;br /&gt;
&lt;br /&gt;
==== Guilds ====&lt;br /&gt;
&lt;br /&gt;
Each Guild is worth a number of victory points depending on the configuration of the player’s city and/or that of the two neighboring cities (see description of the structures)&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
=== Edifice ===&lt;br /&gt;
&lt;br /&gt;
There is an Edifice for each age, with 2/3/3/4/5 participation pawns (&#039;pawns&#039; for short) for 3/4/5/6/7 players.&lt;br /&gt;
&lt;br /&gt;
Once per age when you build a Wonder stage, you may participate in the construction of that age&#039;s Edifice if there are pawns left.&lt;br /&gt;
&lt;br /&gt;
If you do so, pay the project&#039;s participation cost and take a pawn.&lt;br /&gt;
&lt;br /&gt;
When the last pawn is taken from an Edifice, all players with the corresponding pawn immediately gain its reward.&lt;br /&gt;
&lt;br /&gt;
At the end of an age, if its Edifice has participation pawns left, all players without its pawns suffer its penalty. Those with pawns do not gain its reward.&lt;br /&gt;
&lt;br /&gt;
If you cannot pay the full penalty, take a Debt token (-2/-3/-5 for age I/II/III).&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrybaby&amp;diff=30058</id>
		<title>Gamehelpcrybaby</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcrybaby&amp;diff=30058"/>
		<updated>2026-05-31T16:41:11Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Added card values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Cry Baby is a &#039;&#039;&#039;trick-taking&#039;&#039;&#039; game played in 4 rounds of 7 tricks each. At the start of each round, you must choose the &#039;&#039;&#039;orientation&#039;&#039;&#039; of your hand of cards and &#039;&#039;&#039;bet&#039;&#039;&#039; on the number of trick you think you can win during the round. &lt;br /&gt;
&lt;br /&gt;
If you win your bet, you will gain a lot of points. Otherwise, you can &#039;&#039;&#039;cry&#039;&#039;&#039;, it helps a lot. &lt;br /&gt;
&lt;br /&gt;
At the end of the 4th round, the player with the most points wins the game. &lt;br /&gt;
&lt;br /&gt;
==== Deck Content ====&lt;br /&gt;
&lt;br /&gt;
A deck contains 44 cards. There are 4 types of characters: &lt;br /&gt;
&lt;br /&gt;
- Queen (blue) and King (red) have no real powers but just the colors. Values: 0-30.&lt;br /&gt;
&lt;br /&gt;
- Wizard (yellow) makes a little magic so they are the &#039;&#039;&#039;trump&#039;&#039;&#039; color. Values: 8-30.&lt;br /&gt;
&lt;br /&gt;
- Dragon (black) are born of magic so they are the &#039;&#039;&#039;supertrump&#039;&#039;&#039;. They always win the trick. Values: 40, 50, 60.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Each player takes 7 cards at the start of each round. &lt;br /&gt;
&lt;br /&gt;
Then, each player must select the orientation by flipping all cards in your hand. Also, each player must select 1 bet card from your 5 bet cards. &lt;br /&gt;
&lt;br /&gt;
Once all players have chosen, a new trick is started. &lt;br /&gt;
&lt;br /&gt;
==== Leader ====&lt;br /&gt;
&lt;br /&gt;
The leader start the trick by playing &#039;&#039;&#039;one card&#039;&#039;&#039; from their hand, without any restrictions. The suit of this card is the leading suit. Then, one after the other in clockwise order, each player plays one card from their hand, while respecting the following rules: &lt;br /&gt;
&lt;br /&gt;
- If they have a card of the leading suit: they must play it. &lt;br /&gt;
&lt;br /&gt;
- If they don&#039;t have a card of the leading suit, then they can play any card they want. &lt;br /&gt;
&lt;br /&gt;
- Whether they have a card of the leading suit or not, a player &#039;&#039;&#039;can&#039;&#039;&#039; always choose to play a black card. &lt;br /&gt;
&lt;br /&gt;
Once all the players have played a card, you have to determine &#039;&#039;&#039;who cries&#039;&#039;&#039; and &#039;&#039;&#039;who wins&#039;&#039;&#039; the trick. &lt;br /&gt;
&lt;br /&gt;
The player who played the &#039;&#039;&#039;lowest card&#039;&#039;&#039; (regradless of its suit) is the &#039;&#039;&#039;Crybaby&#039;&#039;&#039;. They choose one of these two bonuses: &lt;br /&gt;
&lt;br /&gt;
- Cry about their hand: they &#039;&#039;&#039;change the orientation of one card&#039;&#039;&#039; in their hand. &lt;br /&gt;
&lt;br /&gt;
- Cry for 1 point: place a card under their bet card from the supply. &lt;br /&gt;
&lt;br /&gt;
The winner of the trick is the player who played... &lt;br /&gt;
&lt;br /&gt;
- The highest value black card&lt;br /&gt;
&lt;br /&gt;
- if no possible player, the highest value yellow card&lt;br /&gt;
&lt;br /&gt;
- if no possible player, the highest value in the leading suit. &lt;br /&gt;
&lt;br /&gt;
If you still have card(s) in your hand, the winner of the trick becomes the new leader and start a new trick. &lt;br /&gt;
&lt;br /&gt;
Note: in case of a tie for the lowest-value card, all the tied players cry and get the bonus. &lt;br /&gt;
&lt;br /&gt;
Note: A player can have the lowest card and still win the trick. &lt;br /&gt;
&lt;br /&gt;
Once the 7th trick of the round has been played, each player counts their points the following way: &lt;br /&gt;
&lt;br /&gt;
- If the player won a number of tricks equal to one of the bets on their bet card, they gain the associated points. &#039;&#039;&#039;Then, they remove the bet card from the game. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- If the number of tricks they won is not equal to any bets on their bet card, they don&#039;t gain or lose any points. &#039;&#039;&#039;Then, they take their bet card back. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- No matter the bet, gain 1 point per card won by &amp;quot;crying for 1 point&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If this was the 4th round, the game is over. The player who has the most points wins! In case of a tie, the winner is the one who won the most points in the last round. &lt;br /&gt;
&lt;br /&gt;
If not, start a new round. The player who has the highest score is the new leader.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazure&amp;diff=28359</id>
		<title>Gamehelpazure</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazure&amp;diff=28359"/>
		<updated>2026-02-05T10:15:20Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Gameplay rules copied from rulebook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Play==&lt;br /&gt;
&lt;br /&gt;
The start player goes first. Players then take alternating turns. On your turn, do the following in order:&lt;br /&gt;
&lt;br /&gt;
# Place a stone&lt;br /&gt;
# Gather boons&lt;br /&gt;
# Check Auspicious Beasts&lt;br /&gt;
&lt;br /&gt;
===1. place a stone===&lt;br /&gt;
&lt;br /&gt;
Place a stone into any empty space in the realm.&lt;br /&gt;
Each space has a card cost:&lt;br /&gt;
&lt;br /&gt;
* The color of the domain (board) tells you the color of qi needed.&lt;br /&gt;
* The number of &#039;&#039;&#039;boon&#039;&#039;&#039; symbols in the space tells you the amount of cards needed.&lt;br /&gt;
&lt;br /&gt;
Pay the card cost from your hand. Return them to the matching face-up deck.&lt;br /&gt;
Then, place one of your stones onto the space.&lt;br /&gt;
&lt;br /&gt;
If you cannot place a stone on your turn, you lose the&lt;br /&gt;
game immediately.&lt;br /&gt;
&lt;br /&gt;
====Bonds====&lt;br /&gt;
&lt;br /&gt;
The card cost can be reduced by bonds provided by your other stones.&lt;br /&gt;
Each of your stones that is horizontally or vertically in line with the space provides one bond, which is equivalent to one card in whatever color is needed, unless blocked by a mountain.&lt;br /&gt;
Bonds are not blocked by player stones.&lt;br /&gt;
&lt;br /&gt;
Through bonds, the card cost of a space can be reduced to zero.&lt;br /&gt;
This means you can sometimes place a stone without paying any cards.&lt;br /&gt;
The card cost of a space cannot be reduced below zero.&lt;br /&gt;
&lt;br /&gt;
===2. gather boons===&lt;br /&gt;
&lt;br /&gt;
The symbols in each space represent the boons you&lt;br /&gt;
receive when you place a stone in it:&lt;br /&gt;
&lt;br /&gt;
; Card (Qi)&lt;br /&gt;
: Take a matching card from the face-up decks (not the hidden deck) and add it to your hand. There is no limit to the number of cards you can have in hand.&lt;br /&gt;
; Point (Wisdom)&lt;br /&gt;
: Move your score marker one step forward on the wisdom track. Both players’ markers can occupy the same space on the track.&lt;br /&gt;
&lt;br /&gt;
===3. check auspicious beasts===&lt;br /&gt;
&lt;br /&gt;
Each Auspicious Beast will favor whichever player has the most stones &#039;&#039;&#039;guarding&#039;&#039;&#039; its mountain (the rules for how a stone guards a mountain is different for each mountain).&lt;br /&gt;
&lt;br /&gt;
The first player to play &#039;&#039;&#039;two stones&#039;&#039;&#039; that guard a Beast’s mountain immediately gains the favor of the Beast.&lt;br /&gt;
Take the Beast and place it on your side of the realm.&lt;br /&gt;
&lt;br /&gt;
If at any time the opposing player has &#039;&#039;&#039;more stones&#039;&#039;&#039; than you guarding the Beast’s mountain, they take it from you.&lt;br /&gt;
They gain its favor, and you &#039;&#039;&#039;lose&#039;&#039;&#039; the favor.&lt;br /&gt;
If you are tied with the same number of stones, whoever has the favor keeps it.&lt;br /&gt;
&lt;br /&gt;
The favor of a Beast can switch between the players more than once. A Beast remains with the player who has it&lt;br /&gt;
unless it is taken by the opponent. A Beast never returns to its mountain. On each turn, take care to consider all the&lt;br /&gt;
mountains since a single stone can guard more than one.&lt;br /&gt;
&lt;br /&gt;
; The Azure Dragon&lt;br /&gt;
: The Azure mountain is guarded by &#039;&#039;&#039;all stones horizontally and vertically in line with it&#039;&#039;&#039;, unless blocked by another mountain. When you gain the favor of the Azure Dragon, take the Dragon and gain &#039;&#039;&#039;three points&#039;&#039;&#039;. If you lose the favor, lose three points.&lt;br /&gt;
; The White Tiger&lt;br /&gt;
: The White mountain is guarded by &#039;&#039;&#039;all stones horizontally and vertically in line with it&#039;&#039;&#039;, unless blocked by another mountain. When you gain the favor of the White Tiger, take the Tiger and gain &#039;&#039;&#039;two points&#039;&#039;&#039;. If you lose the favor, lose two points.&lt;br /&gt;
; The Black Tortoise&lt;br /&gt;
: The Black mountain is guarded by &#039;&#039;&#039;all stones on serpent spaces in all domains.&#039;&#039;&#039;&lt;br /&gt;
: When you gain the favor of the Black Tortoise, take the Tortoise and place one of your own &#039;&#039;&#039;common&#039;&#039;&#039; stones, taken from your supply, onto the Black mountain.&lt;br /&gt;
: The stone on the Black mountain provides a &#039;&#039;&#039;bond&#039;&#039;&#039; to all spaces that are horizontally or vertically in line with it, unless blocked by a mountain. The stone will also &#039;&#039;&#039;guard&#039;&#039;&#039; the Azure and White mountains if one or both are aligned horizontally or vertically, unless blocked by another mountain. The stone on the Black mountain does not guard the Black mountain.&lt;br /&gt;
: If you lose the favor, remove your stone from the Black mountain and return it to your supply. Your opponent replaces it with one of their common stones. This can cause the favor of the Azure Dragon or the White Tiger to switch between the players.&lt;br /&gt;
; The Vermillion Bird&lt;br /&gt;
: The Vermillion mountain is guarded by &#039;&#039;&#039;all stones in the Vermillion domain (board)&#039;&#039;&#039;. When you gain the favor of the Vermillion Bird, take the Bird and &#039;&#039;&#039;draw two cards&#039;&#039;&#039; from the hidden deck. If you lose the favor, return any two cards from your hand to the face-up decks. If you have only one card in hand, return it. If you have no cards, do nothing. In either of these cases, there is no further penalty.&lt;br /&gt;
&lt;br /&gt;
==Winning the game==&lt;br /&gt;
&lt;br /&gt;
The first player to move their stone to the end of the wisdom track (25) wins the game.&lt;br /&gt;
Or, you win the game immediately if your opponent cannot place a stone on their turn.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquatica&amp;diff=27671</id>
		<title>Gamehelpaquatica</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquatica&amp;diff=27671"/>
		<updated>2025-12-14T10:02:42Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Turn thumbnail into full size image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h3&amp;gt;OVERVIEW&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
In Aquatica, players take the role of Sea Folk seeking prosperity by conquering and developing undersea locations. The player with the most Prosperity Points at the end of the game wins!&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;ON YOUR TURN&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;On your turn, you &amp;lt;strong&amp;gt;must&amp;lt;/strong&amp;gt;:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Play 1 Character card&amp;lt;/strong&amp;gt; from your hand and perform its ability to the fullest extent possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Discard the card to your personal discard pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;You &#039;&#039;&#039;may&#039;&#039;&#039; also &#039;&#039;&#039;perform any number of&#039;&#039;&#039; &amp;lt;strong&amp;gt;additional actions&amp;lt;/strong&amp;gt;, before and/or after playing your Character card, in any order:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Activate a ready Manta&amp;lt;/strong&amp;gt; (flipping it to its tired side) to gain a resource or trigger a special effect.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Exploit a Location Depth&amp;lt;/strong&amp;gt; to gain the displayed resource or effect then slide the Location card up one step.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;strong&amp;gt;Note:&amp;lt;/strong&amp;gt; You can only gain resources (from mantas or locations) if required by your main action, and those are the only additional actions allowed &#039;&#039;during&#039;&#039; your main action. The other additional actions must be performed before or after, but not during your main action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;MAIN ACTIONS (Character Cards)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each Character card allows one of the following (depending on the card’s ability):&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Recruit&amp;lt;/strong&amp;gt; – Pay coins to gain a Character card from the display.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Buy a Location&amp;lt;/strong&amp;gt; – Pay coins to gain a Location card and place it on your board.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Conquer a Location&amp;lt;/strong&amp;gt; – Pay power (Tridents) instead of coins to gain a Location and place it on your board.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Raise a Location&amp;lt;/strong&amp;gt; – Slide a Location card up to access depth bonuses (resources or effects) or gain Mantas.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Score a Fully Raised Location&amp;lt;/strong&amp;gt; – Move it to your scoring pile.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Scout&amp;lt;/strong&amp;gt; &amp;lt;em&amp;gt;(optional)&amp;lt;/em&amp;gt; – Refresh the Location display:&lt;br /&gt;
&amp;lt;li&amp;gt;Discard the top row of Locations. &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Move the bottom row to the top. &amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Refill the bottom row with new cards from the deck. &amp;lt;/li&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;PLACING LOCATIONS AND USING MANTAS&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You must have an empty slot on your board to place a new Location.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Locations are raised step-by-step to unlock resources and effects.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Fully raised Locations may grant a &amp;lt;strong&amp;gt;Wild Manta&amp;lt;/strong&amp;gt; if they have a manta icon, but they don’t provide points unless scored.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only fully raised Locations can be scored.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Mantas are reusable: flip them to use, and refresh them with abilities like &amp;lt;em&amp;gt;Matrona&amp;lt;/em&amp;gt; or &amp;lt;em&amp;gt;Mantas Leader&amp;lt;/em&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All resources are temporary and only usable during your turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;ACHIEVING GOALS&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;There are 4 shared goals shown on the board. When you meet a goal&#039;s condition, you may:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Place one of your color Mantas (ready or tired) on the leftmost empty space of each goal fulfilled that turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Each goal may only be claimed once per player.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Claiming a goal earlier gives more points!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;END GAME&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The &amp;lt;strong&amp;gt;final round&amp;lt;/strong&amp;gt; is triggered when any of the following occurs:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;A player has claimed all 4 goals.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Location deck is empty.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The Character deck is empty.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After one final turn for each player, the game ends.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;SCORING&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;At the end of the game, players score:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 point per Character card &amp;lt;em&amp;gt;in hand&amp;lt;/em&amp;gt; (including your King). Discarded cards do not score.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Points shown on Locations in your &#039;&#039;Scoring Pile&#039;&#039;. Locations still on your player board do not score.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Points from goals, based on the position of your Mantas in the Goal area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Tiebreakers:&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Most Mantas in personal supply.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Lowest-numbered King card.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;KING CARDS (Optional)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Each player starts with a King card in hand.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;King cards provide a unique ability and count toward Character-based goals.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;They also count as scoring cards in hand at the end of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;In case of a tie, the player with the lowest-numbered King card wins.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;VARIABLE GOALS (Optional)&amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The 4 default goals are replaced with randomized goal tokens.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;These offer alternative objectives and different scoring conditions.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The active goals are always visible on the board during the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Reference sheet aq.png|Icon quick reference|left]]&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppergola&amp;diff=27351</id>
		<title>Gamehelppergola</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppergola&amp;diff=27351"/>
		<updated>2025-11-17T13:14:48Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Add formatting and scoring details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
You are a gardener. Over 15 rounds you will grow and place plants, attract insects, and use special actions to develop your garden. At the end, you score on multiple categories, and the player with the highest total wins.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Each player gets: a garden board, a pergola board, a cascade (water) board, a scoring sheet, and starting tokens (frog, 2 water drops, birdhouse, honey pots). &lt;br /&gt;
There is a shared action board with 4 action spaces, and a pool of tools (shovels, rakes, trowels, hoes) used in draft/action selection.&lt;br /&gt;
The insect tokens, plants, lanterns, leaves, etc., are placed in a central supply.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
&lt;br /&gt;
Each turn has 4 steps:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Pick a Tool:&#039;&#039;&#039; Choose one of the tools from the action board. This also “locks in” the action associated with that spot.&lt;br /&gt;
# &#039;&#039;&#039;Enrich Your Garden:&#039;&#039;&#039; Take the plant/insect tokens indicated by the tool, and place them in your garden (or insects in free flying space) following placement rules.&lt;br /&gt;
# &#039;&#039;&#039;Perform the Action:&#039;&#039;&#039; The tool you picked tells you which of 4 actions to carry out:&lt;br /&gt;
#* Insect Flutter: move insects (ladybugs, butterflies, bees) in your garden&lt;br /&gt;
#* Bird Flight: draw a leaf from the leaf piles, then take the insect shown&lt;br /&gt;
#* Water Drop: move one water drop down the cascade; if it lands on an insect, you gain it&lt;br /&gt;
#* Frog Jump: move your frog to a waterlily in the pond, and gain the insect/dragonfly if conditions are met&lt;br /&gt;
# &#039;&#039;&#039;Cleanup / Refresh:&#039;&#039;&#039; Refill the gap on the action board, slide tools, and draw a new tool to replenish. The tool you used goes into your tool pot to mark your turn count.&lt;br /&gt;
&lt;br /&gt;
Repeat until each player has taken 15 turns.&lt;br /&gt;
&lt;br /&gt;
===Placement &amp;amp; Special Rules===&lt;br /&gt;
&lt;br /&gt;
Plants &amp;amp; insects must follow placement restrictions (e.g. magnolias branch, insects go on matching plants or flying space).&lt;br /&gt;
&lt;br /&gt;
Dragonflies require prerequisites before you can collect them.&lt;br /&gt;
&lt;br /&gt;
Lanterns give special one-time bonuses.&lt;br /&gt;
&lt;br /&gt;
Honey pots are filled by bees on buttercups and score points.&lt;br /&gt;
&lt;br /&gt;
Some actions chain (e.g. extra water drip).&lt;br /&gt;
&lt;br /&gt;
==End game scoring==&lt;br /&gt;
&lt;br /&gt;
At game end, players score from:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plants&#039;&#039;&#039;&lt;br /&gt;
** Each row of 3/2/1 different colored hollyhock flowers gives 6/2/1 points.&lt;br /&gt;
** Each magnolia on level 1-3/4/5+ scores 1/2/3 points (whether it is single or double branch).&lt;br /&gt;
** Each pair of pink+blue buttercups gives 3 points (whether there is a bee or not).&lt;br /&gt;
* &#039;&#039;&#039;Insects&#039;&#039;&#039;&lt;br /&gt;
** Each butterfly on level 1/2-3/4+ scores 1/2/3 points.&lt;br /&gt;
** Each ladybug scores 1/2/3 points if there are 1/2/3+ ladybugs on its level.&lt;br /&gt;
** Bees give points only for plants that are fully occupied. 2/4 points per buttercups with 1/2 bees, 8 points for lavenders with 3 bees.&lt;br /&gt;
** Each small/medium/large dragonfly scores 1/3/5 points.&lt;br /&gt;
* &#039;&#039;&#039;Filled honey pots&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leaves of different colors&#039;&#039;&#039; on the birdhouse&lt;br /&gt;
* &#039;&#039;&#039;Cascade bonuses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Highest total wins.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcafe&amp;diff=26868</id>
		<title>Gamehelpcafe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcafe&amp;diff=26868"/>
		<updated>2025-10-18T21:07:04Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Expresso icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Overview&#039;&#039;&#039; ===&lt;br /&gt;
You represent one of the 4 coffee companies that from plantation, drying, roasting and distribution try to create and control the best supply chain of coffee. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Game Play&#039;&#039;&#039; ===&lt;br /&gt;
The game is played over 8 rounds where each player simulates the flow of coffee beans (cubes) through 4 stages: &#039;&#039;&#039;A. Produce, B. Dry, C. Roast&#039;&#039;&#039; and &#039;&#039;&#039;D. Deliver.&#039;&#039;&#039; Each round is divided into 3 phases:&lt;br /&gt;
&lt;br /&gt;
==== Draft Plan Cards ====&lt;br /&gt;
At the beginning of each round, players take turns choosing 1 from 3 Plan Cards.&lt;br /&gt;
&lt;br /&gt;
1. If choosing a card with a coffee cup icon, the player must pay with a cube.&lt;br /&gt;
&lt;br /&gt;
2. The player does not have to pay if the business area has 2 visible ship icons&lt;br /&gt;
&lt;br /&gt;
==== Place Plan Cards ====&lt;br /&gt;
Each player adds the chosen card to their Business Area &lt;br /&gt;
&lt;br /&gt;
1. At the beginning of the game, the Business Area has a default card with all action icons. &lt;br /&gt;
&lt;br /&gt;
2. Each new card must always cover 2, 3 or 4 visible squares of the existing Business Area&lt;br /&gt;
&lt;br /&gt;
Tip for BGA interface: Click/tap on a highlighted square to move the card towards the middle before rotating it.&lt;br /&gt;
&lt;br /&gt;
==== Carry out actions ====&lt;br /&gt;
Each player performs between 1 (minimum) and 8 (maximum) actions, according to the number of visible coffee cup icons in their business area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 4 types of actions are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A. Produce&#039;&#039;&#039; - Add a matching colour cube to each coffee bean icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;B. Dry&#039;&#039;&#039; - The player takes all the cubes of one color from one or more bean squares and joins them in a dry square. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C. Roast&#039;&#039;&#039; - The player takes all the cubes of one color from one or more dry squares and joins them on a roast square. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;D. Deliver&#039;&#039;&#039; - The players take all the cubes from all the roast squares they want to and deliver these either to one or more coffee shops in their business area or to their warehouse.  If a 2-square coffee shop is partially hidden it is NOT available to accept a delivery. Cubes placed on a coffee shop square remain there until the end of the game, unless the coffee shop is partially or totally hidden (in this case the cubes are removed to the supply piles). Cubes in the warehouse cannot be used later to fulfil coffee shop deliveries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039; - All action squares must be empty to do the action. Each cluster of orthogonally adjacent squares act as single action point - each square of the cluster produces/dries/roasts one set of cubes of one colour.&lt;br /&gt;
&lt;br /&gt;
The round ends when all players have completed their actions.&lt;br /&gt;
&lt;br /&gt;
=== End of the game and scoring ===&lt;br /&gt;
The game ends after all players have performed their actions of the 8th and final round.&lt;br /&gt;
&lt;br /&gt;
Players earn victory points for their fully supplied coffee shops and for the cubes stored in their warehouse as follows:&lt;br /&gt;
&lt;br /&gt;
a) The colour with the fewest cubes earns 2 victory points per cube (0 if no cubes are stored).&lt;br /&gt;
&lt;br /&gt;
b) The colour with the second fewest cubes earns 1 victory point per cube (0 if no cubes are stored).&lt;br /&gt;
&lt;br /&gt;
c) Only two colours of cubes score, even if these 2, or more, have the same number of cubes.&lt;br /&gt;
&lt;br /&gt;
The player with the most points is the winner. In the event of a tie, the winner is the player with more cubes on roast spaces. If the tie persists the player with the most cubes on dry spaces wins.&lt;br /&gt;
&lt;br /&gt;
==== Score scale ====&lt;br /&gt;
30-35 Very good&lt;br /&gt;
&lt;br /&gt;
36-40 Extraordinary&lt;br /&gt;
&lt;br /&gt;
41+ Good luck with that!&lt;br /&gt;
&lt;br /&gt;
=== Expresso expansion icons ===&lt;br /&gt;
&lt;br /&gt;
EXPRESSO: when doing a D action this square can receive a cube from among those that are being delivered. At the end of the game and before scoring, the cube in this square can be exchanged for a cube of any color from the general supply and added to the warehouse. No more than one cube can be placed in this square and once placed here the cube will remain there until the end of the game.&lt;br /&gt;
&lt;br /&gt;
LOTE: this square produces one cube of any type (color).&lt;br /&gt;
&lt;br /&gt;
NATA: if at the end of the game this square is orthogonally adjacent to a fully supplied coffee shop the victory points of the shop are added with the points of the “nata” cake; no more than one “nata” per coffee shop can be scored and the same “nata” can’t score twice.&lt;br /&gt;
&lt;br /&gt;
PLUS: this square produces 2 cubes of the depicted type instead of 1.&lt;br /&gt;
&lt;br /&gt;
[https://cf.geekdo-images.com/vfWNe1AftwqtGi8UgpTDgw__imagepage/img/F3yXkurtuk49zpP3lh6OQ0nrqSQ=/fit-in/900x600/filters:no_upscale():strip_icc()/pic5928585.jpg Image of icons]&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppaganfateofroanoke&amp;diff=26776</id>
		<title>Gamehelppaganfateofroanoke</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppaganfateofroanoke&amp;diff=26776"/>
		<updated>2025-10-07T08:12:14Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Add missing blank line&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Overview ==&lt;br /&gt;
This is a two-player game where each player takes a different role. One is the Witch and the other is the Hunter of the Witch. The Witch&#039;s goal is to perform a ritual so Mother Nature reclaims the colony of Roanoke. The Hunter&#039;s goal is to find the Witch and bring her to justice. &lt;br /&gt;
&lt;br /&gt;
Both players accomplish their goals by visiting villagers, playing tokens on them to gather power, and hindering the other player. Each role has the same basic core actions, but the game mechanics are a little different between them.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&#039;&#039;&#039;The Witch&#039;&#039;&#039; can win in two ways. &lt;br /&gt;
&lt;br /&gt;
# Performing the ritual. To do this, she must put her Action Pawn on the villager who represents her true identity &#039;&#039;&#039;and&#039;&#039;&#039; has 3 or more Favor tokens on it. &lt;br /&gt;
# The Hunter eliminates 3 innocent villagers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hunter&#039;&#039;&#039; can win in two ways.&lt;br /&gt;
&lt;br /&gt;
# Eliminating the villager who represents the Witch&#039;s true identity &lt;br /&gt;
# Gathering all 8 villagers cards (i.e., Eliminating all villagers who are not the Witch&#039;s true identity.)&lt;br /&gt;
&lt;br /&gt;
== Game Turns ==&lt;br /&gt;
Each turn consists of 2 phases--Upkeep and Action. &lt;br /&gt;
&lt;br /&gt;
=== Upkeep Phase ===&lt;br /&gt;
# &#039;&#039;&#039;Action Pawns&#039;&#039;&#039; are returned to your supply.&lt;br /&gt;
# Perform any &amp;quot;Start of Upkeep&amp;quot; effects on cards in play.&lt;br /&gt;
# Perform any &amp;quot;during Upkeep&amp;quot; effects on cards in play. Some use the keyword &amp;quot;must&amp;quot;, which means they are required or are discarded. Some have the keyword &amp;quot;may&amp;quot;, which means they are optional.&lt;br /&gt;
# &#039;&#039;&#039;HUNTER ONLY:&#039;&#039;&#039; Pay an amount of Influence for Allies in play. Discard any Ally not paid for.&lt;br /&gt;
# Perform any &amp;quot;End of Upkeep&amp;quot; effects on cards in play.&lt;br /&gt;
# Discard down to 7 cards.&lt;br /&gt;
&lt;br /&gt;
=== Action Phase ===&lt;br /&gt;
Perform actions by placing an Action Pawn on the appropriate space. There are two main types.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Villager:&#039;&#039;&#039; Place an Action Pawn on a villager who does not already have an Action Pawn on it. (A Villager with no Action Pawn on it is considered &amp;quot;ready&amp;quot;).&lt;br /&gt;
## &#039;&#039;Trigger Investigation Card&#039;&#039;: If an Investigation card is present on your side of the board for the Villager, activate it.&lt;br /&gt;
## &#039;&#039;Convert Secrets/Clues&#039;&#039; (optional)&lt;br /&gt;
### Witch: You may convert 3 Secrets to 1 Favor. The Witch can do this only 2 times. &lt;br /&gt;
### Hunter: If the Villager has at least 3 Clues on it, you gain 1 Evidence. (Clues remain on the villager. They don&#039;t convert like the Witch&#039;s favors.)&lt;br /&gt;
## &#039;&#039;Distribute Assets&#039;&#039;: Place assets (Secret tokens for the Witch, Clue tokens for the Hunter) as indicated by the icon in the upper left of the Villager&#039;s text box. The color indicates which Villager group the player can assign assets to. The number of coins show how many can be distributed. More than one may be split between Villagers of the same color.&lt;br /&gt;
## &#039;&#039;Use Villager Skill:&#039;&#039; These usually are either gain Influence, draw card(s), or play card(s). For the Witch, if the Villager has at least 2 Favor tokens, the skill may be used twice.&lt;br /&gt;
## Familiar Action (Witch only). The Witch may use the effect of one Familiar card on her player board. The action may be augmented by Empowering the skill (paying an additional cost), as shown in the card&#039;s red section. Only 1 may be used per turn.&lt;br /&gt;
# &#039;&#039;&#039;Player Board:&#039;&#039;&#039; Place an Action Pawn on an action spots or ready location. Action spots can be used more than once.&lt;br /&gt;
&lt;br /&gt;
==== Common Actions ====&lt;br /&gt;
Each player has access to any of the following actions.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gain 2 Influence:&#039;&#039;&#039; Add 2 Influence. (Influence is like currency.)&lt;br /&gt;
* &#039;&#039;&#039;Draw 1 Card:&#039;&#039;&#039; Draw the top card of your deck.&lt;br /&gt;
* &#039;&#039;&#039;Play 1 Card:&#039;&#039;&#039; Play a card by paying its Influence cost. You may not play the card if you cannot pay its cost.&lt;br /&gt;
* &#039;&#039;&#039;Ready a Villager:&#039;&#039;&#039; Remove 1 Secret (if you are the Witch) or Clue (if you are the Hunter) from a Villager to remove the other player&#039;s Action Pawns from it.&lt;br /&gt;
&lt;br /&gt;
==== Witch Specific Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consume Brew:&#039;&#039;&#039; If a Brew has the required number of Secret tokens on it, it may be Consumed as a free action. &lt;br /&gt;
* &#039;&#039;&#039;Perform Ritual:&#039;&#039;&#039; Place your Action Pawn on the Villager who is the true Witch. The Villager must have at least 3 Favors on it and be ready (no other Action Pawn on it). &lt;br /&gt;
&lt;br /&gt;
==== Hunter Specific Actions ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Activate Location:&#039;&#039;&#039; Place a Hunter Action Pawn on any ready Location on your player board and execute its effect. Some Locations require a cost. You cannot perform this action if you cannot pay the cost.&lt;br /&gt;
* &#039;&#039;&#039;Lift Enchantment:&#039;&#039;&#039; If at least one Enchantments is in play on the Enchantment board, you may place an Action Pawn on this spot. Pay the cost next to the action symbol on the Enchantment card, then discard the Enchantment. Slide any remaining Enchantments to the left.&lt;br /&gt;
* &#039;&#039;&#039;Exonerate Villager:&#039;&#039;&#039; Place a Hunter Action Pawn on this spot. Pay 3 Evidence tokens to draw the top card of the Suspect Deck. Do not show the Witch. You win if you have all all 8 Suspect cards.&lt;br /&gt;
* &#039;&#039;&#039;Raid Villager:&#039;&#039;&#039; Place a Hunter Action Pawn on a ready Villager. Pay 3 Clues from Villagers of the same color to remove 1 Favor token OR all Secret tokens from that Villager. You cannot perform this action if, there are less than 3 Clues on Villagers of that color.&lt;br /&gt;
* &#039;&#039;&#039;Eliminate Villager:&#039;&#039;&#039; Place a Hunter Action Pawn on this spot. The target Villager must be ready and have at least 3 Clue tokens. Also, every other living Villager must have at least 1 Clue token. When a Villager is Eliminated, the Witch must announce whether it was or was not her secret identity. If it was, the Hunter wins the game. If not, turn the Eliminated Villager face down and return all tokens on it to the supply. Also return all Clues from all Villagers to the supply. If the Hunter Eliminates 3 Villagers who were not the Witch, the Witch wins the game.&lt;br /&gt;
&lt;br /&gt;
=== Cards ===&lt;br /&gt;
Cards can be played by visiting a Villager with a &amp;quot;Play&amp;quot; action, using the &amp;quot;Play&amp;quot; effect of another card, or using the common &amp;quot;Play a Card&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charms&#039;&#039;&#039; (Witch) and &#039;&#039;&#039;Events&#039;&#039;&#039; (Hunter) have a one-time effect. Discard the card after the effect is applied. &lt;br /&gt;
&lt;br /&gt;
All other types of cards have a lasting effect and are placed somewhere on a board. If no spot is available (because all are occupied), you must remove a card of the same type to make room. You cannot voluntarily remove a card of your origin to make room for another card. The card type is shown in the upper left corner. The cost (in Influence) is the number in the upper right of the card. &#039;&#039;&#039;Brews&#039;&#039;&#039; and &#039;&#039;&#039;Familiars&#039;&#039;&#039; are placed on the Witch&#039;s player board. &#039;&#039;&#039;Allies&#039;&#039;&#039; and &#039;&#039;&#039;Locations&#039;&#039;&#039; are placed on the Hunter player board.&lt;br /&gt;
&lt;br /&gt;
==== Hunter Cards ====&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; Played to one of the 3 Location spots on the upper half of the Hunter board. Place an Action Pawn on the card to trigger the Location&#039;s effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ally:&#039;&#039;&#039; Played to one of the 3 Ally spots on the lower half of the Hunter board. Allies cost Influence during the Upkeep phase. The Ally must be discarded if the Influence cannot be paid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Event:&#039;&#039;&#039; Get the ability to play a card through a Villager or an Action spot on your board. Pay the Influence cost, carry out the effect, and then discard the card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Investigation:&#039;&#039;&#039; Played on a Villager on the village board. If it affects the Witch (bird head/bird foot), place it on the Witch&#039;s side of the board. If it affects the Hunter, place it on the Hunter&#039;s side. A Villager can only have one Investigation card at a time.&lt;br /&gt;
&lt;br /&gt;
==== Witch Cards ====&lt;br /&gt;
&#039;&#039;&#039;Brew:&#039;&#039;&#039; Played to one of the 3 Brew spots on the upper half of the Witch board. Brews require Secrets to be added (shown in upper left under the icon) which are gained by visiting Villagers or playing cards. When a Brew has the required number of Secret tokens, it can be played any time as a free action, then discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar:&#039;&#039;&#039; Played to one of the 3 Familiar spots on the lower half of the Witch board. Familiar effects can be activated with the placement of the Familiar Action Pawn. The power of the effects can be increased by paying its Empowered cost (noted on the card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enchantment:&#039;&#039;&#039; Played to the Enchantment board next to the Villager board. These are constant effects that help the Witch or hinder the Hunter. Once cast, they can only be removed by a Hunter action and cost payment. Enchantments cost 1 additional Influence for each other Enchantment in play. If there are already 3 Enchantments, one can be discarded to make space. Slide remaining Enchantments to the left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charm:&#039;&#039;&#039; Get the ability to play a card through a Villager or an Action spot on your board. Pay the Influence cost, carry out the effect, and then discard the card.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppropuh&amp;diff=26339</id>
		<title>Gamehelppropuh</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppropuh&amp;diff=26339"/>
		<updated>2025-09-01T06:56:44Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Two player rules summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Goal==&lt;br /&gt;
&lt;br /&gt;
The Granny must:&lt;br /&gt;
&lt;br /&gt;
* Set the table (2 green tokens on the table)&lt;br /&gt;
* Cook Sarma (3 green tokens on the stove)&lt;br /&gt;
* Clean the house (no red tokens on the stove)&lt;br /&gt;
* Make the bed (2 green tokens on the bed)&lt;br /&gt;
&lt;br /&gt;
The Propuh wants:&lt;br /&gt;
* Open the door (2 red tokens on the door)&lt;br /&gt;
* Open the window (2 red tokens on the window)&lt;br /&gt;
&lt;br /&gt;
Note: if all cards are discarded Granny is tired and Propuh wins by default.&lt;br /&gt;
&lt;br /&gt;
==Round structure==&lt;br /&gt;
&lt;br /&gt;
# Granny may move Granny figurine&lt;br /&gt;
# Granny plays a card&lt;br /&gt;
# Propuh plays a card&lt;br /&gt;
# Granny plays a card&lt;br /&gt;
# Propuh plays a card&lt;br /&gt;
# If the Propuh card is left on the table, discard it and place one Propuh token at its location&lt;br /&gt;
# Granny may remove one Propuh token from the location of the Granny figurine&lt;br /&gt;
# Deal 2 cards to Granny and Propuh&lt;br /&gt;
#* If there are no cards left continue with the cards in hand.&lt;br /&gt;
#* If there is only one card left (single player) do not deal it.&lt;br /&gt;
# Check if Granny or Propuh completed their goals&lt;br /&gt;
#* If both Granny and Propuh have completed all their goals then Propuh wins&lt;br /&gt;
#* If nobody won, start a new round&lt;br /&gt;
&lt;br /&gt;
==Playing cards==&lt;br /&gt;
&lt;br /&gt;
You can play a card on any one of the three locations.&lt;br /&gt;
If you play a card on a location that has an unresolved card on it, you are attempting to counter it.&lt;br /&gt;
If there is an unresolved card and you do not counter it, then the player who played the card discards it and places a token on that card location.&lt;br /&gt;
&lt;br /&gt;
You counter a card if you play a stronger card on the same location.&lt;br /&gt;
If you do, discard both cards.&lt;br /&gt;
If you do not, discard the card that was not countered and place a token in that location.&lt;br /&gt;
&lt;br /&gt;
Tokens mark your progress in each location.&lt;br /&gt;
Players can place up to the maximum number of tokens indicated on that location, excess tokens are discarded.&lt;br /&gt;
&lt;br /&gt;
==Card strength==&lt;br /&gt;
&lt;br /&gt;
Any card played on the location of its suit is a trump card.&lt;br /&gt;
&lt;br /&gt;
If both or neither card are trumps, then the one with the higher numerical value is stronger.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
;No trump cards&lt;br /&gt;
: 4 is stronger than 2&lt;br /&gt;
;One trump card&lt;br /&gt;
: 2 (Trump) is stronger than 4&lt;br /&gt;
;Two trump cards&lt;br /&gt;
: 4 is stronger than 1&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgosux&amp;diff=21333</id>
		<title>Gamehelpgosux</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgosux&amp;diff=21333"/>
		<updated>2024-05-25T17:42:37Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Extend glossary with Abunakkashii expansion keywords&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Win the most great battles at the end of 3 rounds or immediately win early under certain conditions&lt;br /&gt;
&lt;br /&gt;
===Clan Selection===&lt;br /&gt;
&lt;br /&gt;
To begin, players will choose their 3 clans as such:&lt;br /&gt;
&lt;br /&gt;
Player 1 picks 1 clan&lt;br /&gt;
&lt;br /&gt;
Player 2 picks 2 clans&lt;br /&gt;
&lt;br /&gt;
Player 1 picks 2 clans&lt;br /&gt;
&lt;br /&gt;
Player 2 picks 1 clan&lt;br /&gt;
&lt;br /&gt;
The two clans not picked will be flipped and their ongoing abilities will affect both players&lt;br /&gt;
&lt;br /&gt;
After which the players shuffle their 3 clans together and draw 7 cards&lt;br /&gt;
&lt;br /&gt;
If a player has less than 2 Troops in their starting hand, they may shuffle their whole hand back into their deck and draw 7, this can be repeated as many times as a player wishes so long as each time they have less than 2 Troops&lt;br /&gt;
&lt;br /&gt;
Each clan has 8 Troops (level 1), 5 Heroes (level 2), 2 Immortals (level 3) for a total of 24 Troops, 15 Heroes, 6 Immortals per player&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Players take turns until one player passes, at which point the remaining player can take up to 3 more turns&lt;br /&gt;
&lt;br /&gt;
On a turn, a player can take one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Play a Card&lt;br /&gt;
&lt;br /&gt;
Make a Shift&lt;br /&gt;
&lt;br /&gt;
Spend Activation Tokens&lt;br /&gt;
&lt;br /&gt;
Pass&lt;br /&gt;
&lt;br /&gt;
At the end of each turn, a player cannot hold more than 7 cards in hand&lt;br /&gt;
&lt;br /&gt;
===Play a Card===&lt;br /&gt;
&lt;br /&gt;
Your play area is split into 3 rows of 5 spaces each &lt;br /&gt;
&lt;br /&gt;
Each row represents a type, Troop/Hero/Immortal from bottom to top&lt;br /&gt;
&lt;br /&gt;
Each card must be &amp;quot;supported&amp;quot; by having one below it, e.g. you cannot play a Hero if the Troop space below it is empty&lt;br /&gt;
&lt;br /&gt;
From this, the first card you will ever play is a Troop and this first one only is free&lt;br /&gt;
&lt;br /&gt;
Going forward, to play another Troop, if it matches the same clan as another Troop already in play, it is free to play. If it does NOT match a clan with another Troop in play, discard 2 other cards from your hand to play it (note that discards are public knowledge)&lt;br /&gt;
&lt;br /&gt;
If you find yourself in a situation with no Troops or all face down Troops, the next Troop you play is free.&lt;br /&gt;
&lt;br /&gt;
To play a Hero, you must have a minimum of one Troop from the matching clan.&lt;br /&gt;
&lt;br /&gt;
To play an Immortal, you must have a minimum of one Troop AND one Hero from the matching clan&lt;br /&gt;
&lt;br /&gt;
It may seem wrongly obvious that if you have a Hero of the clan you can play the Immortal, but you may have played the Hero when the corresponding Troop was face up, however now a new game state has the Troop face down so now you only have the Hero in the matching clan and can NOT play the Immortal until you also have a matching face up Troop.&lt;br /&gt;
&lt;br /&gt;
Once you have played a card that adheres to the above rules, apply its effect if any&lt;br /&gt;
&lt;br /&gt;
===Make a Shift===&lt;br /&gt;
&lt;br /&gt;
The number on the left of the card is its Shift Cost&lt;br /&gt;
&lt;br /&gt;
Discard cards from your hand equal to the played card&#039;s shift cost minus Activation Tokens on it to swap it out for another card from the same row&lt;br /&gt;
&lt;br /&gt;
The new card does NOT have to be valid per the Play A Card rules, i.e. you do not have to have cards of the same Clan to Shift&lt;br /&gt;
&lt;br /&gt;
The only restriction is that you cannot Shift a card with a card of the identical name&lt;br /&gt;
&lt;br /&gt;
Resolve the new card&#039;s effect, if any&lt;br /&gt;
&lt;br /&gt;
===Spend Activation Tokens===&lt;br /&gt;
&lt;br /&gt;
You can spend activation tokens to perform ONE of the following effects:&lt;br /&gt;
&lt;br /&gt;
Spend one token to draw one card&lt;br /&gt;
&lt;br /&gt;
Spend two tokens to draw three cards&lt;br /&gt;
&lt;br /&gt;
Place a token on a card with space for it to trigger its effect&lt;br /&gt;
&lt;br /&gt;
As a reminder, at the end of each turn, you may not have more than 7 cards in hand&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
&lt;br /&gt;
If you still hold Activation tokens, you may NOT take the Pass action&lt;br /&gt;
&lt;br /&gt;
If you have no Activation tokens, and decide to Pass, your opponent gets 3 more turns until end of round&lt;br /&gt;
&lt;br /&gt;
===The Great Battle===&lt;br /&gt;
&lt;br /&gt;
Once one player has passed and the other has finished their third extra turn, The Great Battle commences&lt;br /&gt;
&lt;br /&gt;
Each player adds up the military value of their cards (number on the right)&lt;br /&gt;
&lt;br /&gt;
Each player enacts any keywords like Veteran effects&lt;br /&gt;
&lt;br /&gt;
Whoever has the highest military value takes a Supremacy token&lt;br /&gt;
&lt;br /&gt;
If tied, whoever holds the Wonder Token takes it, otherwise both take a Supremacy token each&lt;br /&gt;
&lt;br /&gt;
If this is a player&#039;s second Supremacy token, they win!&lt;br /&gt;
&lt;br /&gt;
Otherwise, continue to Song for the Dead&lt;br /&gt;
&lt;br /&gt;
===Song for the Dead===&lt;br /&gt;
&lt;br /&gt;
Release any captured cards and do not trigger their effects&lt;br /&gt;
&lt;br /&gt;
Starting with the player who won the Great Battle, each player sacrifices half their cards in play, rounded up&lt;br /&gt;
&lt;br /&gt;
Each player draws to a hand of 7&lt;br /&gt;
&lt;br /&gt;
Each player takes back 2 activation tokens + any gained through special effects&lt;br /&gt;
&lt;br /&gt;
Return the Wonder Token to the supply&lt;br /&gt;
&lt;br /&gt;
Whoever lost the Great Battle is the new first player&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If you hold 2 Supremacy tokens, immediately win&lt;br /&gt;
&lt;br /&gt;
If you hold 5 Activation tokens, immediately win&lt;br /&gt;
&lt;br /&gt;
If you have 15 face up cards, immediately win&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing Goan Sul or Justice, they provide another win condition.&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: goldenrod&amp;quot;&amp;gt;Bounty&amp;lt;/span&amp;gt;&lt;br /&gt;
: When a player captures or destroys an opposing card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: goldenrod&amp;quot;&amp;gt;Bounty&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, they may draw a card.&lt;br /&gt;
&lt;br /&gt;
;Byun Hyung Ja&lt;br /&gt;
: There is 1 Byun Hyung Ja card in each clan, allowing you to unlock an Activation token and therefore helping you closer to the corresponding victory condition.&lt;br /&gt;
&lt;br /&gt;
;Capture&lt;br /&gt;
: Choose any card and turn it over so that it faces down. A captured card loses its military value and its effect, and does not belong to any clan.&lt;br /&gt;
:* A captured card may be destroyed later if it is OPEN.&lt;br /&gt;
:* You may not make a shift on a captured card.&lt;br /&gt;
:* A player may play a card above a captured card.&lt;br /&gt;
: Any Activation tokens resting on a card when it is captured are returned to their controller’s spent tokens area.&lt;br /&gt;
&lt;br /&gt;
;Discard pile&lt;br /&gt;
: Cards in discard piles are always placed face up. Any player may look through any discard pile at any time.&lt;br /&gt;
&lt;br /&gt;
;Destroy&lt;br /&gt;
: Choose any OPEN card and place it in their controller’s discard pile.&lt;br /&gt;
: Any Activation tokens resting on a card when it is destroyed are returned to their owner’s spent tokens area.&lt;br /&gt;
&lt;br /&gt;
;Draw&lt;br /&gt;
: Place the top card of your deck into your hand. If you need to draw and there are no cards in your deck, shuffle your discard pile to form a new deck, then draw.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&lt;br /&gt;
: When a player plays a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, they may resolve its effect one additional time. They may choose another target for the second resolution if they wish to. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&#039;&#039;&#039; is not triggered when you place an Activation token on a card with this keyword.&lt;br /&gt;
&lt;br /&gt;
;Effect&lt;br /&gt;
: When a card enters play, you must resolve its effect (white text), unless the text implies it is optional (Example: “you may…”).&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: white;text-shadow: 0px 1px 4px black&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&lt;br /&gt;
: A card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: white;text-shadow: 0px 1px 4px black&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword or with an Ethereal (white) token on it cannot be &#039;&#039;&#039;captured&#039;&#039;&#039; or &#039;&#039;&#039;destroyed&#039;&#039;&#039;. However, it can still be sacrificed.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Force of will&amp;lt;/span&amp;gt;&lt;br /&gt;
: When the requirements of a card with &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Force of will&amp;lt;/span&amp;gt;&#039;&#039;&#039; are met, you may discard it from your hand during the turn of any player to resolve its effect.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Goan Sul&amp;lt;/span&amp;gt;&lt;br /&gt;
: As long as Goan Sul is in play, he provides his controller with an additional victory condition.&lt;br /&gt;
: If the Goan Sul clan has not been selected during the Clan selection phase, that condition is offered to both players.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: gray&amp;quot;&amp;gt;Justice&amp;lt;/span&amp;gt;&lt;br /&gt;
: When Justice enters play, and only at that moment, she provides you with a new, immediate victory condition.&lt;br /&gt;
: Immortal tiles flipped by Justice’s effect become active.&lt;br /&gt;
: If the Justice clan has not been selected during the Clan selection phase, use both Ethereal (white) tokens to indicate which highest OPEN card is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: white;text-shadow: 0px 1px 4px black&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Mirror card&lt;br /&gt;
: A mirror card is the card located in the same spot as your card in your opponent’s army.&lt;br /&gt;
&lt;br /&gt;
;Ongoing effect&lt;br /&gt;
: A &#039;&#039;text written in italic&#039;&#039; represents an ongoing effect: this effect applies as long as the card is in play face up.&lt;br /&gt;
&lt;br /&gt;
;OPEN card&lt;br /&gt;
: An OPEN card is a card that has no cards above it and to its right.&lt;br /&gt;
: This keyword is used in various card effects, such as “destroy an OPEN card”. While any card can be captured, only OPEN cards can be destroyed.&lt;br /&gt;
&lt;br /&gt;
;Recruiter&lt;br /&gt;
: Any card you play (does not work when you make a shift) to the immediate right of a card with the &#039;&#039;&#039;Recruiter&#039;&#039;&#039; keyword can be played for free, regardless of its clan. Only Troops (level I) have this keyword.&lt;br /&gt;
&lt;br /&gt;
;Release&lt;br /&gt;
: Turn any captured card over so that it faces up. This card can be activated again later in the game. Releasing a card does not trigger its effect, unless the effect specifies so.&lt;br /&gt;
&lt;br /&gt;
;Remove from the game&lt;br /&gt;
: Return the card that is removed from the game to the box: this card is no part of the game anymore, unless a card effect says it can be retrieved.&lt;br /&gt;
&lt;br /&gt;
;Reveal&lt;br /&gt;
: Take that many cards from the top of your deck and turn them face up.&lt;br /&gt;
: However, revealing cards cannot cause you to shuffle your discard pile back into your deck. For example, if there are only 2 cards left in your deck and you should reveal 4, you reveal only 2.&lt;br /&gt;
&lt;br /&gt;
;Sacrifice&lt;br /&gt;
: Choose an OPEN card (captured or not) from your army and place it into your discard pile. This card is not considered destroyed.&lt;br /&gt;
&lt;br /&gt;
;Same name, different card&lt;br /&gt;
: Some cards share the same name, with additional information between parentheses. These cards are considered to share the same name but they are not identical cards.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: blueviolet&amp;quot;&amp;gt;Secret shift&amp;lt;/span&amp;gt;&lt;br /&gt;
: When you make a shift on a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: blueviolet&amp;quot;&amp;gt;Secret shift&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, it may be replaced with a card from your discard pile instead of a card from your hand, but still not with an identical card (this applies to Troops only).&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Veteran&amp;lt;/span&amp;gt;&lt;br /&gt;
: When an Activation token is placed on a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Veteran&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, turn this token over to its &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;x2&amp;lt;/span&amp;gt;&#039;&#039;&#039; side. During the Great Battle, this card’s military value will be doubled if the token is still there.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Wondrous&amp;lt;/span&amp;gt;&lt;br /&gt;
: When you play a &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Wondrous&amp;lt;/span&amp;gt;&#039;&#039;&#039; card, take the Wonder token from the board or from your opponent and place it in front of you.&lt;br /&gt;
: The Wonder token has 2 abilities:&lt;br /&gt;
:* During your turn, you may spend the Wonder token (by returning it to the board) to discard 1 card less when playing a new card or making a shift.&lt;br /&gt;
:* In the case of a tie during the Great Battle, the tie is broken in favor of whoever controls the Wonder token.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: burlywood;text-shadow: 1px 1px 3px peru&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
: This value corresponds to the number of Activation tokens you own: in your hand, on your cards, in your spent tokens area.&lt;br /&gt;
: At the beginning of the game, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: burlywood;text-shadow: 1px 1px 3px peru&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&#039;&#039;&#039; is equal to 2. You will have the opportunity to increase this value up to 4 by meeting the requirements of your Byun Hyung Ja cards.&lt;br /&gt;
&lt;br /&gt;
====Abunakkashii expansion====&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: aquamarine&amp;quot;&amp;gt;Akasha&amp;lt;/span&amp;gt;&lt;br /&gt;
: When an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: aquamarine&amp;quot;&amp;gt;Akasha&amp;lt;/span&amp;gt;&#039;&#039;&#039; card is removed from the game, its permanent effect affects you until the end of the game. &#039;&#039;&#039;Note:&#039;&#039;&#039; its permanent effect also works if the card is played in the game.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: orangered&amp;quot;&amp;gt;Corruption&amp;lt;/span&amp;gt;&lt;br /&gt;
: When a player plays a card with &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: orangered&amp;quot;&amp;gt;Corruption&amp;lt;/span&amp;gt;&#039;&#039;&#039; by placing it normally or with a shift, their opponent can immediately choose to take a corruption token to play the effect of the card instead of its controller.&lt;br /&gt;
: Each corruption token you possess &#039;&#039;&#039;reduces the maximum size of your hand by 1&#039;&#039;&#039;, but &#039;&#039;&#039;increases your military value by 1&#039;&#039;&#039;.&lt;br /&gt;
: &#039;&#039;&#039;Important:&#039;&#039;&#039; If the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: orangered&amp;quot;&amp;gt;Corruption&amp;lt;/span&amp;gt;&#039;&#039;&#039; card has the keyword &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&#039;&#039;&#039;, it is the player who plays the effect of the card (its original controller or the opponent who corrupted it) who decides whether to trigger the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&#039;&#039;&#039;; they can then resolve the effect a second time.&lt;br /&gt;
: &#039;&#039;&#039;Important:&#039;&#039;&#039; The effect of &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: orangered&amp;quot;&amp;gt;Corruption&amp;lt;/span&amp;gt;&#039;&#039;&#039; cannot be triggered by the opponent when the controller reactivates their card with an activation token; it is triggered only upon entering the game (normal placement or shift).&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: saddlebrown&amp;quot;&amp;gt;Abomination&amp;lt;/span&amp;gt;&lt;br /&gt;
: To play a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: saddlebrown&amp;quot;&amp;gt;Abomination&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, you must have one corruption token for each &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: saddlebrown&amp;quot;&amp;gt;Abomination&amp;lt;/span&amp;gt;&#039;&#039;&#039; in play. That is to say, to play an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: saddlebrown&amp;quot;&amp;gt;Abomination&amp;lt;/span&amp;gt;&#039;&#039;&#039;, you will need one corruption token, if you want to play a second one (while the first is still in play), you will need a second corruption token. This rule applies when the Abomination is played normally or with a shift.&lt;br /&gt;
&lt;br /&gt;
;Kuma token&lt;br /&gt;
: The Kuma token can only be placed on a card named Kuroakuma. This card then gains +2 military value and cannot be targeted by cards from the Galmi clan.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgosux&amp;diff=21102</id>
		<title>Gamehelpgosux</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgosux&amp;diff=21102"/>
		<updated>2024-05-10T20:21:06Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Remove empty paragraphs from the ends of sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Win the most great battles at the end of 3 rounds or immediately win early under certain conditions&lt;br /&gt;
&lt;br /&gt;
===Clan Selection===&lt;br /&gt;
&lt;br /&gt;
To begin, players will choose their 3 clans as such:&lt;br /&gt;
&lt;br /&gt;
Player 1 picks 1 clan&lt;br /&gt;
&lt;br /&gt;
Player 2 picks 2 clans&lt;br /&gt;
&lt;br /&gt;
Player 1 picks 2 clans&lt;br /&gt;
&lt;br /&gt;
Player 2 picks 1 clan&lt;br /&gt;
&lt;br /&gt;
The two clans not picked will be flipped and their ongoing abilities will affect both players&lt;br /&gt;
&lt;br /&gt;
After which the players shuffle their 3 clans together and draw 7 cards&lt;br /&gt;
&lt;br /&gt;
If a player has less than 2 Troops in their starting hand, they may shuffle their whole hand back into their deck and draw 7, this can be repeated as many times as a player wishes so long as each time they have less than 2 Troops&lt;br /&gt;
&lt;br /&gt;
Each clan has 8 Troops (level 1), 5 Heroes (level 2), 2 Immortals (level 3) for a total of 24 Troops, 15 Heroes, 6 Immortals per player&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Players take turns until one player passes, at which point the remaining player can take up to 3 more turns&lt;br /&gt;
&lt;br /&gt;
On a turn, a player can take one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Play a Card&lt;br /&gt;
&lt;br /&gt;
Make a Shift&lt;br /&gt;
&lt;br /&gt;
Spend Activation Tokens&lt;br /&gt;
&lt;br /&gt;
Pass&lt;br /&gt;
&lt;br /&gt;
At the end of each turn, a player cannot hold more than 7 cards in hand&lt;br /&gt;
&lt;br /&gt;
===Play a Card===&lt;br /&gt;
&lt;br /&gt;
Your play area is split into 3 rows of 5 spaces each &lt;br /&gt;
&lt;br /&gt;
Each row represents a type, Troop/Hero/Immortal from bottom to top&lt;br /&gt;
&lt;br /&gt;
Each card must be &amp;quot;supported&amp;quot; by having one below it, e.g. you cannot play a Hero if the Troop space below it is empty&lt;br /&gt;
&lt;br /&gt;
From this, the first card you will ever play is a Troop and this first one only is free&lt;br /&gt;
&lt;br /&gt;
Going forward, to play another Troop, if it matches the same clan as another Troop already in play, it is free to play. If it does NOT match a clan with another Troop in play, discard 2 other cards from your hand to play it (note that discards are public knowledge)&lt;br /&gt;
&lt;br /&gt;
If you find yourself in a situation with no Troops or all face down Troops, the next Troop you play is free.&lt;br /&gt;
&lt;br /&gt;
To play a Hero, you must have a minimum of one Troop from the matching clan.&lt;br /&gt;
&lt;br /&gt;
To play an Immortal, you must have a minimum of one Troop AND one Hero from the matching clan&lt;br /&gt;
&lt;br /&gt;
It may seem wrongly obvious that if you have a Hero of the clan you can play the Immortal, but you may have played the Hero when the corresponding Troop was face up, however now a new game state has the Troop face down so now you only have the Hero in the matching clan and can NOT play the Immortal until you also have a matching face up Troop.&lt;br /&gt;
&lt;br /&gt;
Once you have played a card that adheres to the above rules, apply its effect if any&lt;br /&gt;
&lt;br /&gt;
===Make a Shift===&lt;br /&gt;
&lt;br /&gt;
The number on the left of the card is its Shift Cost&lt;br /&gt;
&lt;br /&gt;
Discard cards from your hand equal to the played card&#039;s shift cost minus Activation Tokens on it to swap it out for another card from the same row&lt;br /&gt;
&lt;br /&gt;
The new card does NOT have to be valid per the Play A Card rules, i.e. you do not have to have cards of the same Clan to Shift&lt;br /&gt;
&lt;br /&gt;
The only restriction is that you cannot Shift a card with a card of the identical name&lt;br /&gt;
&lt;br /&gt;
Resolve the new card&#039;s effect, if any&lt;br /&gt;
&lt;br /&gt;
===Spend Activation Tokens===&lt;br /&gt;
&lt;br /&gt;
You can spend activation tokens to perform ONE of the following effects:&lt;br /&gt;
&lt;br /&gt;
Spend one token to draw one card&lt;br /&gt;
&lt;br /&gt;
Spend two tokens to draw three cards&lt;br /&gt;
&lt;br /&gt;
Place a token on a card with space for it to trigger its effect&lt;br /&gt;
&lt;br /&gt;
As a reminder, at the end of each turn, you may not have more than 7 cards in hand&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
&lt;br /&gt;
If you still hold Activation tokens, you may NOT take the Pass action&lt;br /&gt;
&lt;br /&gt;
If you have no Activation tokens, and decide to Pass, your opponent gets 3 more turns until end of round&lt;br /&gt;
&lt;br /&gt;
===The Great Battle===&lt;br /&gt;
&lt;br /&gt;
Once one player has passed and the other has finished their third extra turn, The Great Battle commences&lt;br /&gt;
&lt;br /&gt;
Each player adds up the military value of their cards (number on the right)&lt;br /&gt;
&lt;br /&gt;
Each player enacts any keywords like Veteran effects&lt;br /&gt;
&lt;br /&gt;
Whoever has the highest military value takes a Supremacy token&lt;br /&gt;
&lt;br /&gt;
If tied, whoever holds the Wonder Token takes it, otherwise both take a Supremacy token each&lt;br /&gt;
&lt;br /&gt;
If this is a player&#039;s second Supremacy token, they win!&lt;br /&gt;
&lt;br /&gt;
Otherwise, continue to Song for the Dead&lt;br /&gt;
&lt;br /&gt;
===Song for the Dead===&lt;br /&gt;
&lt;br /&gt;
Release any captured cards and do not trigger their effects&lt;br /&gt;
&lt;br /&gt;
Starting with the player who won the Great Battle, each player sacrifices half their cards in play, rounded up&lt;br /&gt;
&lt;br /&gt;
Each player draws to a hand of 7&lt;br /&gt;
&lt;br /&gt;
Each player takes back 2 activation tokens + any gained through special effects&lt;br /&gt;
&lt;br /&gt;
Return the Wonder Token to the supply&lt;br /&gt;
&lt;br /&gt;
Whoever lost the Great Battle is the new first player&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If you hold 2 Supremacy tokens, immediately win&lt;br /&gt;
&lt;br /&gt;
If you hold 5 Activation tokens, immediately win&lt;br /&gt;
&lt;br /&gt;
If you have 15 face up cards, immediately win&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing Goan Sul or Justice, they provide another win condition.&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: goldenrod&amp;quot;&amp;gt;Bounty&amp;lt;/span&amp;gt;&lt;br /&gt;
: When a player captures or destroys an opposing card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: goldenrod&amp;quot;&amp;gt;Bounty&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, they may draw a card.&lt;br /&gt;
&lt;br /&gt;
;Byun Hyung Ja&lt;br /&gt;
: There is 1 Byun Hyung Ja card in each clan, allowing you to unlock an Activation token and therefore helping you closer to the corresponding victory condition.&lt;br /&gt;
&lt;br /&gt;
;Capture&lt;br /&gt;
: Choose any card and turn it over so that it faces down. A captured card loses its military value and its effect, and does not belong to any clan.&lt;br /&gt;
:* A captured card may be destroyed later if it is OPEN.&lt;br /&gt;
:* You may not make a shift on a captured card.&lt;br /&gt;
:* A player may play a card above a captured card.&lt;br /&gt;
: Any Activation tokens resting on a card when it is captured are returned to their controller’s spent tokens area.&lt;br /&gt;
&lt;br /&gt;
;Discard pile&lt;br /&gt;
: Cards in discard piles are always placed face up. Any player may look through any discard pile at any time.&lt;br /&gt;
&lt;br /&gt;
;Destroy&lt;br /&gt;
: Choose any OPEN card and place it in their controller’s discard pile.&lt;br /&gt;
: Any Activation tokens resting on a card when it is destroyed are returned to their owner’s spent tokens area.&lt;br /&gt;
&lt;br /&gt;
;Draw&lt;br /&gt;
: Place the top card of your deck into your hand. If you need to draw and there are no cards in your deck, shuffle your discard pile to form a new deck, then draw.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&lt;br /&gt;
: When a player plays a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, they may resolve its effect one additional time. They may choose another target for the second resolution if they wish to. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&#039;&#039;&#039; is not triggered when you place an Activation token on a card with this keyword.&lt;br /&gt;
&lt;br /&gt;
;Effect&lt;br /&gt;
: When a card enters play, you must resolve its effect (white text), unless the text implies it is optional (Example: “you may…”).&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: white;text-shadow: 0px 1px 4px black&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&lt;br /&gt;
: A card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: white;text-shadow: 0px 1px 4px black&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword or with an Ethereal (white) token on it cannot be &#039;&#039;&#039;captured&#039;&#039;&#039; or &#039;&#039;&#039;destroyed&#039;&#039;&#039;. However, it can still be sacrificed.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Force of will&amp;lt;/span&amp;gt;&lt;br /&gt;
: When the requirements of a card with &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Force of will&amp;lt;/span&amp;gt;&#039;&#039;&#039; are met, you may discard it from your hand during the turn of any player to resolve its effect.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Goan Sul&amp;lt;/span&amp;gt;&lt;br /&gt;
: As long as Goan Sul is in play, he provides his controller with an additional victory condition.&lt;br /&gt;
: If the Goan Sul clan has not been selected during the Clan selection phase, that condition is offered to both players.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: gray&amp;quot;&amp;gt;Justice&amp;lt;/span&amp;gt;&lt;br /&gt;
: When Justice enters play, and only at that moment, she provides you with a new, immediate victory condition.&lt;br /&gt;
: Immortal tiles flipped by Justice’s effect become active.&lt;br /&gt;
: If the Justice clan has not been selected during the Clan selection phase, use both Ethereal (white) tokens to indicate which highest OPEN card is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: white;text-shadow: 0px 1px 4px black&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Mirror card&lt;br /&gt;
: A mirror card is the card located in the same spot as your card in your opponent’s army.&lt;br /&gt;
&lt;br /&gt;
;Ongoing effect&lt;br /&gt;
: A &#039;&#039;text written in italic&#039;&#039; represents an ongoing effect: this effect applies as long as the card is in play face up.&lt;br /&gt;
&lt;br /&gt;
;OPEN card&lt;br /&gt;
: An OPEN card is a card that has no cards above it and to its right.&lt;br /&gt;
: This keyword is used in various card effects, such as “destroy an OPEN card”. While any card can be captured, only OPEN cards can be destroyed.&lt;br /&gt;
&lt;br /&gt;
;Recruiter&lt;br /&gt;
: Any card you play (does not work when you make a shift) to the immediate right of a card with the &#039;&#039;&#039;Recruiter&#039;&#039;&#039; keyword can be played for free, regardless of its clan. Only Troops (level I) have this keyword.&lt;br /&gt;
&lt;br /&gt;
;Release&lt;br /&gt;
: Turn any captured card over so that it faces up. This card can be activated again later in the game. Releasing a card does not trigger its effect, unless the effect specifies so.&lt;br /&gt;
&lt;br /&gt;
;Remove from the game&lt;br /&gt;
: Return the card that is removed from the game to the box: this card is no part of the game anymore, unless a card effect says it can be retrieved.&lt;br /&gt;
&lt;br /&gt;
;Reveal&lt;br /&gt;
: Take that many cards from the top of your deck and turn them face up.&lt;br /&gt;
: However, revealing cards cannot cause you to shuffle your discard pile back into your deck. For example, if there are only 2 cards left in your deck and you should reveal 4, you reveal only 2.&lt;br /&gt;
&lt;br /&gt;
;Sacrifice&lt;br /&gt;
: Choose an OPEN card (captured or not) from your army and place it into your discard pile. This card is not considered destroyed.&lt;br /&gt;
&lt;br /&gt;
;Same name, different card&lt;br /&gt;
: Some cards share the same name, with additional information between parentheses. These cards are considered to share the same name but they are not identical cards.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: blueviolet&amp;quot;&amp;gt;Secret shift&amp;lt;/span&amp;gt;&lt;br /&gt;
: When you make a shift on a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: blueviolet&amp;quot;&amp;gt;Secret shift&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, it may be replaced with a card from your discard pile instead of a card from your hand, but still not with an identical card (this applies to Troops only).&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Veteran&amp;lt;/span&amp;gt;&lt;br /&gt;
: When an Activation token is placed on a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Veteran&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, turn this token over to its &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;x2&amp;lt;/span&amp;gt;&#039;&#039;&#039; side. During the Great Battle, this card’s military value will be doubled if the token is still there.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Wondrous&amp;lt;/span&amp;gt;&lt;br /&gt;
: When you play a &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Wondrous&amp;lt;/span&amp;gt;&#039;&#039;&#039; card, take the Wonder token from the board or from your opponent and place it in front of you.&lt;br /&gt;
: The Wonder token has 2 abilities:&lt;br /&gt;
:* During your turn, you may spend the Wonder token (by returning it to the board) to discard 1 card less when playing a new card or making a shift.&lt;br /&gt;
:* In the case of a tie during the Great Battle, the tie is broken in favor of whoever controls the Wonder token.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: burlywood;text-shadow: 1px 1px 3px peru&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
: This value corresponds to the number of Activation tokens you own: in your hand, on your cards, in your spent tokens area.&lt;br /&gt;
: At the beginning of the game, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: burlywood;text-shadow: 1px 1px 3px peru&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&#039;&#039;&#039; is equal to 2. You will have the opportunity to increase this value up to 4 by meeting the requirements of your Byun Hyung Ja cards.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgosux&amp;diff=21076</id>
		<title>Gamehelpgosux</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgosux&amp;diff=21076"/>
		<updated>2024-05-09T13:32:15Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Add Glossary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Win the most great battles at the end of 3 rounds or immediately win early under certain conditions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clan Selection===&lt;br /&gt;
&lt;br /&gt;
To begin, players will choose their 3 clans as such:&lt;br /&gt;
&lt;br /&gt;
Player 1 picks 1 clan&lt;br /&gt;
&lt;br /&gt;
Player 2 picks 2 clans&lt;br /&gt;
&lt;br /&gt;
Player 1 picks 2 clans&lt;br /&gt;
&lt;br /&gt;
Player 2 picks 1 clan&lt;br /&gt;
&lt;br /&gt;
The two clans not picked will be flipped and their ongoing abilities will affect both players&lt;br /&gt;
&lt;br /&gt;
After which the players shuffle their 3 clans together and draw 7 cards&lt;br /&gt;
&lt;br /&gt;
If a player has less than 2 Troops in their starting hand, they may shuffle their whole hand back into their deck and draw 7, this can be repeated as many times as a player wishes so long as each time they have less than 2 Troops&lt;br /&gt;
&lt;br /&gt;
Each clan has 8 Troops (level 1), 5 Heroes (level 2), 2 Immortals (level 3) for a total of 24 Troops, 15 Heroes, 6 Immortals per player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Players take turns until one player passes, at which point the remaining player can take up to 3 more turns&lt;br /&gt;
&lt;br /&gt;
On a turn, a player can take one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Play a Card&lt;br /&gt;
&lt;br /&gt;
Make a Shift&lt;br /&gt;
&lt;br /&gt;
Spend Activation Tokens&lt;br /&gt;
&lt;br /&gt;
Pass&lt;br /&gt;
&lt;br /&gt;
At the end of each turn, a player cannot hold more than 7 cards in hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Play a Card===&lt;br /&gt;
&lt;br /&gt;
Your play area is split into 3 rows of 5 spaces each &lt;br /&gt;
&lt;br /&gt;
Each row represents a type, Troop/Hero/Immortal from bottom to top&lt;br /&gt;
&lt;br /&gt;
Each card must be &amp;quot;supported&amp;quot; by having one below it, e.g. you cannot play a Hero if the Troop space below it is empty&lt;br /&gt;
&lt;br /&gt;
From this, the first card you will ever play is a Troop and this first one only is free&lt;br /&gt;
&lt;br /&gt;
Going forward, to play another Troop, if it matches the same clan as another Troop already in play, it is free to play. If it does NOT match a clan with another Troop in play, discard 2 other cards from your hand to play it (note that discards are public knowledge)&lt;br /&gt;
&lt;br /&gt;
If you find yourself in a situation with no Troops or all face down Troops, the next Troop you play is free.&lt;br /&gt;
&lt;br /&gt;
To play a Hero, you must have a minimum of one Troop from the matching clan.&lt;br /&gt;
&lt;br /&gt;
To play an Immortal, you must have a minimum of one Troop AND one Hero from the matching clan&lt;br /&gt;
&lt;br /&gt;
It may seem wrongly obvious that if you have a Hero of the clan you can play the Immortal, but you may have played the Hero when the corresponding Troop was face up, however now a new game state has the Troop face down so now you only have the Hero in the matching clan and can NOT play the Immortal until you also have a matching face up Troop.&lt;br /&gt;
&lt;br /&gt;
Once you have played a card that adheres to the above rules, apply its effect if any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make a Shift===&lt;br /&gt;
&lt;br /&gt;
The number on the left of the card is its Shift Cost&lt;br /&gt;
&lt;br /&gt;
Discard cards from your hand equal to the played card&#039;s shift cost minus Activation Tokens on it to swap it out for another card from the same row&lt;br /&gt;
&lt;br /&gt;
The new card does NOT have to be valid per the Play A Card rules, i.e. you do not have to have cards of the same Clan to Shift&lt;br /&gt;
&lt;br /&gt;
The only restriction is that you cannot Shift a card with a card of the identical name&lt;br /&gt;
&lt;br /&gt;
Resolve the new card&#039;s effect, if any&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spend Activation Tokens===&lt;br /&gt;
&lt;br /&gt;
You can spend activation tokens to perform ONE of the following effects:&lt;br /&gt;
&lt;br /&gt;
Spend one token to draw one card&lt;br /&gt;
&lt;br /&gt;
Spend two tokens to draw three cards&lt;br /&gt;
&lt;br /&gt;
Place a token on a card with space for it to trigger its effect&lt;br /&gt;
&lt;br /&gt;
As a reminder, at the end of each turn, you may not have more than 7 cards in hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pass===&lt;br /&gt;
&lt;br /&gt;
If you still hold Activation tokens, you may NOT take the Pass action&lt;br /&gt;
&lt;br /&gt;
If you have no Activation tokens, and decide to Pass, your opponent gets 3 more turns until end of round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Great Battle===&lt;br /&gt;
&lt;br /&gt;
Once one player has passed and the other has finished their third extra turn, The Great Battle commences&lt;br /&gt;
&lt;br /&gt;
Each player adds up the military value of their cards (number on the right)&lt;br /&gt;
&lt;br /&gt;
Each player enacts any keywords like Veteran effects&lt;br /&gt;
&lt;br /&gt;
Whoever has the highest military value takes a Supremacy token&lt;br /&gt;
&lt;br /&gt;
If tied, whoever holds the Wonder Token takes it, otherwise both take a Supremacy token each&lt;br /&gt;
&lt;br /&gt;
If this is a player&#039;s second Supremacy token, they win!&lt;br /&gt;
&lt;br /&gt;
Otherwise, continue to Song for the Dead&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Song for the Dead===&lt;br /&gt;
&lt;br /&gt;
Release any captured cards and do not trigger their effects&lt;br /&gt;
&lt;br /&gt;
Starting with the player who won the Great Battle, each player sacrifices half their cards in play, rounded up&lt;br /&gt;
&lt;br /&gt;
Each player draws to a hand of 7&lt;br /&gt;
&lt;br /&gt;
Each player takes back 2 activation tokens + any gained through special effects&lt;br /&gt;
&lt;br /&gt;
Return the Wonder Token to the supply&lt;br /&gt;
&lt;br /&gt;
Whoever lost the Great Battle is the new first player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
If you hold 2 Supremacy tokens, immediately win&lt;br /&gt;
&lt;br /&gt;
If you hold 5 Activation tokens, immediately win&lt;br /&gt;
&lt;br /&gt;
If you have 15 face up cards, immediately win&lt;br /&gt;
&lt;br /&gt;
If you&#039;re playing Goan Sul or Justice, they provide another win condition.&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: goldenrod&amp;quot;&amp;gt;Bounty&amp;lt;/span&amp;gt;&lt;br /&gt;
: When a player captures or destroys an opposing card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: goldenrod&amp;quot;&amp;gt;Bounty&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, they may draw a card.&lt;br /&gt;
&lt;br /&gt;
;Byun Hyung Ja&lt;br /&gt;
: There is 1 Byun Hyung Ja card in each clan, allowing you to unlock an Activation token and therefore helping you closer to the corresponding victory condition.&lt;br /&gt;
&lt;br /&gt;
;Capture&lt;br /&gt;
: Choose any card and turn it over so that it faces down. A captured card loses its military value and its effect, and does not belong to any clan.&lt;br /&gt;
:* A captured card may be destroyed later if it is OPEN.&lt;br /&gt;
:* You may not make a shift on a captured card.&lt;br /&gt;
:* A player may play a card above a captured card.&lt;br /&gt;
: Any Activation tokens resting on a card when it is captured are returned to their controller’s spent tokens area.&lt;br /&gt;
&lt;br /&gt;
;Discard pile&lt;br /&gt;
: Cards in discard piles are always placed face up. Any player may look through any discard pile at any time.&lt;br /&gt;
&lt;br /&gt;
;Destroy&lt;br /&gt;
: Choose any OPEN card and place it in their controller’s discard pile.&lt;br /&gt;
: Any Activation tokens resting on a card when it is destroyed are returned to their owner’s spent tokens area.&lt;br /&gt;
&lt;br /&gt;
;Draw&lt;br /&gt;
: Place the top card of your deck into your hand. If you need to draw and there are no cards in your deck, shuffle your discard pile to form a new deck, then draw.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&lt;br /&gt;
: When a player plays a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, they may resolve its effect one additional time. They may choose another target for the second resolution if they wish to. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: hotpink&amp;quot;&amp;gt;Echo&amp;lt;/span&amp;gt;&#039;&#039;&#039; is not triggered when you place an Activation token on a card with this keyword.&lt;br /&gt;
&lt;br /&gt;
;Effect&lt;br /&gt;
: When a card enters play, you must resolve its effect (white text), unless the text implies it is optional (Example: “you may…”).&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: white;text-shadow: 0px 1px 4px black&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&lt;br /&gt;
: A card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: white;text-shadow: 0px 1px 4px black&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword or with an Ethereal (white) token on it cannot be &#039;&#039;&#039;captured&#039;&#039;&#039; or &#039;&#039;&#039;destroyed&#039;&#039;&#039;. However, it can still be sacrificed.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Force of will&amp;lt;/span&amp;gt;&lt;br /&gt;
: When the requirements of a card with &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Force of will&amp;lt;/span&amp;gt;&#039;&#039;&#039; are met, you may discard it from your hand during the turn of any player to resolve its effect.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Goan Sul&amp;lt;/span&amp;gt;&lt;br /&gt;
: As long as Goan Sul is in play, he provides his controller with an additional victory condition.&lt;br /&gt;
: If the Goan Sul clan has not been selected during the Clan selection phase, that condition is offered to both players.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: gray&amp;quot;&amp;gt;Justice&amp;lt;/span&amp;gt;&lt;br /&gt;
: When Justice enters play, and only at that moment, she provides you with a new, immediate victory condition.&lt;br /&gt;
: Immortal tiles flipped by Justice’s effect become active.&lt;br /&gt;
: If the Justice clan has not been selected during the Clan selection phase, use both Ethereal (white) tokens to indicate which highest OPEN card is &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: white;text-shadow: 0px 1px 4px black&amp;quot;&amp;gt;Ethereal&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Mirror card&lt;br /&gt;
: A mirror card is the card located in the same spot as your card in your opponent’s army.&lt;br /&gt;
&lt;br /&gt;
;Ongoing effect&lt;br /&gt;
: A &#039;&#039;text written in italic&#039;&#039; represents an ongoing effect: this effect applies as long as the card is in play face up.&lt;br /&gt;
&lt;br /&gt;
;OPEN card&lt;br /&gt;
: An OPEN card is a card that has no cards above it and to its right.&lt;br /&gt;
: This keyword is used in various card effects, such as “destroy an OPEN card”. While any card can be captured, only OPEN cards can be destroyed.&lt;br /&gt;
&lt;br /&gt;
;Recruiter&lt;br /&gt;
: Any card you play (does not work when you make a shift) to the immediate right of a card with the &#039;&#039;&#039;Recruiter&#039;&#039;&#039; keyword can be played for free, regardless of its clan. Only Troops (level I) have this keyword.&lt;br /&gt;
&lt;br /&gt;
;Release&lt;br /&gt;
: Turn any captured card over so that it faces up. This card can be activated again later in the game. Releasing a card does not trigger its effect, unless the effect specifies so.&lt;br /&gt;
&lt;br /&gt;
;Remove from the game&lt;br /&gt;
: Return the card that is removed from the game to the box: this card is no part of the game anymore, unless a card effect says it can be retrieved.&lt;br /&gt;
&lt;br /&gt;
;Reveal&lt;br /&gt;
: Take that many cards from the top of your deck and turn them face up.&lt;br /&gt;
: However, revealing cards cannot cause you to shuffle your discard pile back into your deck. For example, if there are only 2 cards left in your deck and you should reveal 4, you reveal only 2.&lt;br /&gt;
&lt;br /&gt;
;Sacrifice&lt;br /&gt;
: Choose an OPEN card (captured or not) from your army and place it into your discard pile. This card is not considered destroyed.&lt;br /&gt;
&lt;br /&gt;
;Same name, different card&lt;br /&gt;
: Some cards share the same name, with additional information between parentheses. These cards are considered to share the same name but they are not identical cards.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: blueviolet&amp;quot;&amp;gt;Secret shift&amp;lt;/span&amp;gt;&lt;br /&gt;
: When you make a shift on a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: blueviolet&amp;quot;&amp;gt;Secret shift&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, it may be replaced with a card from your discard pile instead of a card from your hand, but still not with an identical card (this applies to Troops only).&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Veteran&amp;lt;/span&amp;gt;&lt;br /&gt;
: When an Activation token is placed on a card with the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;Veteran&amp;lt;/span&amp;gt;&#039;&#039;&#039; keyword, turn this token over to its &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;x2&amp;lt;/span&amp;gt;&#039;&#039;&#039; side. During the Great Battle, this card’s military value will be doubled if the token is still there.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Wondrous&amp;lt;/span&amp;gt;&lt;br /&gt;
: When you play a &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Wondrous&amp;lt;/span&amp;gt;&#039;&#039;&#039; card, take the Wonder token from the board or from your opponent and place it in front of you.&lt;br /&gt;
: The Wonder token has 2 abilities:&lt;br /&gt;
:* During your turn, you may spend the Wonder token (by returning it to the board) to discard 1 card less when playing a new card or making a shift.&lt;br /&gt;
:* In the case of a tie during the Great Battle, the tie is broken in favor of whoever controls the Wonder token.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;span style=&amp;quot;color: burlywood;text-shadow: 1px 1px 3px peru&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
: This value corresponds to the number of Activation tokens you own: in your hand, on your cards, in your spent tokens area.&lt;br /&gt;
: At the beginning of the game, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: burlywood;text-shadow: 1px 1px 3px peru&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&#039;&#039;&#039; is equal to 2. You will have the opportunity to increase this value up to 4 by meeting the requirements of your Byun Hyung Ja cards.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmercadodelisboaste&amp;diff=16322</id>
		<title>Gamehelpmercadodelisboaste</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmercadodelisboaste&amp;diff=16322"/>
		<updated>2023-03-16T10:11:14Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Reformat text and add missing You May Place Then Pay section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Turn Actions ==&lt;br /&gt;
On your turn, you must take &#039;&#039;&#039;one&#039;&#039;&#039; of the following 4 actions:&lt;br /&gt;
&lt;br /&gt;
# Open a Stand&lt;br /&gt;
# Bring Customers&lt;br /&gt;
# Open a Restaurant&lt;br /&gt;
# Take 1 Coin&lt;br /&gt;
&lt;br /&gt;
=== 1. Open a Stand ===&lt;br /&gt;
Choose one of the 3 Stand tiles in front of you. Place it with your wooden Stand on any space of the market that has neither a Stand tile nor a faceup Restaurant tile.&lt;br /&gt;
&lt;br /&gt;
The cost to place the tile is 1 coin for each Stand in the row or column, including the stand you are now placing. You must always pay the more expensive price.&lt;br /&gt;
&lt;br /&gt;
If you place the Stand tile on a space with a gray (facedown) Restaurant tile on it, take the Restaurant tile, flip it faceup, and place it in front of you where everyone can see it.&lt;br /&gt;
&lt;br /&gt;
Check to see if you earn any money (see &#039;&#039;&#039;Earning Money&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Finally, take one of the 3 Stand tiles from the display and refill the display with a random Stand tile from the bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Once you learn how to earn money, there is a sneaky way you can open a Stand when you do not have enough money (see &#039;&#039;&#039;You May Place Then Pay&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
=== 2. Bring Customers ===&lt;br /&gt;
Take one of the available Customer tiles, and place it on an empty market entrance (found at the ends of every row and column); however, in order to bring Customers to the market, you must meet two conditions:&lt;br /&gt;
&lt;br /&gt;
* You can only place Customer tiles at the entrance of a row or column with a number of Stands equal to or greater than the number of Customers on the tile. For example, a Customer tile showing 3 Customers can only be placed in a row or column with 3 or more Stands.&lt;br /&gt;
* At least one of your own Stands in the row or column must match at least one of the types of Stand depicted on the Customer tile.&lt;br /&gt;
&lt;br /&gt;
Check to see who earns money (see &#039;&#039;&#039;Earning Money&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Finally, replace the Customer tile taken, if possible, so that there are 3 Customer tiles of that type available.&lt;br /&gt;
&lt;br /&gt;
=== 3. Open a Restaurant ===&lt;br /&gt;
Restaurants improve orthogonally adjacent (not diagonal) Stand tiles of the corresponding type. Sushi Bars improve Fish Stands, Tea Houses improve Flower Stands, Pizzerias improve Tomato Stands, Burger Joints improve Meat Stands, Wine Bars improve Grape Stands, and Pubs improve all Stands.&lt;br /&gt;
&lt;br /&gt;
If you do not have any Restaurant tiles in front of you, you cannot take this action.&lt;br /&gt;
&lt;br /&gt;
Choose one of your Restaurant tiles. Place it faceup on any space of the market that has neither a Stand tile nor a faceup Restaurant tile.&lt;br /&gt;
&lt;br /&gt;
Take 1 Coin for opening a Restaurant.&lt;br /&gt;
&lt;br /&gt;
If you place the Restaurant tile on a space with a gray (facedown) Restaurant tile on it, take the gray Restaurant tile, and place it faceup in front of you where everyone can see it.&lt;br /&gt;
&lt;br /&gt;
=== 4. Take 1 Coin ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If all players take this action consecutively, the game ends immediately and moves to &#039;&#039;&#039;Final Scoring&#039;&#039;&#039;. In a 2 player game, the game ends if both players must take this action twice consecutively.&lt;br /&gt;
&lt;br /&gt;
== Earning Money ==&lt;br /&gt;
Stand owners earn money:&lt;br /&gt;
&lt;br /&gt;
# When a Customer tile is placed that matches their Stand(s) in that row or column; &#039;&#039;&#039;OR&#039;&#039;&#039;&lt;br /&gt;
# When a Stand is first opened that meets the demands of existing Customer tiles.&lt;br /&gt;
&lt;br /&gt;
=== 1. When a Customer Tile is placed that matches their Stand(s) ===&lt;br /&gt;
When someone places a Customer tile, regardless of whose turn it is, every matching Stand in the corresponding row or column earns its owner coins. To calculate how many coins:&lt;br /&gt;
&lt;br /&gt;
* Start with one coin for having a Stand that matches the Customer tile.&lt;br /&gt;
* Add one coin for each orthogonally adjacent Restaurant that matches the Stand (diagonally adjacent Restaurants do not count). Pub tiles match Stands of all types.&lt;br /&gt;
* Finally, multiply the sum of the coins from the two points above by the number of Customers on the tile. This is the total number of coins the Stand owner earns.&lt;br /&gt;
&lt;br /&gt;
Do this for every matching Stand, regardless of the player color.&lt;br /&gt;
&lt;br /&gt;
=== 2. When a Stand is first opened ===&lt;br /&gt;
When you first place a Stand tile in a row or column that already has Customer tiles, Customers seeking your items will earn you money. For each Customer tile in the same row and/or column that matches the type of Stand tile just placed, the Stand earns its owner coins. To calculate how many coins:&lt;br /&gt;
&lt;br /&gt;
* Start with one coin for having a Stand that matches the Customer tile.&lt;br /&gt;
* Add one coin for each orthogonally adjacent Restaurant that matches the Stand (diagonally adjacent Restaurants do not count). Pub tiles match Stands of all types.&lt;br /&gt;
* Finally, multiply the sum of the coins from the two points above by the number of Customers on the tile. This is the total number of coins the Stand owner earns.&lt;br /&gt;
&lt;br /&gt;
Be sure to check for Customer tiles at all four entrances: at the top and bottom of the column, and at the left and right of the row.&lt;br /&gt;
&lt;br /&gt;
==== Special Cases ====&lt;br /&gt;
At the beginning of your turn, if you have 3 identical Stand tiles in front of you, you may draw 3 new tiles from the bag, and then return your 3-of-a-kind to the bag.&lt;br /&gt;
&lt;br /&gt;
If there are 3 identical Stand tiles in the display when you need to take one, you may first replace the display with 3 new tiles from the bag, and then return the 3-of-a-kind to the bag.&lt;br /&gt;
&lt;br /&gt;
===== You May Place Then Pay =====&lt;br /&gt;
If placing your Stand tile will earn you enough money from existing Customers to pay for the Stand, you do not need to have the money for the Stand before you place it; however, if you cannot generate enough money to pay for the Stand, you cannot place it.&lt;br /&gt;
&lt;br /&gt;
= Endgame Conditions =&lt;br /&gt;
The end of the game is triggered at the end of a turn when either of the following occurs:&lt;br /&gt;
&lt;br /&gt;
# Someone places a Stand or a Restaurant, leaving only 4 available spaces in the market. Spaces with gray (facedown) Restaurant tiles count as available.&lt;br /&gt;
# Someone places a Customer tile, leaving only 4 available entrances to the market.&lt;br /&gt;
&lt;br /&gt;
= Final Scoring: =&lt;br /&gt;
&#039;&#039;&#039;Each unplaced Restaurant tile you still have costs you 1 coin.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player with the most money at the end of the game wins. In the case of a tie, the tied player with the most Stands in the market wins. If still tied, then settle it by playing a rematch!&lt;br /&gt;
&lt;br /&gt;
This guy can explain how to play this game: https://www.youtube.com/watch?v=q_A1BxVYB1A&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplinkage&amp;diff=14528</id>
		<title>Gamehelplinkage</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplinkage&amp;diff=14528"/>
		<updated>2022-08-30T10:17:21Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Improve grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== In 100 words ==&lt;br /&gt;
&lt;br /&gt;
This game is played on a 7x7 board with the center square removed. There are 24 pieces, 6 of 4 different colors. Each piece is a domino covering exactly two cells of the board. Both players choose pieces from a shared pool.&lt;br /&gt;
&lt;br /&gt;
There are two players in the game: the starting player is called &#039;More&#039; and the other player is called &#039;Fewer&#039;.&lt;br /&gt;
&lt;br /&gt;
The goals of the game are opposite for both players. The &#039;Fewer&#039; player wins a finished game if the number of distinct groups of cells of the same color is fewer than 12. Otherwise the &#039;More&#039; player wins.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Linkage is played on a 7x7 square grid with domino shaped pieces that cover two squares each.&lt;br /&gt;
The two players have different goals: one player, called &amp;quot;Fewer&amp;quot; needs to keep the number of color groups low, while the other player, called &amp;quot;More&amp;quot;, needs to make the number of color groups high.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
A Linkage set includes:&lt;br /&gt;
- A board with a 7x7 square grid&lt;br /&gt;
- 24 playing pieces, 6 of each color (white, blue, red, and yellow)&lt;br /&gt;
- 1 black counter and 1 green counter&lt;br /&gt;
&lt;br /&gt;
== Game Rules ==&lt;br /&gt;
&lt;br /&gt;
The game begins with the board empty, except for the&lt;br /&gt;
black counter, which is placed on the center square:&lt;br /&gt;
Players choose who will be More and who will be&lt;br /&gt;
Fewer.&lt;br /&gt;
The More player always goes first. Each turn consists of&lt;br /&gt;
choosing one of the remaining pieces and placing it on&lt;br /&gt;
the board, then placing the green counter on top of that&lt;br /&gt;
piece. Note that neither player owns any of the pieces;&lt;br /&gt;
they may choose any color to place on each turn.&lt;br /&gt;
When placing a piece, it may be placed anywhere it fits&lt;br /&gt;
without overlapping other pieces or the black counter.&lt;br /&gt;
There is, however, one restriction: the piece may not be&lt;br /&gt;
placed so that it touches the previously-placed piece&lt;br /&gt;
which is marked by the green counter.&lt;br /&gt;
If a player does not have a legal move because of the&lt;br /&gt;
location of the green counter, they remove it from the&lt;br /&gt;
board and pass that turn.&lt;br /&gt;
Play continues until there are no more available moves. &lt;br /&gt;
&lt;br /&gt;
== End of Game == &lt;br /&gt;
&lt;br /&gt;
Once no more moves can be made, the number of color&lt;br /&gt;
groups on the board is counted. A color group is any set&lt;br /&gt;
of one or more pieces of the same color that are&lt;br /&gt;
connected vertically or horizontally.&lt;br /&gt;
&lt;br /&gt;
For example, the following board at the end of a game&lt;br /&gt;
has 13 color groups (numbers added for illustration purposes):&lt;br /&gt;
&lt;br /&gt;
[[File:Linkage.png|200px]]&lt;br /&gt;
&lt;br /&gt;
If there are 12 or more color groups, More&lt;br /&gt;
wins the game. If there are 11 or less, the Fewer player&lt;br /&gt;
wins.&lt;br /&gt;
&lt;br /&gt;
== Optional Rule ==&lt;br /&gt;
&lt;br /&gt;
At the time this is being printed, Linkage strategy has&lt;br /&gt;
developed somewhat and shows a slight advantage for&lt;br /&gt;
the More player. So the following rule can be played&lt;br /&gt;
both to mitigate this advantage, and to add some variety&lt;br /&gt;
to the starting configuration.&lt;br /&gt;
When beginning the game, one player starts by placing&lt;br /&gt;
the black counter anywhere on the board. Then the&lt;br /&gt;
other player chooses whether to play More or Fewer.&lt;br /&gt;
Play then continues normally, with whoever is More&lt;br /&gt;
going first as usual.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcanosa&amp;diff=14499</id>
		<title>Gamehelpcanosa</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcanosa&amp;diff=14499"/>
		<updated>2022-08-26T14:58:29Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Write three as 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
Players control a Siren and attempt to lure shipwrecked Sailors back to their island. Use rings to capture additional Sailors and be the first player to score 4 Sailors to win the game.&lt;br /&gt;
The top ring will define which player has control of a Sailor.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Gold player begins the game. For the the first turn, Gold will take one action and Silver will follow by taking two actions.  &lt;br /&gt;
&lt;br /&gt;
On future turns, you must take two actions. You can repeat the same action twice. Actions consist of the following:&lt;br /&gt;
* Move your Siren one space at a time to any open adjacent space in any direction.&lt;br /&gt;
* Move a Sailor that you control one space to any unoccupied orthogonally-adjacent space towards your island.&lt;br /&gt;
* Transfer one of your rings from your Siren to an adjacent Sailor.&lt;br /&gt;
* Withdraw one of your rings from a Sailor you control to your Siren.&lt;br /&gt;
* A Siren carrying more rings than the opposing adjacent Siren may attack its opponent by moving onto the space they occupy. When this happens, the attacking Siren’s player will move the defeated Siren to any unoccupied adjacent space.&lt;br /&gt;
&lt;br /&gt;
A sailor can hold a maximum of 3 rings at a time.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Players score by moving a Sailor they control onto their island space. Once the Sailor reaches the island, they are immediately removed from the board. The rings are then distributed back to the Sirens under the following conditions:&lt;br /&gt;
* A maximum of 1 ring is returned to each Siren.&lt;br /&gt;
* All remaining rings are removed from the game.&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
The game ends immediately in two ways:&lt;br /&gt;
1.) When the first player successfully scores 4 Sailors from the board This player is declared the winner.&lt;br /&gt;
2.) When a player cannot take both actions on their turn, the opposing player is declared the winner.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcodexnaturalis&amp;diff=12506</id>
		<title>Gamehelpcodexnaturalis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcodexnaturalis&amp;diff=12506"/>
		<updated>2022-04-06T12:38:29Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: /* End of game */ Remove duplicate description and rephrase for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Set-Up==&lt;br /&gt;
At the start of the game, each player will be given a starting card. This card has two sides and the player chooses which side of the card to play. This starter card is immediately placed in the centre of their board. Each player places a coloured token on their starting card to remind every what colour they are, and the first player also places a black token there.&lt;br /&gt;
&lt;br /&gt;
Each player is then given three cards in their starting hand (two resource cards and one gold card which will be explained later).&lt;br /&gt;
&lt;br /&gt;
Two common objectives are drawn which all players can complete throughout the game by satisfying the conditions in the centre of the card. The player is awarded points if they satisfy the conditions and the amount of points is indicated by the number on the top of the card. Note that all players may score points if they have satisfied the conditions. Then each player is given a choice of two secret objectives which behave similarly to the common objectives except they are unique to that player (and hidden from the other player). Points from objectives are scored at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
At any given time, the amount of visible symbols on your player board is the amount of resources that you have access to. You will use the coloured symbols to build better cards later in the game and the gold symbols are for scoring points!&lt;br /&gt;
&lt;br /&gt;
Each turn a player will:&lt;br /&gt;
&lt;br /&gt;
1. Place a card from their hand onto their game board. You will have noticed that some of the corners of cards are ‘cut out’ and may or may not contain a symbol. When placing a card you must place it so it covers a ‘cut out’ corner of a card already on your board thus covering up a corner on the card on the board. Be careful, this can reduce your resources if you cover up a symbol! (Tip: placing cards with less ‘cut out’ corners reduces your possible options for possible places to put down new cards later!)&lt;br /&gt;
&lt;br /&gt;
2. Choose a new card to add to your hand. There are six possible choices here: one of two face up resource cards, one of two face up gold cards or try your luck and draw a resource or gold card off their respective deck. The resource cards give you access to more resources that you will need to be able to play the gold cards later. The gold cards require resources to play (indicated on the bottom of the card); they give you points indicated on the top of the card and give you access to the gold symbols. The gold symbols score points based off certain gold cards: e.g. 1 point per bottle.&lt;br /&gt;
&lt;br /&gt;
==End of game==&lt;br /&gt;
&lt;br /&gt;
The end of the game is triggered when a player reaches 20 points (or more) or if the two decks are empty. Players finish the round and then each have a last turn before the game ends.&lt;br /&gt;
&lt;br /&gt;
Each player counts the points from the Objective cards (2 common objectives + the secret objective) and adds them to the points already scored on the Score track.&lt;br /&gt;
&lt;br /&gt;
When counting the objective points, each Resource or Gold card in the play area may only be counted once for each objective. (But the same card can be used for multiple objectives.)&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins the game. In case of a tie, the player with the most Objective card points wins.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelplama&amp;diff=10543</id>
		<title>Gamehelplama</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelplama&amp;diff=10543"/>
		<updated>2021-12-16T10:49:43Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: /* Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;L.L.A.M.A&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 6 cards.&lt;br /&gt;
&lt;br /&gt;
The object of the game is to get the HIGHEST score in scoring tokens when someone crosses 40 negative points.&lt;br /&gt;
&lt;br /&gt;
Black token = -10 points&lt;br /&gt;
&lt;br /&gt;
White token = -1 points&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
Each turn you may play either the same or one higher than the top card of the discard. With llamas counting as both higher than 6 and less than 1 creating a loop. If you can&#039;t or don&#039;t want to play, you may draw a card or quit the round. If you are the only one left in the round, you may not choose to draw.&lt;br /&gt;
&lt;br /&gt;
==End Round Scoring==&lt;br /&gt;
When one player has played all their cards or all players have quit the round then players hands are scored. Each card is the face value and lamas are worth 10 negative points. You only score one of each rank (for example if you have 5 3&#039;s it only counts as 3 negative points). Players take scoring tokens indicating their current score. If a player played all their cards that person may return one scoring token of any value.&lt;br /&gt;
&lt;br /&gt;
The last player to take a turn in the previous round starts off the new round.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game is over when one player obtains 40 negative points. The person with the least amount in scoring tokens is the winner.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgravitysuperstar&amp;diff=9201</id>
		<title>Gamehelpgravitysuperstar</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgravitysuperstar&amp;diff=9201"/>
		<updated>2021-08-22T15:37:35Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Reformat list because How to play section doesn&amp;#039;t render bullet points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==On your turn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Place your Superstar pawn into play (mandatory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The pawn goes to the door with the Open Door marker, which goes to the next door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Play an action (mandatory)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
a) Play a simple move: Play a card face down and move your pawn 1 space left or right.&lt;br /&gt;
&lt;br /&gt;
b) Play a special move: Play a card face up and move your pawn according to the action indicated on the card:&lt;br /&gt;
&lt;br /&gt;
- Long Jump: Move your pawn 2 spaces left or right.&lt;br /&gt;
&lt;br /&gt;
- High Jump: Move your pawn 1 space up, then 1 space left or right.&lt;br /&gt;
&lt;br /&gt;
- Drop: Your pawn slides down through the platform under its feet.&lt;br /&gt;
&lt;br /&gt;
- Rotate: Pivot your pawn a quarter turn (90º) or half turn (180º).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Spend a Replay token (optional)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maximum one time per turn.&lt;br /&gt;
&lt;br /&gt;
==What you can do during a move==&lt;br /&gt;
&lt;br /&gt;
* Collect one or more stars.&lt;br /&gt;
* Collect one or more Replay tokens.&lt;br /&gt;
* Eject one or more opponents’ Superstar pawns.&lt;br /&gt;
* Force the Open Door pawn to move to the next unoccupied&lt;br /&gt;
* Door space clockwise.&lt;br /&gt;
* Leave the board and reappear on the opposite side.&lt;br /&gt;
&lt;br /&gt;
==Refreshing your cards==&lt;br /&gt;
&lt;br /&gt;
You take all your cards back into your hand if:&lt;br /&gt;
&lt;br /&gt;
a) You choose the Complete Your Hand action.&lt;br /&gt;
&lt;br /&gt;
b) Your Superstar pawn is ejected by an opponent.&lt;br /&gt;
&lt;br /&gt;
c) You play the fifth and final card from your hand.&lt;br /&gt;
&lt;br /&gt;
==Game end==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the round when the board has:&lt;br /&gt;
&lt;br /&gt;
* 4 stars or fewer in a 2-player game.&lt;br /&gt;
* 8 stars or fewer in a 3- or 4-player game.&lt;br /&gt;
* 12 stars or fewer in a 5- or 6-player game.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
* 1 Replay token = 1 point.&lt;br /&gt;
* 1 star = 1 point.&lt;br /&gt;
* Each pair of stars of the same color = +1 bonus point&lt;br /&gt;
&lt;br /&gt;
==Expert variant==&lt;br /&gt;
&lt;br /&gt;
When a player reaches or exceeds a certain number of points, this immediately triggers the end of the game to take place at the end of the current round, such that everyone gets the same number of turns. The number of points required depends on the number of players:&lt;br /&gt;
* 2-player game: 18 points.&lt;br /&gt;
* 3-player game: 24 points.&lt;br /&gt;
* 4-player game: 18 points.&lt;br /&gt;
* 5-player game: 24 points.&lt;br /&gt;
* 6-player game: 18 points.&lt;br /&gt;
Note: The player who triggers the end of the game might still lose a point or two if someone steals a star or Replay token by ejecting their pawn. Counting points, winning the game, and tiebreakers all remain the same.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgravitysuperstar&amp;diff=9199</id>
		<title>Gamehelpgravitysuperstar</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgravitysuperstar&amp;diff=9199"/>
		<updated>2021-08-22T10:38:36Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Create game help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==On your turn==&lt;br /&gt;
&lt;br /&gt;
1. Place your Superstar pawn into play (mandatory)&lt;br /&gt;
&lt;br /&gt;
The pawn goes to the door with the Open Door marker, which goes to the next door.&lt;br /&gt;
&lt;br /&gt;
2. Play an action (mandatory)&lt;br /&gt;
&lt;br /&gt;
* Play a simple move: Play a card face down and move your pawn 1 space left or right.&lt;br /&gt;
&lt;br /&gt;
* Play a special move: Play a card face up and move your pawn according to the action indicated on the card:&lt;br /&gt;
** Long Jump: Move your pawn 2 spaces left or right.&lt;br /&gt;
** High Jump: Move your pawn 1 space up, then 1 space left or right.&lt;br /&gt;
** Drop: Your pawn slides down through the platform under its feet.&lt;br /&gt;
** Rotate: Pivot your pawn a quarter turn (90º) or half turn (180º).&lt;br /&gt;
&lt;br /&gt;
3. Spend a Replay token (optional)&lt;br /&gt;
&lt;br /&gt;
Maximum one time per turn.&lt;br /&gt;
&lt;br /&gt;
==What you can do during a move==&lt;br /&gt;
* Collect one or more stars.&lt;br /&gt;
* Collect one or more Replay tokens.&lt;br /&gt;
* Eject one or more opponents’ Superstar pawns.&lt;br /&gt;
* Force the Open Door pawn to move to the next unoccupied&lt;br /&gt;
* Door space clockwise.&lt;br /&gt;
* Leave the board and reappear on the opposite side.&lt;br /&gt;
&lt;br /&gt;
==Refreshing your cards==&lt;br /&gt;
You take all your cards back into your hand if:&lt;br /&gt;
* You choose the Complete Your Hand action.&lt;br /&gt;
* Your Superstar pawn is ejected by an opponent.&lt;br /&gt;
* You play the fifth and final card from your hand.&lt;br /&gt;
&lt;br /&gt;
==Game end==&lt;br /&gt;
The game ends at the end of the round when the board has:&lt;br /&gt;
* 4 stars or fewer in a 2-player game.&lt;br /&gt;
* 8 stars or fewer in a 3- or 4-player game.&lt;br /&gt;
* 12 stars or fewer in a 5- or 6-player game.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* 1 Replay token = 1 point.&lt;br /&gt;
* 1 star = 1 point.&lt;br /&gt;
* Each pair of stars of the same color = +1 bonus point&lt;br /&gt;
&lt;br /&gt;
==Expert variant==&lt;br /&gt;
When a player reaches or exceeds a certain number of points, this immediately triggers the end of the game to take place at the end of the current round, such that everyone gets the same number of turns. The number of points required depends on the number of players:&lt;br /&gt;
* 2-player game: 18 points.&lt;br /&gt;
* 3-player game: 24 points.&lt;br /&gt;
* 4-player game: 18 points.&lt;br /&gt;
* 5-player game: 24 points.&lt;br /&gt;
* 6-player game: 18 points.&lt;br /&gt;
Note: The player who triggers the end of the game might still lose a point or two if someone steals a star or Replay token by ejecting their pawn. Counting points, winning the game, and tiebreakers all remain the same.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=8839</id>
		<title>Gamehelpsplendor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=8839"/>
		<updated>2021-07-14T16:06:10Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: Add missing &amp;quot;◯;◯◯;◯◯◯&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==GAME SETUP==&lt;br /&gt;
&lt;br /&gt;
Shuffle each development card deck separately, and then place them in a column in the middle of the table in increasing order from bottom to&lt;br /&gt;
top (◯;◯◯;◯◯◯).&lt;br /&gt;
&lt;br /&gt;
Then reveal 4 cards from each level.&lt;br /&gt;
&lt;br /&gt;
Shuffle the noble tiles and reveal as many of them as there are players plus one (example: 5 tiles for a 4 player game).&lt;br /&gt;
&lt;br /&gt;
The remaining tiles are removed from the game; they will not be used during the game. Finally, place the tokens in 6 distinct piles (sort them by color) within reach of the players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With 2 players&#039;&#039;&#039;: Remove 3 tokens of each gem color, but gold (there should be only 4 of each remaining).&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;With 3 players&#039;&#039;&#039;: Remove 2 tokens of each gem color, but gold (there should be only 5 of each remaining). &lt;br /&gt;
&lt;br /&gt;
==GAME RULES==&lt;br /&gt;
&lt;br /&gt;
Play then proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
On their turn, a player must choose to perform only one of the following four actions.&lt;br /&gt;
* Take 3 gem tokens of different colors.&lt;br /&gt;
* Take 2 gem tokens of the same color. &#039;&#039;&#039;This action is only possible if there are at least 4 tokens of the chosen color left when the player takes them.&#039;&#039;&#039;&lt;br /&gt;
* Reserve 1 development card and take 1 gold token (joker).&lt;br /&gt;
* Purchase 1 face-up development card from the middle of the table or a previously reserved one.&lt;br /&gt;
&lt;br /&gt;
===Selecting tokens===&lt;br /&gt;
A player can never have more than 10 tokens at the end of their turn (including jokers). If this happens, they must return tokens until they only have 10 left. A player can return all or some of those they’ve just drawn&lt;br /&gt;
&lt;br /&gt;
===Reserve a development card===&lt;br /&gt;
To reserve a card, a player simply needs to take a face-up development from the middle of the table or (if you’re feeling lucky) draw the first card from one of the three decks (level ◯;◯◯;◯◯◯) without showing it to the other players.&lt;br /&gt;
&lt;br /&gt;
The reserved cards are kept in hand and cannot be discarded.&lt;br /&gt;
&lt;br /&gt;
Players may not have more than three reserved cards in hand, and the only way to get rid of a card is to buy it.&lt;br /&gt;
&lt;br /&gt;
Reserving a card is also the only way to get a gold token (joker). If there is no gold left, you can still reserve a card, but you won’t get any gold.&lt;br /&gt;
&lt;br /&gt;
===Buying a development card===&lt;br /&gt;
To purchase a card, a player must spend the number of tokens indicated on the card. A joker token can replace any color. The spent tokens (including any jokers) are returned to the middle of the table. &lt;br /&gt;
&lt;br /&gt;
Once you purchase a development card, it will reduce the cost of buying new development cards. For example, if you have purchased 2 development cards that have red tokens in the top-right corner, you can buy a card that requires 3 red tokens at a cost of 1 red token. Purchased development cards can be used over and over again.&lt;br /&gt;
&lt;br /&gt;
A player may purchase one of the face-up development cards in the middle of the table or a card in his hand that was reserved on a previous turn.&lt;br /&gt;
&lt;br /&gt;
===The nobles===&lt;br /&gt;
At the end of their turn, each player checks the noble tiles in order to determine if they’re receiving a visit from one of them.&lt;br /&gt;
&lt;br /&gt;
A player can be visited if they have (at least) the quantity and type of bonuses indicated on the noble tile.&lt;br /&gt;
&lt;br /&gt;
It is impossible to refuse the visit from a noble, which is not considered to be an action.&lt;br /&gt;
&lt;br /&gt;
If a player has enough bonuses to be visited by more than one noble at the end of their turn, that player chooses the noble to be received.&lt;br /&gt;
&lt;br /&gt;
The tile obtained is placed face-up in front of the player in question.&lt;br /&gt;
&lt;br /&gt;
==END OF THE GAME==&lt;br /&gt;
When a player reaches 15 prestige points, complete the current round so that each player has played the same number of turns.&lt;br /&gt;
&lt;br /&gt;
The player who then has the highest number of prestige points is declared the winner (don’t forget to count your nobles).&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player who has purchased the fewest development cards wins.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoirkvi&amp;diff=7720</id>
		<title>Gamehelpnoirkvi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoirkvi&amp;diff=7720"/>
		<updated>2021-03-25T12:53:43Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: /* Standard Mode */ Add explanation about canvasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Structure ==&lt;br /&gt;
The two players alternate turns, each taking one action. The first turn for each player is a little different than the rest, but afterwards, all turns are the same. The Killer always goes first.&lt;br /&gt;
&lt;br /&gt;
The Inspector wins if they arrest the Killer.&lt;br /&gt;
&lt;br /&gt;
The Killer wins if they kill the Inspector, or kill any 16 characters.&lt;br /&gt;
&lt;br /&gt;
== Classic Mode ==&lt;br /&gt;
&lt;br /&gt;
=== First Turn – Killer ===&lt;br /&gt;
The Killer is given a random suspect card as their secret identity. On their first turn, they must make a Kill action. To do this, they choose one of the suspect cards on the board adjacent (either on the sides or the diagonals) to their secret identity, and turns that card face-down, to its deceased side.&lt;br /&gt;
&lt;br /&gt;
=== First Turn – Inspector ===&lt;br /&gt;
The Inspector must now select one of the 4 cards from their hand to be their secret identity. They set that card face-down in front of them. The Inspector loses if this person is killed. The others they keep in their hand as ‘evidence cards’.&lt;br /&gt;
&lt;br /&gt;
=== Later Turns – Killer ===&lt;br /&gt;
On each turn, the Killer must choose one of the following 3 actions and perform it:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shift&#039;&#039;&#039; a row or column&lt;br /&gt;
*&#039;&#039;&#039;Kill&#039;&#039;&#039; an adjacent suspect&lt;br /&gt;
*&#039;&#039;&#039;Disguise&#039;&#039;&#039; themselves (or attempt to)&lt;br /&gt;
&lt;br /&gt;
=== Later Turns – Inspector ===&lt;br /&gt;
On each turn, the Inspector must choose one of the following 3 actions and perform it:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shift&#039;&#039;&#039; a row or column&lt;br /&gt;
*&#039;&#039;&#039;Arrest&#039;&#039;&#039; an adjacent suspect or themselves&lt;br /&gt;
*&#039;&#039;&#039;Exonerate&#039;&#039;&#039; a suspect from the deck&lt;br /&gt;
 &lt;br /&gt;
=== Shift Action ===&lt;br /&gt;
Both players have the ability to shift. To do so, select any row or column on the board. (You do not have to be in it or near the chosen row or column.) Move all cards in the column vertically up or down, or move all cards in the row left or right. This will cause one card to ‘fall off’ the edge of the board. Place the card that falls off onto the new empty space on the other side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You cannot use your shift to ‘undo’ the previous player’s shift. For example, if a player shifts a row right, the next move cannot be to shift that same row left.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Kill Action ===&lt;br /&gt;
The Killer can kill a suspect just like they did on the first turn. They just pick a suspect who is adjacent to their character on the board, and turn that suspect to its deceased side. Since the Inspector is now one of the suspects, if the Inspector is killed, they reveal their own identity and the killer wins! Otherwise, play continues.&lt;br /&gt;
 &lt;br /&gt;
=== Arrest Action ===&lt;br /&gt;
The Inspector can arrest a suspect whom they are adjacent to on the board. They may even arrest themselves to throw off suspicion. They simply point at the suspect and asks the killer “Are you [name]?” If the killer is the named suspect, the Inspector wins! Otherwise, play continues.&lt;br /&gt;
&lt;br /&gt;
=== Disguise Action ===&lt;br /&gt;
The Killer can attempt to disguise themselves to throw the Inspector off the trail. To do this, they draw a card from the top of the Evidence Deck, and then secretly checks to see if that character is still alive on the board.&lt;br /&gt;
&lt;br /&gt;
If the character is still alive, the Killer discards their current identity and turns that card to its deceased side, then places the drawn card drew face-down in front of them. It is the Killer&#039;s new secret identity.&lt;br /&gt;
&lt;br /&gt;
If the suspect is deceased, the Killer simply discards the card face up, and retains their old identity. Their turn is over either way.&lt;br /&gt;
&lt;br /&gt;
=== Exonerate Action ===&lt;br /&gt;
The Inspector draws one card from the Evidence Deck into their evidence hand. They must then discard a card from their hand face-up beside the board (if the discarded suspect is still live, it is easier to place the innocent card over top of their suspect card on the board).&lt;br /&gt;
&lt;br /&gt;
After Exonerating, the Inspector’s turn is over, and they should have 3 cards in their evidence hand.&lt;br /&gt;
&lt;br /&gt;
=== Other Rules ===&lt;br /&gt;
If the Evidence Deck is exhausted, the Disguise and Exonerate actions are no longer available.&lt;br /&gt;
&lt;br /&gt;
If an entire row or column of suspects are deceased, that row or column is removed, and the board shrinks.&lt;br /&gt;
&lt;br /&gt;
== Standard Mode ==&lt;br /&gt;
In Standard Mode, when you disguise or exonerate, you put the innocent card you discard down onto the board, face-up, covering the existing suspect. If the suspect is already deceased, then don&#039;t do this.&lt;br /&gt;
&lt;br /&gt;
If you Exonerate (whether you place the suspect or not), you canvas the area around that suspect: the killer must tell if they are adjacent to the suspect.&lt;br /&gt;
&lt;br /&gt;
If you kill a suspect marked as innocent, you get to canvas the area around that suspect: the inspector must tell if they are adjacent to the suspect.&lt;br /&gt;
&lt;br /&gt;
== Citizen&#039;s Arrest Mode ==&lt;br /&gt;
In this mode, instead of questioning everyone adjacent to an exonerated suspect, the Inspector can choose to arrest one adjacent character instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important: This rule applies even when the suspect being exonerated is already dead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Important: When doing a citizen&#039;s arrest, you do not get to draw a new card to replace the exonerated suspect.  This permanently reduces the size of the inspector&#039;s hand by one. Thus, this option can be exercised at most three times per game.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=7408</id>
		<title>Gamehelpsaintpetersburg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=7408"/>
		<updated>2021-02-19T22:40:54Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: /* End Game Trigger: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= St. Petersburg = &lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
On your turn, you may do one of four actions:&lt;br /&gt;
# Buy a card by paying the cost.&lt;br /&gt;
# Add a card to your hand. The hand limit is three.&lt;br /&gt;
# Play a card from your hand by paying the cost.&lt;br /&gt;
# Pass.&lt;br /&gt;
&lt;br /&gt;
=== Phases ===&lt;br /&gt;
The game is made up of multiple rounds of 4 phases: workers, buildings, aristocrats, trade&lt;br /&gt;
You buy cards for the number of roubles shown on the card. &lt;br /&gt;
If you already have one or more of the cards, they come at a discount - 1 rouble less for each card of the same type (but they always cost at least 1 rouble).&lt;br /&gt;
On the second round onwards, cards that were not used in the last round are moved to the lower row - those cards cost 1 rouble less.&lt;br /&gt;
&lt;br /&gt;
=== Worker Phase (Green Cards) ===&lt;br /&gt;
In this phase you buy worker cards. At the end of the round, you are paid 3 roubles for every worker you have.&lt;br /&gt;
&lt;br /&gt;
=== Trading Cards ===&lt;br /&gt;
==== Displacing trading cards: ====&lt;br /&gt;
* Blue trading cards can displace any already placed building.&lt;br /&gt;
* Red trading cards can displace any already placed aristocrat.&lt;br /&gt;
* Each green trading card must replace a specific type of worker (players can recognize pairs of green trading cards and their predecessor by matching symbols in the upper right of the cards):&lt;br /&gt;
** Carpenter Workshop - Lumberjack&lt;br /&gt;
** Gold Smelter - Gold Miner&lt;br /&gt;
** Weaving Mill - Shepherd&lt;br /&gt;
** Fur Shop - Fur Trapper&lt;br /&gt;
** Wharf - Ship Builder&lt;br /&gt;
* A trading card _cannot_ displace another trading card.&lt;br /&gt;
&lt;br /&gt;
==== Paying for trading cards: ====&lt;br /&gt;
* If trading card is more expensive than the card it displaces, the cost is the difference between the two.&lt;br /&gt;
* If trading card is the same cost or cheaper than the card it displaces, the cost is 1 ruble.&lt;br /&gt;
* All other normal cost reductions from other cards _do_ also apply to trading cards.&lt;br /&gt;
&lt;br /&gt;
==== End of the game: ====&lt;br /&gt;
When the administrator places the last card of a group (the last worker, the last building, the last aristocrat, or the last trading card) on the board, play continues through all phases of that round. After that round ends, the game ends and the final scoring follows. If there are not enough cards to fill the row, they place as many as they can and the rest of the spots are left empty.&lt;br /&gt;
&lt;br /&gt;
You score additional points at the end for:&lt;br /&gt;
* Different types of aristocrats (see the scoring table)&lt;br /&gt;
* 1 point for every 10 rubels&lt;br /&gt;
* -5 point penalty for each card in hand&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasons&amp;diff=784</id>
		<title>Gamehelpseasons</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasons&amp;diff=784"/>
		<updated>2013-04-28T08:47:52Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Season is a game of generating points (crystal) by choosing the correct combination of dice and the activation of card powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game goes by each player separating their 9 cards into 3 packs of 3 cards. The card will be returned to the player on the starting of each cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each player can choose only one die per turn.&lt;br /&gt;
The effects are as follows:&lt;br /&gt;
&lt;br /&gt;
Star - increase the maximum card player can summon (max 15)&lt;br /&gt;
&lt;br /&gt;
Elements - Gain an energy of the element shown (water, earth, air, fire)&lt;br /&gt;
&lt;br /&gt;
Numbers - Gain the number of Crystals as indicated by the number&lt;br /&gt;
&lt;br /&gt;
Square card - Draw a card&lt;br /&gt;
&lt;br /&gt;
Dice with frames surrounding - Allow user to transmute energy into crystal (depend on which part of the game is at)&lt;br /&gt;
&lt;br /&gt;
Dots - Indicate how fast the marker progress through the seasons cycle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is also a maximum of 3 helps provided at the cost of point deduction at the end of the game. The help will cost 5 points for the 1st time, 7 for the 2nd and 8 for the 3rd. There is 4 type of helps which include adding a star, allow user to transmute this turn with an additional crystal gained for each energy transmuted, change 2 energy into any element and allow user to choose a card out of 2 cards (must use with draw card dice).&lt;br /&gt;
&lt;br /&gt;
At the end of the game the points are calculated by adding the numbers on each played card and the crystal owned and substracting 5 points for each power card remaining in hand. The player with the most victory points wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
Users need to discard energy immediately if the energy is more than the slots allocated.&lt;br /&gt;
If a card allows you to summon another card but you have no space for this second card then it (the second card) will be discarded with no refund.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Difficulty levels:&lt;br /&gt;
&lt;br /&gt;
Apprentice wizard level&lt;br /&gt;
&lt;br /&gt;
In order to make the game easier to learn, there are “pre-constructed” sets of nine power cards. Instead of taking step 1 of the ﬁrst game phase, each player gets one of these sets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magician level&lt;br /&gt;
&lt;br /&gt;
Only the power cards numbered 1 to 30 are in play. These cards have easy to grasp effects and will allow you to slowly discover the world of Seasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Archmage level&lt;br /&gt;
&lt;br /&gt;
All 50 kinds of power cards are in play. The cards numbered 31 through 50 have more complex effects than the basic cards, but will allow you to extend the fun of playing by discovering new effects and combinations.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasons&amp;diff=783</id>
		<title>Gamehelpseasons</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasons&amp;diff=783"/>
		<updated>2013-04-28T08:34:30Z</updated>

		<summary type="html">&lt;p&gt;Tolcso: &lt;/p&gt;
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&lt;div&gt;Season is a game of generating points (crystal) by choosing the correct combination of dice and the activation of card powers.&lt;br /&gt;
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The game goes by each player separating their 9 cards into 3 packs of 3 cards. The card will be returned to the player on the starting of each cycle.&lt;br /&gt;
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Each player can choose only one die per turn.&lt;br /&gt;
The effects are as follows:&lt;br /&gt;
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Star - increase the maximum card player can summon (max 15)&lt;br /&gt;
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Elements - Gain an energy of the element shown (water, earth, air, fire)&lt;br /&gt;
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Numbers - Gain the number of Crystals as indicated by the number&lt;br /&gt;
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Square card - Draw a card&lt;br /&gt;
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Dice with frames surrounding - Allow user to transmute energy into crystal (depend on which part of the game is at)&lt;br /&gt;
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Dots - Indicate how fast the marker progress through the seasons cycle&lt;br /&gt;
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There is also a maximum of 3 helps provided at the cost of point deduction at the end of the game. The help will cost 5 points for the 1st time, 7 for the 2nd and 8 for the 3rd. There is 4 type of helps which include adding a star, allow user to transmute this turn with an additional crystal gained for each energy transmuted, change 2 energy into any element and allow user to choose a card out of 2 cards (must use with draw card dice).&lt;br /&gt;
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At the end of the game the points are calculated by adding the numbers on each played card and the crystal owned and substracting 5 points for each power card remaining in hand. The player with the most victory points wins.&lt;br /&gt;
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Note:&lt;br /&gt;
Users need to discard energy immediately if the energy is more than the slots allocated.&lt;br /&gt;
If a card allows you to summon another card but you have no space for this second card then it (the second card) will be discarded with no refund.&lt;/div&gt;</summary>
		<author><name>Tolcso</name></author>
	</entry>
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