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	<updated>2026-10-18T17:27:06Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthegamemakers&amp;diff=30564</id>
		<title>Gamehelpthegamemakers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthegamemakers&amp;diff=30564"/>
		<updated>2026-07-06T18:02:38Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: Enhancements were flipped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
The Game Makers is a worker-placement game where each player takes turns gathering components to build the world&#039;s greatest games. Along the way, unneeded components can be repurposed to form workers, structures, and other upgrades to increase your factory&#039;s efficiency. Fill your display case and become the greatest game maker ever.&lt;br /&gt;
&lt;br /&gt;
====How does the game work?====&lt;br /&gt;
&lt;br /&gt;
There is no turn order. Each player takes their turn simultaneously, moving their forklifts from the &amp;quot;ready&amp;quot; position to a part of the warehouse. A new turn cannot begin until all forklifts are out of the &amp;quot;ready&amp;quot; position. When all players have finished, the warehouse wheel &#039;&#039;&#039;turns&#039;&#039;&#039; and moves to the next wedge, changing which components are available. You can move your forklifts to any available space, even a space that has your own or another player&#039;s forklifts on it.&lt;br /&gt;
&lt;br /&gt;
====The Warehouse Wheel====&lt;br /&gt;
&lt;br /&gt;
The warehouse wheel is how you control your workers and gain components to build games. When your forklift(s) are in the &amp;quot;ready&amp;quot; zone, you move them to a space to gain that component. After moving, the forklift cannot be moved again until it&#039;s returned to the &amp;quot;ready&amp;quot; position. Each component&#039;s &amp;quot;quality&amp;quot; (level 3, 2, or 1) is related to its distance from the &amp;quot;ready&amp;quot; position. A level 3 component will be the furthest away, thus taking the most time to get your forklift back to ready after retrieving it. &lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
&lt;br /&gt;
When you take a resource, you must decide whether to use it as a component or a company asset. Each component serves two purposes. One is as a game part (&#039;&#039;component&#039;&#039;). The other is used for upgrading your factory (&#039;&#039;company asset&#039;&#039;) and is unique to each type of resource. Once you decide, you cannot switch it back. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Icon&lt;br /&gt;
!Component&lt;br /&gt;
!Company Asset&lt;br /&gt;
!What does it do as an asset?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gameMakers_cards.gif]]&lt;br /&gt;
|Cards&lt;br /&gt;
|Contract&lt;br /&gt;
|Represents a game contract to be fulfilled. Once it&#039;s fulfilled (has all its parts), it can be placed on your display case.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gameMakers_tiles.gif]]&lt;br /&gt;
|Punchboard&lt;br /&gt;
|Machinery&lt;br /&gt;
|Placed on the assembly line to reduce the needed quality of contract components.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gameMakers_workers.gif]]&lt;br /&gt;
|Wood&lt;br /&gt;
|Worker&lt;br /&gt;
|Gain resources or enhancements to gain more resources or market advancements.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gameMakers_dice.gif]]&lt;br /&gt;
|Dice&lt;br /&gt;
|Marketing Multiplier&lt;br /&gt;
|Multiplier for the endgame score of the given game type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gameMakers_buildings.gif]]&lt;br /&gt;
|Plastic&lt;br /&gt;
|Building&lt;br /&gt;
|Used to activate structures that provide upgrades and bonuses.&lt;br /&gt;
|}&lt;br /&gt;
====Contracts/Cards====&lt;br /&gt;
&lt;br /&gt;
Once you have all the parts for a game, you can fulfill the contract at any time and put it into your display case. You will earn the rewards noted at the bottom of the card. There are four types of games: &#039;&#039;&#039;set collection&#039;&#039;&#039;, &#039;&#039;&#039;war&#039;&#039;&#039;, &#039;&#039;&#039;co-op&#039;&#039;&#039;, &#039;&#039;&#039;strategy&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
You can &amp;quot;overpay&amp;quot; for a contract, using components that are &amp;quot;better&amp;quot; than what it needs. For example, if a contract needs a level 2 plastic (white tower), you can substitute a level 3 plastic (black tower) to complete it.&lt;br /&gt;
&lt;br /&gt;
====Workers/Wood====&lt;br /&gt;
&lt;br /&gt;
When not being used as wood, workers are used as enhancements to increase your factory&#039;s yields. Workers (as assets) stay in the break room until assigned somewhere. They can be assigned to an enhancement, gain a single resource, or a structure (which is a unique bonus picked before the game starts, displayed in the lower right). Each worker can only be used once and many spaces require a specific level of worker. But when the warehouse wheel makes a full rotation, it&#039;s &amp;quot;time for a break&amp;quot;! All workers in the factory are moved back to the break room and can be reassigned. Workers can be moved at any time during your turn, even if you just gained them.&lt;br /&gt;
&lt;br /&gt;
====Enhancements====&lt;br /&gt;
&lt;br /&gt;
Workers in the upper row (represented by an eye&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Icon&lt;br /&gt;
!Row&lt;br /&gt;
!Enhancement&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gameMakers_arrow.gif]]&lt;br /&gt;
|Upper&lt;br /&gt;
|Add the number of workers to any Dice actions or Market Advancements. This also applies to spaces moved up in the marketing column (increasing the VP you earn per completed game)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gameMakers_eye.gif]]&lt;br /&gt;
|Lower&lt;br /&gt;
|Draw one more card or tile for each worker placed in one of these slots.&lt;br /&gt;
|}&lt;br /&gt;
====Marketing/Dice====&lt;br /&gt;
&lt;br /&gt;
Dice can be used as a component or to increase your gains from completed games. Every die gained from the warehouse (no matter the level) is rolled. If used as an asset, you can use the number rolled to move one of your marketing tracks up that many spaces. There are five tracks, one for each type of game and one for trees. The number in the marketing track is a &#039;&#039;&#039;multiplier&#039;&#039;&#039; for your marketing score. You can see how the game is scored by the marketing tile below the tracks. Each track caps out at 5 (except the green Tree track, which caps at 4). Be careful that your columns are greater than 0 or you won&#039;t score points for that game. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Dice Level&lt;br /&gt;
!Range&lt;br /&gt;
!Faces&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1-4&lt;br /&gt;
|[[File:GameMakers level1Die.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2-5&lt;br /&gt;
|[[File:GameMakers_level2Die.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3-6&lt;br /&gt;
|[[File:GameMakers_level3Die.gif]]&lt;br /&gt;
|}&lt;br /&gt;
====Machinery/Punchboard (blue hexagons)====&lt;br /&gt;
&lt;br /&gt;
Punchboards, when turned into a company asset, become machinery. Machinery is placed in your assembly line, which is two horizontal lines in the middle of the gameboard. Every set of three horizontally contiguous icons represents a component you can make &amp;quot;in-house&amp;quot;. This reduces the required quality of the component needed for any contract. For example, if you have 3 dice icons next to each other, you can satisfy a contract that needs a level 3 die with a level 2 die. &lt;br /&gt;
&lt;br /&gt;
If your discounts reduce the quality of a component to 0, you don&#039;t have to even provide that component. For example, if you have 3 sets of punchboards in your assembly line, you don&#039;t have to provide punchboards to any contracts that need them anymore.&lt;br /&gt;
&lt;br /&gt;
BGA automatically corrects for these reductions in your display so you don&#039;t have to worry about remembering your discounts yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Tweenies&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assembly lines provide a secondary bonus with tweenies. Available tweenies are displayed below the assembly line and go in the diamond-shaped space between four machinery hexagons. They can be used any time, but only once. Mouseover the tweenie to see its effect.&lt;br /&gt;
&lt;br /&gt;
====Buildings/Plastic====&lt;br /&gt;
&lt;br /&gt;
Buildings are used to activate structures. Before each game, you choose 3 structures (one for each type) to add to your gameboard. But you can only use the benefit of these structures if they have the required buildings. Unlike contracts, you must use the exact quality of the building needed. (You cannot substitute a Level 3 building if the structure needs a Level 2). &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Structure Type&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|Gives VP for having met certain requirements in your display case.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|Creates a space where you can use a worker to gain a resource.&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Gives you an additional resource when you gain a specified resource.&lt;br /&gt;
|}&lt;br /&gt;
====Trees====&lt;br /&gt;
&lt;br /&gt;
You&#039;re an upstanding manufacturer with a responsibility to the environment, so you need to plant trees. Trees are gained from A) a reward from a contract B) achieving the requirements of a circle tree space (ex. have 6 war games in your display case, discard any 2 plastic, etc.). Each tree planted adds VP to your final score (and is affected by its marketing track multiplier). &lt;br /&gt;
&lt;br /&gt;
==End Game==&lt;br /&gt;
&lt;br /&gt;
The game ends when a player fills their 12th display case slot. At that point, the current turn finishes. Then the wheel rotates and &#039;&#039;all&#039;&#039; players complete &#039;&#039;one&#039;&#039; more turn.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
&lt;br /&gt;
Part 1 is the score based on each game&#039;s unique properties. Often, this depends on where these games are placed in the display case and what games they are adjacent to. For example, &#039;&#039;Werewords&#039;&#039; scores 1 VP for each game in the two rightmost columns that use tiles as components.&lt;br /&gt;
&lt;br /&gt;
Part 2 is the number of games of a certain type multiplied by the number of that game type&#039;s marketing track. If the marketing track is at 0, no points are scored for that type. For example, if you have 3 war games and the war game marketing track is at 0, you will score 0 points for the number of war games you have (3 x 0 = 0). &lt;br /&gt;
&lt;br /&gt;
Part 3 is the score gained from your A structure, if it is activated. &lt;br /&gt;
&lt;br /&gt;
All the parts are added together to come up with a total. Ties are broken by whichever player has the highest ranking game on BoardGameGeek.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolstis&amp;diff=30396</id>
		<title>Gamehelpsolstis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolstis&amp;diff=30396"/>
		<updated>2026-06-24T18:20:58Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: add information on tile counts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
There are 48 land tiles, 12 rainbow tiles, and 15 spirit tiles (7 blue, 7 brown, 1 red) in the game.  No land tile is duplicated.&lt;br /&gt;
&lt;br /&gt;
== Game Round ==&lt;br /&gt;
&lt;br /&gt;
On your turn, select a tile from your hand and check if a capture is taking place.&lt;br /&gt;
&lt;br /&gt;
- If the value or color of this tile matches that of one of the face-up tiles in the queue, that map in the queue is captured. If more than one tile is snappable, you can only capture one of them. The played and captured tiles are then placed on their location in the mountain panorama. If there was a face-down tile underneath the captured tile, it is turned face up.&lt;br /&gt;
&lt;br /&gt;
- Second chance: If no capture is possible with the selected tile, it is placed in the queue, face up. Then, draw a tile from the deck to attempt a new capture. If possible, a capture is made in the same way.&lt;br /&gt;
&lt;br /&gt;
- If the drawn tile still doesn&#039;t allow capture, it&#039;s added to the queue, face up, and you earn a rainbow tile. Place this tile in any empty location of your choice in your panorama, so long as it is next a tile you already have in your panorama. If it is the first turn of the game and you get a rainbow, it may go anywhere.&lt;br /&gt;
&lt;br /&gt;
You finish your turn by drawing a panorama tile.&lt;br /&gt;
&lt;br /&gt;
Note: If you later retrieve a tile that corresponds to a position where a rainbow is located:&lt;br /&gt;
&lt;br /&gt;
- If the rainbow is stuck under a spirit, the panorama tile is discarded;&lt;br /&gt;
&lt;br /&gt;
- If the rainbow is free, you can move the rainbow somewhere else and place the panorama tile in its location.&lt;br /&gt;
&lt;br /&gt;
== Spirits ==&lt;br /&gt;
&lt;br /&gt;
You may encounter one spirit per turn, if you have formed a square of 4 panorama tiles. During a meeting, you can:&lt;br /&gt;
&lt;br /&gt;
- Meet 1 spirit face up, next to the spirit pickaxe; or&lt;br /&gt;
&lt;br /&gt;
- Draw 2 spirits face down, meet 1 of them and place the other face up next to the pickaxe.&lt;br /&gt;
&lt;br /&gt;
The spirit encountered is placed in the center of the square newly formed by the panorama tiles.&lt;br /&gt;
&lt;br /&gt;
Be careful, even if you make several squares in your panorama during the same game turn, you can only encounter one Spirit on that turn.&lt;br /&gt;
&lt;br /&gt;
==== Blue: ====&lt;br /&gt;
Blue spirits have an end game effect that usually awards points. &lt;br /&gt;
&lt;br /&gt;
Bee: +1 point for every Spirit with a plain background in your panorama.&lt;br /&gt;
&lt;br /&gt;
Ladybug: +1 point every Fire symbol that has not been lit.&lt;br /&gt;
&lt;br /&gt;
Wolf: +1 point for each separate panorama section (even those made of a single tile). &lt;br /&gt;
&lt;br /&gt;
Squirrel: At the end of the game, before you calculate the scores, add all the tiles you have remaining in your hand to your panorama. This does not generate new Spirits.&lt;br /&gt;
&lt;br /&gt;
Bird: +1 point for every Spirit with a blue background in your panorama, except this one.&lt;br /&gt;
&lt;br /&gt;
Frog: +1 point for every Rainbow tile in your panorama.&lt;br /&gt;
&lt;br /&gt;
Moth:  +1 for every lit Fire symbol&lt;br /&gt;
&lt;br /&gt;
==== Plain: ====&lt;br /&gt;
Plain Spirits have an immediate effect. &lt;br /&gt;
&lt;br /&gt;
Fish: Pick up a Rainbow tile and place it in your panorama.&lt;br /&gt;
&lt;br /&gt;
Deer: Add a tile from your hand to your panorama. You draw 2 tiles at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
Eagle: Add a tile drawn at random from the Land draw pile to your panorama. &lt;br /&gt;
&lt;br /&gt;
Bear: Draw a Land tile (you’ll therefore have one extra tile in your hand during play).&lt;br /&gt;
&lt;br /&gt;
Fly: Add a tile to your panorama that you’ve randomly selected from your opponent’s hand. Your opponent takes a new tile from the Land draw pile in compensation, if there are any left.&lt;br /&gt;
&lt;br /&gt;
Beetle: Add a face-up tile of your choice from the display to your panorama.&lt;br /&gt;
 &lt;br /&gt;
Marmot: Finish your turn, then play another full turn (so you get 2 turns).&lt;br /&gt;
&lt;br /&gt;
==== Evil Sprit: ====&lt;br /&gt;
Evil Spirit: Get another Spirit to give this Evil Spirit to your opponent. At the end of the game, the player with the Evil Spirit has to use it to cover one of their own Spirits, as chosen by their opponent.&lt;br /&gt;
==Endgame==&lt;br /&gt;
&lt;br /&gt;
When the panorama deck is depleted, players continue to take turns, as long as they can capture with a tile in hand. If you can&#039;t take a tile, you have to pass. The game ends when both players have passed.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
In your largest contiguous tile area, each panorama tile earns 1 star. Rainbow cards can be used to expand your area, but they don&#039;t earn points in this context.&lt;br /&gt;
&lt;br /&gt;
Each tile with a fire icon, which can be connected by a continuous path of tiles to the bottom line, is worth 1 star.&lt;br /&gt;
&lt;br /&gt;
Every spirit is worth 1 star, with some spirits worth extra stars at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Firefly Expansion ==&lt;br /&gt;
The Firefly Expansion adds Fireflies, 4 new Spirits, and changes how the Evil Spirit works.&lt;br /&gt;
&lt;br /&gt;
=== Fireflies ===&lt;br /&gt;
During your turn, after you formed and selected a square of 4 panorama tiles and met a spirit, &#039;&#039;any/every other&#039;&#039; square of 4 panorama tiles you made during that turn are given a &amp;quot;firefly&amp;quot; token.&lt;br /&gt;
&lt;br /&gt;
Fireflies score like lit fires do, i.e. if from where it is, there is a continuous path to the bottom of board, they are each worth +1 point.&lt;br /&gt;
&lt;br /&gt;
If you manage to get 4 Fireflies on you board at once; however, you immediately win the game! &lt;br /&gt;
&lt;br /&gt;
=== New Spirits ===&lt;br /&gt;
&lt;br /&gt;
==== Blue: ====&lt;br /&gt;
Holy Cow: +1 point for each Land tile in the &#039;&#039;second&#039;&#039;-biggest group in your panorama.&lt;br /&gt;
&lt;br /&gt;
Pheonix: +1 point for every Firefly in your panorama (regardless of whether they are &amp;quot;lit&amp;quot; like fires).&lt;br /&gt;
&lt;br /&gt;
==== Plain: ====&lt;br /&gt;
Viper: Take an isolated Land tile from your opponent’s panorama and add it to yours. If your opponent has no isolated tile, the effect is lost.&lt;br /&gt;
&lt;br /&gt;
Fox: Your opponent reveals their hand. You choose one of those Land tiles which they MUST play on their next turn. Then he takes his tiles back in hand.&lt;br /&gt;
&lt;br /&gt;
=== Evil Spirit ===&lt;br /&gt;
The Evil Spirit now goes directly on the opponent&#039;s board. When placing the Evil Spirit &amp;quot;rainbow&amp;quot; rules apply. i.e. it may be placed anywhere on an opponent&#039;s board next to wherever they already have a tile.&lt;br /&gt;
&lt;br /&gt;
The Evil Spirit blocks the tile it is on. No other tile or rainbow may be placed on top of the Evil Spirit. It does not &amp;quot;join&amp;quot; different contiguous tile areas together. &lt;br /&gt;
&lt;br /&gt;
To get rid of it you must first get another spirit, only after the new spirits effects are resolved and your turn is ending can you remove the Evil Spirit and place it on your opponent&#039;s panorama.&lt;br /&gt;
&lt;br /&gt;
The Evil Spirit no longer blocks any other spirit for end game scoring.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpasteria&amp;diff=28593</id>
		<title>Gamehelpasteria</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpasteria&amp;diff=28593"/>
		<updated>2026-02-16T18:00:55Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: Action Icons added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Asteria is a card game for 2 players, which adapts 4X games (Exploit (Blue with white triangle symbol), Expand (Green cog symbol) , Explore (Purple hexagon symbol) &amp;amp; Exterminate (Red circle symbol)) into a simpler and more objective game using only 56 cards.&lt;br /&gt;
&lt;br /&gt;
There are two resource types, Energy (yellow lightening bolt), Ore (blue crystals).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;First turn the first player can only play on ONE planet.  After that you can play one card on each planet.  Everyone starts with one of each resource.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Card types ===&lt;br /&gt;
There are two card types:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1) Action Cards&#039;&#039;&#039; &lt;br /&gt;
{|&lt;br /&gt;
|+&#039;&#039;&#039;Action Icons&#039;&#039;&#039;&lt;br /&gt;
|[[File:Immediate Effect.png|frameless|30x30px]]&lt;br /&gt;
|Immediate effect, which happens immediately after the card is played on the planet.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Asteria Ongoing Effect.png|frameless|30x30px]]&lt;br /&gt;
|Ongoing continuous effect, triggered every time its requirement is met.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Asteria Conflict Phase Effect.png|frameless|30x30px]]&lt;br /&gt;
|Effect occurs during the Conflict phase.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Asteria Opposing Player Effect.png|frameless|30x30px]]&lt;br /&gt;
|The effect affects the opposing player.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Asteria Take Planet Effect.png|frameless|30x30px]]&lt;br /&gt;
|Take a face-down planet card and place it in your hand. Use this card during a combat to add its strength value (discard it after use), or discard it at any moment during your turn to receive the resources indicated on one of the halves of the card.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Asteria Reveal Planet.png|frameless|30x30px]]&lt;br /&gt;
|Reveal a new planet card on the table, with the player who performed the effect choosing the side, respecting the limit of 3 revealed planets.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Asteria Rotate Free Card.png|frameless|30x30px]]&lt;br /&gt;
|Rotate a free card on any planet, changing the active function to any action, resolving its effect, unless stated otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Asteria Rotate Free Card Specific.png|frameless|124x124px]]&lt;br /&gt;
|Rotate a free card on any planet, changing the active function to the one indicated on the icon, resolving its effect, unless stated otherwise.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;2) Planet Cards&#039;&#039;&#039; - Which can be used either from your hand for resources (you can choose either half of the planet card to gain the resources, or during Combat to play one card to add to your combat strength (shown by rockets)).  Or when pulled from the deck through an Action Card to form a new planet.  There can be up to three planets in play at any time.&lt;br /&gt;
&lt;br /&gt;
=== Your turn ===&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;1. Gather resources&#039;&#039;&#039; =====&lt;br /&gt;
These come from any Exploited cards (blue border).  &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;2. Use action cards&#039;&#039;&#039; ====&lt;br /&gt;
Spend resources to play one card on each planet in turn.  The cost of the card is shown and is payable unless played as &amp;quot;Exploit&amp;quot;, in which case you get the resources.  All sides have rocket symbols which show how much the side played contributes towards your strength during combat.  Every time you play a card on a planet it moves your tracker one over and you gain the resources in the space.  This means that actions can be chained together to gain sufficient resources to do further actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exploit (Blue)&#039;&#039;&#039; - (Free) Shows the resources which will be collected when played, as well as on subsequent turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exterminate (Red)&#039;&#039;&#039; - Primarily add strength to combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explore (Purple)&#039;&#039;&#039; - These often give you planet cards (rectangle with planet inside), or allow planets to be brought to table (Planet with a recycle type symbol).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expand (Green)&#039;&#039;&#039; - These give you either one off or ongoing benefits.  &#039;&#039;&#039;When a planet is conquered Expand cards are added to your play area.  You are allowed up to three in your play area- if you would get more you have to choose which to retain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Free actions ====&lt;br /&gt;
During your turn you can also take free actions.  This can include:&lt;br /&gt;
&lt;br /&gt;
a) Spending a Planet card from your hand for resources.&lt;br /&gt;
&lt;br /&gt;
b) Use an Expand (green) power.&lt;br /&gt;
&lt;br /&gt;
==== 3. Combat ====&lt;br /&gt;
At the end of your turn if any of your ship markers have met, combat takes place.  If multiple combats could happen the active player chooses.&lt;br /&gt;
&lt;br /&gt;
Add up any rockets (shown as the number, plus any buffs in brackets) and then choose whether to play a planet card for additional combat strength.  The person with the highest strength wins, active player breaks ties.&lt;br /&gt;
&lt;br /&gt;
==== 4. Draw back up ====&lt;br /&gt;
At the end of your turn you draw back up to three Action cards.  Planet cards can only be drawn through actions.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
These are tracked in the player area for Energy (Yellow lightening) and Ore (Light blue crystal).  You start with 2 of each at the beginning of the game.  After this you get resources through:&lt;br /&gt;
&lt;br /&gt;
* The Exploit action (you get this immediately when a card is played during your turn).&lt;br /&gt;
* Resources collected as you reach a space on the planetary track.&lt;br /&gt;
* Discarding a planet from your hand to get all resources on one half of the planet track.&lt;br /&gt;
* Resource collection at the start of future turns (based on your Exploit cards on planets).&lt;br /&gt;
* Other card actions (this could be when you trigger an action, or at start of the turn).&lt;br /&gt;
* Outside of your turn from the other player (as a result of their card action). &lt;br /&gt;
&lt;br /&gt;
There is a hard limit of 12 of any resource at any one time.&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
There are four different objectives.  You win when you reach three points.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Rotate_Free_Card_Specific.png&amp;diff=28592</id>
		<title>File:Asteria Rotate Free Card Specific.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Rotate_Free_Card_Specific.png&amp;diff=28592"/>
		<updated>2026-02-16T18:00:11Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rotate a free card on any planet, changing the &lt;br /&gt;
active function to the one indicated on the icon, &lt;br /&gt;
resolving its effect, unless stated otherwise.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Rotate_Free_Card.png&amp;diff=28591</id>
		<title>File:Asteria Rotate Free Card.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Rotate_Free_Card.png&amp;diff=28591"/>
		<updated>2026-02-16T17:58:39Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rotate a free card on any planet, changing the &lt;br /&gt;
active function to any action, resolving its effect, &lt;br /&gt;
unless stated otherwise.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Reveal_Planet.png&amp;diff=28590</id>
		<title>File:Asteria Reveal Planet.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Reveal_Planet.png&amp;diff=28590"/>
		<updated>2026-02-16T17:57:51Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reveal a new planet card on the table, with the &lt;br /&gt;
player who performed the effect choosing the side, &lt;br /&gt;
respecting the limit of 3 revealed planets.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Take_Planet_Effect.png&amp;diff=28589</id>
		<title>File:Asteria Take Planet Effect.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Take_Planet_Effect.png&amp;diff=28589"/>
		<updated>2026-02-16T17:56:49Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Take a face-down planet card and place it in your &lt;br /&gt;
hand. Use this card during a combat to add its &lt;br /&gt;
strength value (discard it after use), or discard it &lt;br /&gt;
at any moment during your turn to receive the &lt;br /&gt;
resources indicated on one of the halves of the card.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Opposing_Player_Effect.png&amp;diff=28588</id>
		<title>File:Asteria Opposing Player Effect.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Opposing_Player_Effect.png&amp;diff=28588"/>
		<updated>2026-02-16T17:55:42Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The effect affects the opposing player.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Conflict_Phase_Effect.png&amp;diff=28587</id>
		<title>File:Asteria Conflict Phase Effect.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Conflict_Phase_Effect.png&amp;diff=28587"/>
		<updated>2026-02-16T17:54:46Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Effect occurs during the Conflict phase.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Ongoing_Effect.png&amp;diff=28586</id>
		<title>File:Asteria Ongoing Effect.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Ongoing_Effect.png&amp;diff=28586"/>
		<updated>2026-02-16T17:53:45Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ongoing continuous effect, triggered every time its &lt;br /&gt;
requirement is met.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Immediate_Effect.png&amp;diff=28585</id>
		<title>File:Immediate Effect.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Immediate_Effect.png&amp;diff=28585"/>
		<updated>2026-02-16T17:50:57Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: TripleLSupreme moved page File:Immediate Effect.png to File:Asteria Immediate Effect.png: board specific&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Asteria Immediate Effect.png]]&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Immediate_Effect.png&amp;diff=28584</id>
		<title>File:Asteria Immediate Effect.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Immediate_Effect.png&amp;diff=28584"/>
		<updated>2026-02-16T17:50:56Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: TripleLSupreme moved page File:Immediate Effect.png to File:Asteria Immediate Effect.png: board specific&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Immediate effect, which happens immediately after the &lt;br /&gt;
card is played on the planet.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Immediate_Effect.png&amp;diff=28583</id>
		<title>File:Asteria Immediate Effect.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Asteria_Immediate_Effect.png&amp;diff=28583"/>
		<updated>2026-02-16T17:46:54Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Immediate effect, which happens immediately after the &lt;br /&gt;
card is played on the planet.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpriftforce&amp;diff=20951</id>
		<title>Gamehelpriftforce</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpriftforce&amp;diff=20951"/>
		<updated>2024-05-02T04:43:08Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: added number of cards of each life point rank that is shuffled into the deck&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Riftforce is a 2 player game. You face up head to head, turn after turn.&lt;br /&gt;
&lt;br /&gt;
If a player reaches 12 points the end of the game is triggered. Finally the player with the most points win (of course).&lt;br /&gt;
&lt;br /&gt;
The game starts with the guild selection and with players taking turns.&lt;br /&gt;
&lt;br /&gt;
== Guild Selection ==&lt;br /&gt;
The base game contains 10 guilds. Each guild has a unique ability you can activate on your turn.&lt;br /&gt;
One guild is assigned randomly to every player. From the remaining 8 guilds, one is discarded. From the remaining 7 cards the players draft guilds until every player has 4 guilds.&lt;br /&gt;
&lt;br /&gt;
For each guild, 4 elementals with 5 life points, 3 elementals with 6 life points, and 2 elementals with 7 life points are shuffled and 7 cards are drawn to start the game.&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
On your turn you perform 1 action. You can choose from these 3 possible actions:&lt;br /&gt;
&lt;br /&gt;
* Play Cards&lt;br /&gt;
* Activate&lt;br /&gt;
* Check &amp;amp; Draw&lt;br /&gt;
&lt;br /&gt;
After that your opponent takes a turn, also choosing one action and then it comes back to you.&lt;br /&gt;
&lt;br /&gt;
== Possible Actions ==&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
Play up to 3 elementals from your hand to locations on your side of the Rift. They must either all show the same symbol or all show the same number.&lt;br /&gt;
&lt;br /&gt;
You can play these elementals either&lt;br /&gt;
&lt;br /&gt;
* individually to three adjacent locations (1 elemental per location)&lt;br /&gt;
* together in an order of your choice all to the same location&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that the outermost locations on both ends are not considered adjacent to each other.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Activate === &lt;br /&gt;
Select 1 elemental from your hand, show it face up and discard it your discard pile.  &lt;br /&gt;
&lt;br /&gt;
Activate up to 3 elementals that either &lt;br /&gt;
&lt;br /&gt;
* all show the same number&lt;br /&gt;
* all show the same symbol&lt;br /&gt;
&lt;br /&gt;
as the just discarded elemental.&lt;br /&gt;
&lt;br /&gt;
The elementals you activate can be at any location and do not have to be adjacent to each other.&lt;br /&gt;
&lt;br /&gt;
When you activate an elemental, it uses the ability described on its guild’s summoner. You must resolve all steps of the ability in order from top to bottom as much as you can.&lt;br /&gt;
&lt;br /&gt;
When elementals change their position through abilities they are placed at the last position of the new location.&lt;br /&gt;
&lt;br /&gt;
With most abilities you will place damage on the „first enemy”. This is the elemental closest to the location. &lt;br /&gt;
&lt;br /&gt;
When you activate an elemental, resolve its ability completely and then check if you destroyed any elementals before activating your next elemental.&lt;br /&gt;
&lt;br /&gt;
If the damage total on an elemental is equal to or higher than its number, that elemental is destroyed (discarded to the players discard pile). You gain 1 Riftforce for each destroyed enemy. &lt;br /&gt;
&lt;br /&gt;
If an ability places more damage on an elemental than is needed to destroy it, the excess damage is not carried over to the next elemental.&lt;br /&gt;
&lt;br /&gt;
=== Check &amp;amp; Draw === &lt;br /&gt;
You can only choose this action if you have less than 7 elementals in your hand. &lt;br /&gt;
&lt;br /&gt;
Check if you control any of the locations. You control a location if at least 1 of your elementals and no enemy is present there. &lt;br /&gt;
&lt;br /&gt;
You gain 1 Riftforce for each controlled location. &lt;br /&gt;
&lt;br /&gt;
If you choose this action only you can gain Riftforce even if your opponent controls locations at that moment.&lt;br /&gt;
&lt;br /&gt;
Now draw elementals from your draw pile until you have 7 elementals in your hand.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
As soon as a player reaches 12 Riftforce the game end is triggered.&lt;br /&gt;
&lt;br /&gt;
After finishing the action completely, the opponent gets a last action if the player triggering the game end is the starting player. That way both of you get the same amount of actions.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpforks&amp;diff=20871</id>
		<title>Gamehelpforks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpforks&amp;diff=20871"/>
		<updated>2024-04-24T23:48:31Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: /* Overview, Turn */ expanding on game setup, two player game rules, and card values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Manage the market whilst making sure to keep hold of high value destinations&lt;br /&gt;
&lt;br /&gt;
Each destination has a card numbered 2 to 12 making a total of 55 cards.  In two and three player games cards with value 10,11,12 are removed.&lt;br /&gt;
&lt;br /&gt;
Depending on number of players a set number of cards are removed (without revealing) at a set start of game and cards are drawn to Market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Game Setup&lt;br /&gt;
!Number of Players&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
|-&lt;br /&gt;
|Cards removed at start of game&lt;br /&gt;
|9&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Initial marketing cards&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
Draft 1 of 3 cards into your hand, then pass the remaining&lt;br /&gt;
&lt;br /&gt;
Draft 1 of the 2 cards into your hand, then the remaining goes into the central Market&lt;br /&gt;
&lt;br /&gt;
In two player games at the end of the round the top card of the deck is revealed and placed into the central Market.&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when the deck runs out&lt;br /&gt;
&lt;br /&gt;
Out of all the 5 destinations, the three in the Market with the highest score will score positively&lt;br /&gt;
&lt;br /&gt;
Whilst the 2 in the Market with the lowest score will score negatively&lt;br /&gt;
&lt;br /&gt;
Reveal your hand cards and score each according to its value and whether it is a positive or negative scoring destination as depicted by the Market&lt;br /&gt;
&lt;br /&gt;
The player with the most points, wins!&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoldblivion&amp;diff=20739</id>
		<title>Gamehelpgoldblivion</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgoldblivion&amp;diff=20739"/>
		<updated>2024-04-11T18:11:14Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: add note that Combat cards do not reshuffle mid-round&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
GOLDblivion is a deck building game where each player gets two decks: one with GOLDblivion cards (blue) and one with Combat cards (red).&lt;br /&gt;
&lt;br /&gt;
The aim of the game is to get the most gold bars. When one player gets 10 or more gold bars, players play until the round is over and the player with the most gold bars wins!&lt;br /&gt;
&lt;br /&gt;
Players have two resources in the game: nuggets and material. Players are not limited for the number of nuggets they can have but they are limited to 4 material.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
All players get the same starting GOLDblivion deck and Combat deck. At the start of the game, players select a Noble that they shuffle in their GOLDblivion deck. This is done in reverse turn order.&lt;br /&gt;
&lt;br /&gt;
== Round Overview ==&lt;br /&gt;
&lt;br /&gt;
GOLDblivion is played in rounds. The game will end at the end of a round. The structure of a round is:&lt;br /&gt;
&lt;br /&gt;
* Draw (all players simultaneously): All players draw 5 GOLDblivion cards from their deck.&lt;br /&gt;
&lt;br /&gt;
* Development (all players simultaneously): All players must choose a card from their hand and place it in their Production area, either on the Produce Nugget side or the Produce Material side. The card remains faec-down; its power is not activated.&lt;br /&gt;
&lt;br /&gt;
* Production (all players simultaneously): All players gain nuggets and materials depending on the number of cards in their Production area. Gain 1 nugget for each card in the Produce Nugget Side and 1 material for every 2 cards in the Produce Material Side (rounded down).&lt;br /&gt;
&lt;br /&gt;
* Actions (each player in turn): Each player plays turns until all player have passed.&lt;br /&gt;
&lt;br /&gt;
* End of round (all players simultaneously): Buildings are reactivated, cards are shuffled in their deck and magic tokens are shuffled face down. The First Player Token is passed to the next player; that player must destroy a card from the market.&lt;br /&gt;
&lt;br /&gt;
== Player Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
On their turn, players must play 2 main actions and any number of bonus actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main actions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Play a card: Play a card from your hand and activate the ability. (Note: Some abilities have a cost but you can play the card without paying its cost but you don’t activate the ability.)&lt;br /&gt;
&lt;br /&gt;
* Buy a card: You pay the cost of the card in nuggets or material. If it’s a combat card, you shuffle it in your Combat deck. If it’s a GOLDblivion building card, you place it in your play area. If it’s a GOLDblivion card that is not a building, you shuffle it in your GOLDblivion deck. &#039;&#039;You cannot have the same building twice&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Activate a village tile. You pay the cost and you activate the ability. You then flip the tile to reveal the other side.&lt;br /&gt;
&lt;br /&gt;
* Pass. You must buy as many gold bars as you can (see the “Buy a gold bar” Bonus action). After you pass, you cannot do any other actions in this round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus actions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Buy a gold bar: Pay 7 nuggets to buy a gold bar.&lt;br /&gt;
&lt;br /&gt;
* Activate a building: Activate the building to activate its ability. Some abilities have a cost. You can only activate a building once per round.&lt;br /&gt;
&lt;br /&gt;
* Use a magic token: Place the magic token face up in the supply and activate its ability. Face up magic tokens cannot be gained.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Here are the abilites that can be found on cards, enemy tiles, magic tokens and village:&lt;br /&gt;
&lt;br /&gt;
* Destroy a card from the market (GOLDblivion or Combat cards). If you can destroy 2 cards, you must choose them before you replenish the market.&lt;br /&gt;
&lt;br /&gt;
* Gain nuggets. This can depend on the number of icons on your cards in your play area.&lt;br /&gt;
&lt;br /&gt;
* Gain material.&lt;br /&gt;
&lt;br /&gt;
* Gain gold bars.&lt;br /&gt;
&lt;br /&gt;
* Gain a combat card at not cost. If at least one of the two combat card pile is empty, you can take a combat card from the top of the deck of another player.&lt;br /&gt;
&lt;br /&gt;
* Draw a GOLDblivion card from your deck.&lt;br /&gt;
&lt;br /&gt;
* Roll a dice. On 2 faces, you gain 1 nugget. On 2 faces, you gain 2 nuggets. On 1 face, you gain a material. On 1 face you gain a magic token.&lt;br /&gt;
&lt;br /&gt;
* Reactivate a building card in your play area.&lt;br /&gt;
&lt;br /&gt;
* Reactivate non-building GOLDblivion card in your play area.&lt;br /&gt;
&lt;br /&gt;
* Gain a magic token. You can have a maximum of 3 magic tokens.&lt;br /&gt;
&lt;br /&gt;
* Gain a non-building GOLDblivion card from the market at no cost and shuffle it in your GOLDblivion deck.&lt;br /&gt;
&lt;br /&gt;
* Start a combat.&lt;br /&gt;
&lt;br /&gt;
The following abilities can only be found on combat cards:&lt;br /&gt;
&lt;br /&gt;
* Gain 0-3 combat power.&lt;br /&gt;
&lt;br /&gt;
* Draw another Combat card. You must do it immediately.&lt;br /&gt;
&lt;br /&gt;
* Copy the power of another Combat card that you used in this fight.&lt;br /&gt;
&lt;br /&gt;
* Destroy the current card to gain more combat power.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
When you activate an ability that starts a combat, you must do the following actions in order:&lt;br /&gt;
&lt;br /&gt;
* Choose an enemy tile: Choose a face down or a face up enemy to fight. Flip the tile if it&#039;s face down.&lt;br /&gt;
&lt;br /&gt;
* Draw combat cards: Draw as many Combat cards from your Combat deck as there are empty sides around the enemy. The top side with water does not count as empty sides.  If you have no Combat cards left to draw do NOT shuffle your Combat cards, your army is exhausted until the next round.&lt;br /&gt;
&lt;br /&gt;
* Resolve combat: Count the power of your fighters and activate remaining optional combat abilities. Drawing another combat card is not optional.&lt;br /&gt;
&lt;br /&gt;
* Win or Lose: If your power is equal or greater than the power of your enemy, you win. If it’s not, you lose. If you win, take the enemy tile and activate its abilities to gain the rewards. If you lose, destroy one of the combat card that you used in the fight.&lt;br /&gt;
&lt;br /&gt;
Forest enemies have a power between 2 and 5. Mountain enemies have a power between 6 and 9. The Cow-Dragon enemy is printed on the board and has a power of 10.&lt;br /&gt;
&lt;br /&gt;
== Tie Breaker ==&lt;br /&gt;
&lt;br /&gt;
The player with the most gold bar wins. In case of a tie, the player with the most nuggets and then the most enemy tiles wins.&lt;br /&gt;
&lt;br /&gt;
== Solo Mode ==&lt;br /&gt;
&lt;br /&gt;
In Solo, you play against a Solo Noble. The game plays like the normal game with the following changes:&lt;br /&gt;
&lt;br /&gt;
* There is no First Player Token, the player always plays first.&lt;br /&gt;
&lt;br /&gt;
* The GOLDblivion market slides from left to right when it’s filled.&lt;br /&gt;
&lt;br /&gt;
* If the GOLDblivion market is empty, the player looses immediately.&lt;br /&gt;
&lt;br /&gt;
* The player must play 3 main actions instead of 2&lt;br /&gt;
&lt;br /&gt;
* The player cannot pass with cards in its hand.&lt;br /&gt;
&lt;br /&gt;
* The “Destroy a card from the market” ability can be used to destroy a nugget of the Solo Noble instead of a card.&lt;br /&gt;
&lt;br /&gt;
* After the player turn, the Solo Noble plays.&lt;br /&gt;
&lt;br /&gt;
The Solo Noble plays like this:&lt;br /&gt;
&lt;br /&gt;
* A dice is used to select a card in the GOLDblivion market&lt;br /&gt;
&lt;br /&gt;
* The type of card (building, human, elf, dwarf) is used to select where the card is placed under the Solo Noble board.&lt;br /&gt;
&lt;br /&gt;
* The abilities on the Solo Board are activated from left to right.&lt;br /&gt;
&lt;br /&gt;
The abilities are:&lt;br /&gt;
&lt;br /&gt;
* The “Gain a combat card at not cost” ability has no effect.&lt;br /&gt;
&lt;br /&gt;
* The Solo Noble does no gain solo tokens. Instead, the power on the board is activated.&lt;br /&gt;
&lt;br /&gt;
* Destroy the rightmost card of the GOLDblivion market.&lt;br /&gt;
&lt;br /&gt;
* The player loses a nugget.&lt;br /&gt;
&lt;br /&gt;
* The player must flip an enemy tile.&lt;br /&gt;
&lt;br /&gt;
* The player must destroy a visible enemy tile. The Solo Noble gets the reward.&lt;br /&gt;
&lt;br /&gt;
Some boards have a “6+”: this means that if there are 6 or more cards under this ability, the ability is activated twice.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporionduel&amp;diff=18478</id>
		<title>Gamehelporionduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporionduel&amp;diff=18478"/>
		<updated>2023-10-19T21:28:48Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: Added all victory conditions including what happens in ties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORION Duel is an abstract board game for two players where the goal is to control cosmic space by connecting key elements. &lt;br /&gt;
&lt;br /&gt;
=== Here&#039;s how it&#039;s played: ===&lt;br /&gt;
On their turn, players place one of their tiles on the board. You can place a tile on a galaxy or a black hole if the color of that tile connects to others of the same color already on the board.&lt;br /&gt;
&lt;br /&gt;
=== 4 paths to victory: ===&lt;br /&gt;
&lt;br /&gt;
* Connect opposite edges of the same color with a continuous flow of your color.&lt;br /&gt;
* Connect 4 galaxies with a continuous flow of your color.&lt;br /&gt;
* Connect 3 black holes with a continuous flow of your opponent&#039;s color. Strategic placement and clever connections are essential to win this cosmic battle.&lt;br /&gt;
* Opponent cannot place any tile&lt;br /&gt;
The game ends immediately when a player reaches one or more of the victory conditions.  In case both players reach one or more of the victory conditions in the same time, the winner is the one who reached more winning conditions or the game continues if tied.&lt;br /&gt;
&lt;br /&gt;
If no victory condition majority is made the game ends when all times have been placed.  In this case the player with the largest value coming from: count of all the galaxy tokens minus the black hole tokens of each corresponding player.  If the values are the same the game ends in a tie.&lt;br /&gt;
&lt;br /&gt;
ORION Duel is a dynamic and engaging game that combines abstract strategy with a quest for victory. It&#039;s easy to learn, but mastering it requires skill and cunning.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmow&amp;diff=15135</id>
		<title>Gamehelpmow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmow&amp;diff=15135"/>
		<updated>2022-10-26T21:53:08Z</updated>

		<summary type="html">&lt;p&gt;TripleLSupreme: 6 special cow scoring exception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary of the Game ==&lt;br /&gt;
The players are farmers. They round up cows in the field and form them into herds ready to be brought into the stable. However, some cows are surrounded by flies, and nobody wants to be near those...&lt;br /&gt;
&lt;br /&gt;
== Aim of the Game ==&lt;br /&gt;
Have the fewest flies in your stable when the game ends.&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
49 cards, made up as follows:&lt;br /&gt;
* 15 cows, numbered from 1 to 15, without any flies&lt;br /&gt;
* 13 cows, numbered from 2 to 14, with 1 fly&lt;br /&gt;
* 11 cows, numbered from 3 to 13, with 2 flies&lt;br /&gt;
* 3 cows, numbered 7, 8 and 9, with 3 flies&lt;br /&gt;
* 6 cows, with 5 flies and a superpower&lt;br /&gt;
* 1 MOW card showing the direction of play&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
A game is played over several rounds&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, shuffle the 48 cow cards and deal five to each farmer.&lt;br /&gt;
&lt;br /&gt;
The farmer with the most flies starts the round (in the first round, the youngest player starts).&lt;br /&gt;
&lt;br /&gt;
They put the MOW card arrow in front of them, pointing to the player on their left (the arrow shows the direction of play).&lt;br /&gt;
&lt;br /&gt;
== Player actions ==&lt;br /&gt;
On their turn, a player must :&lt;br /&gt;
# Add a cow to the herd&lt;br /&gt;
# Draw a card&lt;br /&gt;
&lt;br /&gt;
=== 1. Add a cow to the herd ===&lt;br /&gt;
During their turn, each farmer MUST add a cow to the herd at either end of the line.&lt;br /&gt;
&lt;br /&gt;
The farmer who places the first cow can choose any number. Subsequent cows must be numbered higher or lower than all the cows already in the herd.&lt;br /&gt;
&lt;br /&gt;
Example :&lt;br /&gt;
&lt;br /&gt;
If the cards on the table are 3, 9 and 11, you can add a cow whose number is less than 3 (0, 1 or 2) or greater than 11 (12, 13, 14, 15 or 16).&lt;br /&gt;
&lt;br /&gt;
==== Special cows ====&lt;br /&gt;
* Blocker: Play this cow to close off one end of the line.&lt;br /&gt;
* Acrobatic cow: Play this cow on another cow with the same number, no matter where it is in the line (this card cannot be played unless the requisite cow has been played previously).&lt;br /&gt;
* Slowpoke: Insert this cow into the line in place of a missing number (for example the 6 can be played between the 5 and the 7) (this card cannot be placed if there are no gaps in the line numbering).&lt;br /&gt;
If a player collects 6 special cows their points are NOT scored that round.&lt;br /&gt;
&lt;br /&gt;
==== Note! ====&lt;br /&gt;
A farmer who plays a special cow with 5 flies can, if they wish, change the direction of play!!! In this case, they take the MOW card, pointing it left or right as they prefer. The game continues in the direction shown by the arrow.&lt;br /&gt;
&lt;br /&gt;
==== New herd ====&lt;br /&gt;
A farmer who CANNOT or DOES NOT WANT to add a cow to the line, takes all the cards in the herd and places them face down in their stable... Then, they start a new herd by playing a card from their hand to the middle of the table.&lt;br /&gt;
&lt;br /&gt;
Each fly in a stable produces 1 embarrassment point at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== 2. Draw a card ===&lt;br /&gt;
After a farmer has added a card to the herd, they draw a new card from the deck and add it to their hand.&lt;br /&gt;
&lt;br /&gt;
==== End of a round ====&lt;br /&gt;
When a farmer takes the last card from the deck, the current round is played out until the herd is added to one of the farmers&#039; stables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, any cards remaining in a farmer&#039;s hand are added to their stable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the flies in a farmer&#039;s stable are added to any scored in previous rounds.&lt;br /&gt;
&lt;br /&gt;
If a player has all 6 special cows in their stable, they score no points for the round, regardless of the total number of flies.  (This is a good reason not to gang up on the same opponent!)&lt;br /&gt;
&lt;br /&gt;
==== End of the game ====&lt;br /&gt;
The game ends when a farmer has amassed more than 100 flies at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The farmer with the fewest flies wins.&lt;/div&gt;</summary>
		<author><name>TripleLSupreme</name></author>
	</entry>
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