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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ulle1803</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-11T17:30:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivals&amp;diff=30613</id>
		<title>Gamehelprivals</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivals&amp;diff=30613"/>
		<updated>2026-07-08T13:18:34Z</updated>

		<summary type="html">&lt;p&gt;Ulle1803: /* Card play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Rivals is a deckbuilding board game based on a Battle Royale gameplay. You play the chosen one of your clan and fight to save your people from extinction. You win by being the last man standing or collecting 5 Rival Points (RP). You collect Rivals Points by eliminating players, spending ressources or by negotiating with Sponsors. The game is played over 3 Eras, which consist of a speficic amount of rounds. Each round consists of the action phase and clean-up phase. The active player is changing clockwise and players have two turns with 2 action points (AP) each action phase/round. During the first turn of the first action phase no attack cards are allowed to play.&lt;br /&gt;
&lt;br /&gt;
== Action phase ==&lt;br /&gt;
=== Types of actions (2 AP per turn) ===&lt;br /&gt;
&lt;br /&gt;
* Scout (0 AP): turn over any adjacent tiles (can be repeated)&lt;br /&gt;
* Move (1 AP): Move 2 spaces (other Ashak do not block, cannot be interrupted)&lt;br /&gt;
* Collect (1 AP): Collect All resources of the tile + bonus of the space (tile is drained for 2 rounds)&lt;br /&gt;
* Negotiate (1 AP): Pay 1 Anticipation Token (AT) → Gain 1 RP + choose additional reward → sponsor is removed afterwards&lt;br /&gt;
** Install 1 schema &lt;br /&gt;
** gain 2 AT &lt;br /&gt;
** uninstall 2 cards (hand/discard) &lt;br /&gt;
* Spend ressources (0 AP):&lt;br /&gt;
** Shield: Pay 2 Resin → Shield on field (max. 2 per player) → blocks 1. shot of salvo → destroys&lt;br /&gt;
** Uninstall: Pay 2 Crystal → Uninstall 1 card, draw new card&lt;br /&gt;
** Install: Pay 5  resources of one kind (resin or crystal) → Install 1 schema&lt;br /&gt;
** Rivals Point: Pay 10 ressources of one kind (resin or crystal) → 1 RP&lt;br /&gt;
Whenever you install cards, they go straight to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Card play ===&lt;br /&gt;
*Card: 	pay cost (0-2AP) → check range of card, distance to target and Line of Sight (LOS)&lt;br /&gt;
** LOS: if closest path to the target does not have an obstacle (Ashak or enemy shield, which are not the target of the attack, enemy drone), line of sight is given (&lt;br /&gt;
** When reacting: Resolve cards from last to first&lt;br /&gt;
*Defend: Roll 2 (+2 per AT (max 2 AT), +1 for Forest) dice, block shields 1 salvo, play utilities&lt;br /&gt;
*Poison: Poison token of the attacker to defender (no limit), -1HP + 1 die per poison token at &lt;br /&gt;
** Beginning of turn (remove token if successful) → Initiator receives 1 Ultimate Point (UP)&lt;br /&gt;
*Elimination: Gain 2 RP and install 1 card from opponent&#039;s deck (except Guild + Ashak cards)&lt;br /&gt;
*LoS: is blocked by: Field with other player (incl. drones), enemy shield&lt;br /&gt;
*Ultimate: gain 1 Ultimate Point per damage you inflicted (+bonus depending on HP, calculated separately for each volley), if you reach full capacity: you can use your Ultimate&lt;br /&gt;
*Mental: does not need/ignore LoS and can gain additional effects by discarding card from hand&lt;br /&gt;
*Physical: attacks are boosted/enhanced by one or more mods, salvos receive the bonus for every shot&lt;br /&gt;
*Explosive: effect and damage on all hexes (incl. shield) of the tile → afterwards uninstall the card and install the top card of the interface deck&lt;br /&gt;
*Skills: &lt;br /&gt;
**passive: card effect is active directly; &lt;br /&gt;
**active: installed exhausted on board, can only be used in the next action phase&lt;br /&gt;
*Tactics: &lt;br /&gt;
**Mods: enhance physical attacks&lt;br /&gt;
**Defenses: can give various bonuses such as AT, HP, Shields, etc. &lt;br /&gt;
**Utilities: can be used anytime, active for the duration, discarded afterwards / in between rounds&lt;br /&gt;
*Guild: cost 0 AP and are usable 1x per action phase, exhausted after use&lt;br /&gt;
&lt;br /&gt;
=== Hex properties ===&lt;br /&gt;
&lt;br /&gt;
*Lake: -2HP when entered, you lose your remaining movement&lt;br /&gt;
*Volcano: no special rules&lt;br /&gt;
*Void: cannot be entered (not even by teleport), -4 HP → Ashak on adjacent tile next to the void&lt;br /&gt;
*Forest: collect 1 Resin (bonus: 3 + if no fire: additional dice for defense)&lt;br /&gt;
*Crystal: collect 1 Crystal (bonus: 3), can be entered&lt;br /&gt;
*Interface: consult 2 (with bonus: 4) visible/top cards → install 1 (with bonus: 2), discard 1-4 cards&lt;br /&gt;
*Anticipation: pay 2 resources (Resin/Crystal) → gain 1 Anticipation Token (AT) (repeatable), bonus: 1 token free&lt;br /&gt;
*Shield: Blocks one salvo and line of sight (LOS)&lt;br /&gt;
** enemy shields: 2 movement points to get on the field, blocks line of sight (LOS)&lt;br /&gt;
&lt;br /&gt;
== Clean-up phase ==&lt;br /&gt;
&lt;br /&gt;
* the Wildtech (play area) shrinks depending the drawn zone card(s). &lt;br /&gt;
** Players still standing on the vanishing tiles (void) lose 4 HP and choose a hex adjacent to the void. &lt;br /&gt;
* inactive sponsors become active and up to 2 additional sponsors are randomly generated. &lt;br /&gt;
* Drought tokens are flipped or removed&lt;br /&gt;
* interface cards are replaced with new ones &lt;br /&gt;
* Exhausted cards on player boars are refreshed and cards in the temporary slot as well as remaining cards on the hand are discarded&lt;br /&gt;
* only between eras: schema cards are replaced&lt;/div&gt;</summary>
		<author><name>Ulle1803</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivals&amp;diff=30608</id>
		<title>Gamehelprivals</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivals&amp;diff=30608"/>
		<updated>2026-07-08T11:32:54Z</updated>

		<summary type="html">&lt;p&gt;Ulle1803: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Rivals is a deckbuilding board game based on a Battle Royale gameplay. You play the chosen one of your clan and fight to save your people from extinction. You win by being the last man standing or collecting 5 Rival Points (RP). You collect Rivals Points by eliminating players, spending ressources or by negotiating with Sponsors. The game is played over 3 Eras, which consist of a speficic amount of rounds. Each round consists of the action phase and clean-up phase. The active player is changing clockwise and players have two turns with 2 action points (AP) each action phase/round. During the first turn of the first action phase no attack cards are allowed to play.&lt;br /&gt;
&lt;br /&gt;
== Action phase ==&lt;br /&gt;
=== Types of actions (2 AP per turn) ===&lt;br /&gt;
&lt;br /&gt;
* Scout (0 AP): turn over any adjacent tiles (can be repeated)&lt;br /&gt;
* Move (1 AP): Move 2 spaces (other Ashak do not block, cannot be interrupted)&lt;br /&gt;
* Collect (1 AP): Collect All resources of the tile + bonus of the space (tile is drained for 2 rounds)&lt;br /&gt;
* Negotiate (1 AP): Pay 1 Anticipation Token (AT) → Gain 1 RP + choose additional reward → sponsor is removed afterwards&lt;br /&gt;
** Install 1 schema &lt;br /&gt;
** gain 2 AT &lt;br /&gt;
** uninstall 2 cards (hand/discard) &lt;br /&gt;
* Spend ressources (0 AP):&lt;br /&gt;
** Shield: Pay 2 Resin → Shield on field (max. 2 per player) → blocks 1. shot of salvo → destroys&lt;br /&gt;
** Uninstall: Pay 2 Crystal → Uninstall 1 card, draw new card&lt;br /&gt;
** Install: Pay 5  resources of one kind (resin or crystal) → Install 1 schema&lt;br /&gt;
** Rivals Point: Pay 10 ressources of one kind (resin or crystal) → 1 RP&lt;br /&gt;
Whenever you install cards, they go straight to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Card play ===&lt;br /&gt;
*Card: 	pay cost (0-2AP) → check range of card, distance to target and Line of Sight (LOS)&lt;br /&gt;
** LOS: if closest path to the target does not have an obstacle (Ashak or enemy shield, which are not the target of the attack, enemy drone), line of sight is given (&lt;br /&gt;
** When reacting: Resolve cards from last to first&lt;br /&gt;
*Defend: Roll 2 (+2 per AT (max 2 AT), +1 for Forest) dice, block shields 1 salvo, play utilities&lt;br /&gt;
*Poison: Poison token of the attacker to defender (no limit), -1HP + 1 die per poison token at &lt;br /&gt;
** Beginning of turn (remove token if successful) → Initiator receives 1 Ultimate Point (UP)&lt;br /&gt;
*Elimination:	Install 2 RP + 1 card from opponent&#039;s deck (except Guild + Ashak cards)&lt;br /&gt;
*LoS: 	blocked by: Field with other player, enemy shield&lt;br /&gt;
*Ultimate: 	1 UP per HP (+bonus depending on HP, calculated separately for each volley), full: flip Ultimate&lt;br /&gt;
*Mental: 	ignore LOS, additional effect by discarding card from hand&lt;br /&gt;
*Physical: 	boosted by one or more mods, salvo receive the bonus for every shot&lt;br /&gt;
*Explosive: 	effect + damage on all fields (incl. shield) of the tile → uninstall + install top card interface&lt;br /&gt;
*Skills: 	passive: on player board → directly active; active: exhausted on board, can only be used in the next action phase&lt;br /&gt;
*Tactics: 	Mods: +physical; Defenses: AT, HP, Shields; Utilities: anytime, duration → next to tableau until next turn&lt;br /&gt;
*Guild: 	0 AP, usable 1x per action phase, exhausted after use&lt;br /&gt;
&lt;br /&gt;
=== Hex properties ===&lt;br /&gt;
&lt;br /&gt;
*Lake: -2HP when entered, you lose your remaining movement&lt;br /&gt;
*Volcano: no special rules&lt;br /&gt;
*Void: cannot be entered (not even by teleport), -4 HP → Ashak on adjacent tile next to the void&lt;br /&gt;
*Forest: collect 1 Resin (bonus: 3 + if no fire: additional dice for defense)&lt;br /&gt;
*Crystal: collect 1 Crystal (bonus: 3), can be entered&lt;br /&gt;
*Interface: consult 2 (with bonus: 4) visible/top cards → install 1 (with bonus: 2), discard 1-4 cards&lt;br /&gt;
*Anticipation: 2 resources (Resin/Crystal) → 1 Anticipation Token (AT) (repeatable), bonus: 1 token free&lt;br /&gt;
*Shield: Blocks one salvo and line of sight (LOS)&lt;br /&gt;
** enemy shields: 2 movement points to get on the field, blocks line of sight (LOS)&lt;br /&gt;
&lt;br /&gt;
== Clean-up phase ==&lt;br /&gt;
&lt;br /&gt;
* the Wildtech (play area) shrinks depending the drawn zone card(s). &lt;br /&gt;
** Players still standing on the vanishing tiles (void) lose 4 HP and choose a hex adjacent to the void. &lt;br /&gt;
* inactive sponsors become active and up to 2 additional sponsors are randomly generated. &lt;br /&gt;
* Drought tokens are flipped or removed&lt;br /&gt;
* interface cards are replaced with new ones &lt;br /&gt;
* Exhausted cards on player boars are refreshed and cards in the temporary slot as well as remaining cards on the hand are discarded&lt;br /&gt;
* only between eras: schema cards are replaced&lt;/div&gt;</summary>
		<author><name>Ulle1803</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprivals&amp;diff=30607</id>
		<title>Gamehelprivals</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprivals&amp;diff=30607"/>
		<updated>2026-07-08T11:23:00Z</updated>

		<summary type="html">&lt;p&gt;Ulle1803: Created page with &amp;quot;== Overview ==  Rivals is a deckbuilding board game based on a Battle Royale gameplay. You play the chosen one of your clan and fight to save your people from extinction. You win by being the last man standing or collecting 5 Rival Points (RP). You collect Rivals Points by eliminating players, spending ressources or by negotiating with Sponsors. The game is played over 3 Eras, which consist of a speficic amount of rounds. Each round consists of the action phase and clean...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Rivals is a deckbuilding board game based on a Battle Royale gameplay. You play the chosen one of your clan and fight to save your people from extinction. You win by being the last man standing or collecting 5 Rival Points (RP). You collect Rivals Points by eliminating players, spending ressources or by negotiating with Sponsors. The game is played over 3 Eras, which consist of a speficic amount of rounds. Each round consists of the action phase and clean-up phase. The active player is changing clockwise and players have two turns with 2 action points (AP) each action phase/round. During the first turn of the first action phase no attack cards are allowed to play.&lt;br /&gt;
&lt;br /&gt;
== Action phase ==&lt;br /&gt;
=== Types of actions (2 AP per turn) ===&lt;br /&gt;
&lt;br /&gt;
* Scout (0 AP): turn over any adjacent tiles (can be repeated)&lt;br /&gt;
* Move (1 AP): Move 2 spaces (other Ashak do not block, cannot be interrupted)&lt;br /&gt;
* Collect (1 AP): All resources of the tile + bonus of the space (drought token on tile)&lt;br /&gt;
* Negotiate (1 AP): 1 AT → 1 RP + install scheme / 2 AT / uninstall 2 cards (hand/discard) → remove sponsor&lt;br /&gt;
* Spend ressources (0 AP):&lt;br /&gt;
** Shield: 2 Resin → Shield on field (max. 2 per player) → blocks 1. shot of salvo → destroys&lt;br /&gt;
** Uninstall: 2 Crystal → Uninstall 1 card, draw new card&lt;br /&gt;
** Install: 5 same resources → Install 1 schema (take card in hand)&lt;br /&gt;
** Rivals Point: 10 equal ressources → 1 RP&lt;br /&gt;
&lt;br /&gt;
=== Card play ===&lt;br /&gt;
*Card: 	pay cost (0-2AP) → check range of card, distance to target and Line of Sight (LOS)&lt;br /&gt;
** LOS: if closest path to the target does not have an obstacle (Ashak or enemy shield, which are not the target of the attack, enemy drone), line of sight is given (&lt;br /&gt;
** When reacting: Resolve cards from last to first&lt;br /&gt;
*Defend: Roll 2 (+2 per AT (max 2 AT), +1 for Forest) dice, block shields 1 salvo, play utilities&lt;br /&gt;
*Poison: Poison token of the attacker to defender (no limit), -1HP + 1 die per poison token at &lt;br /&gt;
** Beginning of turn (remove token if successful) → Initiator receives 1 Ultimate Point (UP)&lt;br /&gt;
*Elimination:	Install 2 RP + 1 card from opponent&#039;s deck (except Guild + Ashak cards)&lt;br /&gt;
*LoS: 	blocked by: Field with other player, enemy shield&lt;br /&gt;
*Ultimate: 	1 UP per HP (+bonus depending on HP, calculated separately for each volley), full: flip Ultimate&lt;br /&gt;
*Mental: 	ignore LOS, additional effect by discarding card from hand&lt;br /&gt;
*Physical: 	boosted by one or more mods, salvo receive the bonus for every shot&lt;br /&gt;
*Explosive: 	effect + damage on all fields (incl. shield) of the tile → uninstall + install top card interface&lt;br /&gt;
*Skills: 	passive: on player board → directly active; active: exhausted on board, can only be used in the next action phase&lt;br /&gt;
*Tactics: 	Mods: +physical; Defenses: AT, HP, Shields; Utilities: anytime, duration → next to tableau until next turn&lt;br /&gt;
*Guild: 	0 AP, usable 1x per action phase, exhausted after use&lt;br /&gt;
&lt;br /&gt;
=== Hex properties ===&lt;br /&gt;
&lt;br /&gt;
*Lake: -2HP when entered, you lose your remaining movement&lt;br /&gt;
*Volcano: no special rules&lt;br /&gt;
*Void: cannot be entered (not even by teleport), -4 HP → Ashak on adjacent tile next to the void&lt;br /&gt;
*Forest: collect 1 Resin (bonus: 3 + if no fire: additional dice for defense)&lt;br /&gt;
*Crystal: collect 1 Crystal (bonus: 3), can be entered&lt;br /&gt;
*Interface: consult 2 (with bonus: 4) visible/top cards → install 1 (with bonus: 2), discard 1-4 cards&lt;br /&gt;
*Anticipation: 2 resources (Resin/Crystal) → 1 Anticipation Token (AT) (repeatable), bonus: 1 token free&lt;br /&gt;
*Shield: Blocks one salvo and line of sight (LOS)&lt;br /&gt;
** enemy shields: 2 movement points to get on the field, blocks line of sight (LOS)&lt;br /&gt;
&lt;br /&gt;
== Clean-up phase ==&lt;br /&gt;
&lt;br /&gt;
* the Wildtech (play area) shrinks depending the drawn zone card(s). &lt;br /&gt;
** Players still standing on the vanishing tiles (void) lose 4 HP and choose a hex adjacent to the void. &lt;br /&gt;
* inactive sponsors become active and up to 2 additional sponsors are randomly generated. &lt;br /&gt;
* Drought tokens are flipped or removed&lt;br /&gt;
* interface cards are replaced with new ones &lt;br /&gt;
* Exhausted cards on player boars are refreshed and cards in the temporary slot as well as remaining cards on the hand are discarded&lt;br /&gt;
* only between eras: schema cards are replaced&lt;br /&gt;
&lt;br /&gt;
== Special terms/card explanations ==&lt;br /&gt;
*Injury: 1 Token (+1 UP) per -1HP (Token may be minimum requirement for cards)&lt;br /&gt;
*Nexus 	token: -1AP next turn&lt;/div&gt;</summary>
		<author><name>Ulle1803</name></author>
	</entry>
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