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		<title>Gamehelpgaiaproject</title>
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		<updated>2023-08-24T20:24:53Z</updated>

		<summary type="html">&lt;p&gt;Victorl: /* Auctions for Drafting Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Factions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:bottom;&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planet Type&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Planetary Institute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Starting Research&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Basic Income&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terrans&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, move the power tokens   in your Gaia area to area II of your power cycle instead of to area I.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, when you move   power tokens from your Gaia area to area II of your power cycle, you may gain   resources as if you were spending that much power to take free actions.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Lantids&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terra&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you take the “Build a Mine” action, you   may build a mine on a planet colonized by an opponent (including the Lost   Planet). Place your mine next to the opponent’s structure. You do not have to   pay for terraforming, but you must still pay the mine’s cost. This mine   counts as a normal mine in all ways except the following: this mine cannot be   upgraded, and it does not count for any effects that relate to how many   planet types or Gaia planets you have colonized.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you build a mine on a planet   colonized by an opponent, gain two knowledge.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Xenos&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You place a third starting mine after all   other starting mines have been placed.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can form federations with a total power   value of six instead of seven. You gain one Q.I.C. as income instead of one   power token.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Artificial   Intelligence&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gleens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Desert&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | If you would ever gain Q.I.C., gain that much   ore instead; once you have upgraded to the indicated academy, this effect no   longer applies. To make a Gaia Planet habitable, pay one ore instead of one   Q.I.C. Each time you build a mine on a Gaia Planet, gain two additional VP.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | When you upgrade to the planetary institute,   immediately gain the Gleens’ federation token (gaining the resources shown as   normal). Gaining this tile counts as forming a federation. The planetary   institute itself can still be part of a federation on the board.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Taklons&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The Brainstone counts as one power token   (when starting a Gaia Project, building satellites, etc.), but you can spend   it as if it were three power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you would charge power from   “Passive Action: Charge Power,” you gain one power token. You can choose to   gain the power before or after charging.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ambas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Swamp&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Once per round, as an action, you can swap   your planetary institute with one of your mines on the game board (this can   help you form a new federation). This has no impact on existing federations,   even if their power value becomes less than seven. The swap does not count as   a build or upgrade action; no VP or power can be gained from it.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Navigation&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 2 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Hadsch Hallas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend credits instead of power to   take free actions that allow you to gain resources. Example: You can spend 3   credits to take the free action that allows you to gain one ore.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Economy&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 3 Credits&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ivits&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Oxide&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During setup, do not place mines. Instead,   after all other players have placed mines (including the Xenos’ third mine),   place your planetary institute on any red planet. You can only have one   federation, but each time the power value of your federation becomes a   multiple of 7, you may take the &amp;quot;Form A Federation&amp;quot; action again.   You must discard Q.I.C. instead of power tokens to make satellites.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a special action, place a space station on   an accessible space that does not contain a planet or another space station.   The accessibility of a space follows the same rules as the “Build a Mine”   action.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 QIC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Geodens&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The first time you build a mine on each   planet type, gain 3 knowledge. (You do not gain knowledge for planet types   you colonized before upgrading to your planetary institute.)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Terraforming&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bal T&#039;aks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Volcanic&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You cannot advance in the “Navigation”   research area, even if you take the tech tile below the “Navigation” research   area. If you do take that tech tile, no advancement occurs. As a free action,   you can move a Gaiaformer from a Gaiaformer space on your faction board to   your Gaia area to gain one Q.I.C. Gaiaformers in your Gaia area are not   available until the next Gaia phase. In the next Gaia phase, move any   Gaiaformer in your Gaia area back to its Gaiaformer space.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can now advance in the “Navigation”   research area.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Gaia   Project&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Firaks&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As an action, you can “downgrade” a research   lab into a trading station and immediately advance one level in a research   area of your choice. Advancing in a research area is explained on page 15.   This counts as an “Upgrade to a Trading Station” action. You can later   upgrade the trading station back into a research lab using the normal rules   (including gaining a new tech tile).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 2   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Bescods&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Titanium&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The positions of your planetary institute and   academies are swapped on your faction board, as is the income you gain for   trading stations and research labs. As with the other factions, upgrading to   an academy or a research lab allows you to gain a tech tile. Once per round,   as an action, you can advance your lowest-level token in a research area   (without paying knowledge). If multiple of your tokens are tied for the   lowest level, choose which of the tied tokens to advance. To advance to level   5 this way, you must still flip a federation token as normal. Remember, only   one player can reach level 5 of each research area.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | The power value of your structures on gray   planets (your home type) is increased by one (in addition to any other   effects that increase their power value).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Nevlas&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | As a free action, you can move one power   token from area III of your power cycle to your Gaia area to gain one   knowledge (these power tokens follow the normal Gaia phase rules). This does   not count as spending power.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | You can spend power tokens in area III of   your power cycle as if they were each two power. Otherwise, they count as one   power token (when starting a Gaia Project, building satellites, etc.). When   paying for a power action with an odd power cost (1, 3, 5, etc.), the unspent   power is lost.&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Science&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Itars&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | Ice&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | Each time you discard a power token from area   II of your power cycle to move another power token to area III, place the   discarded power token in your Gaia area instead of returning it to the   supply.&lt;br /&gt;
| style=&amp;quot;background-color:rgba(255, 255, 255, 0.85);&amp;quot; | During the Gaia phase, you can discard 4   power tokens from your Gaia area to immediately gain a tech tile (standard or   advanced).&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | NA&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | 1   Knowledge, 1 Ore, 1 Power in Bowl I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rules to Remember ==&lt;br /&gt;
* Starting Resources (before receiving income at the beginning of Round 1) - Credits: 15, Ore: 4, Knowledge: 3&lt;br /&gt;
* Resource Storage Limits - Credits: 30, Ore: 15, Knowledge: 15&lt;br /&gt;
&lt;br /&gt;
==Actions==&lt;br /&gt;
# &#039;&#039;&#039;Build a Mine&#039;&#039;&#039; - This places a mine on the board, which usually give you ore as income. These mines must be at most a distance away from another building of yours equal to your navigation (the second track from the left). You must pay the cost of the mine. If it&#039;s a Gaia planet (green planets without gaiaformers on them), you must also pay one QIC. If it&#039;s some other planet type, you must pay additional ore - the exact cost is determined by your terraforming ability (the first track from the left) and the number of terraforming steps required to make the destination planet habitable for your faction.&lt;br /&gt;
# &#039;&#039;&#039;Start a Gaia Project&#039;&#039;&#039; - This allows you to transform Transdim planets (purple) into a Gaia planet. You can only do this if you have at least one available gaiaformer, which you can get as a result of the Gaia Project track (the fourth track from the left). To do this, move power tokens into the gaia section of your board. These tokens are not lost - you&#039;ll get them back as the last step of the income phase. At the start of the next round, these planets are now Gaia planets and you can build mines on them normally (without spending a QIC like you normally would to build on a Gaia Planet). The gaiaformer is removed (and sent to your faction board) only after you decide to build on these planets (they are &amp;quot;reserved&amp;quot; for you until then).&lt;br /&gt;
# &#039;&#039;&#039;Upgrade Existing Structure&#039;&#039;&#039; - Mines can be upgraded to Trading Stations, which usually produce credits - note that this has a cheaper cost if it&#039;s at most two units away from an opponent&#039;s structure. Trade Centers can be upgraded to either a Planetary Institute (which produces power and unlocks an ability specific to your faction) or Research Labs, which produce knowledge and allows you to immediately take a technology tile and advance on one of the tracks (if able, depending on your current position in the track). Research Labs can be upgraded to Academies, which also let you gain more technologies and produce either knowledge or QIC (or other resources depending on the faction).&lt;br /&gt;
# &#039;&#039;&#039;Form a Federation&#039;&#039;&#039; - This allows you to combine structures to gain more points. To do this, you need any cluster of structures whose total power level is 7 or more. This can include empty space as well, but for each empty space included this way, pay 1 power token from any bowl to create a satellite. For doing this, you gain a federation token, which gives you immediate points, some other resource bonus, and can later be spent to advance to the top position of a research track or gain advanced technology tiles.&lt;br /&gt;
# &#039;&#039;&#039;Research Progress&#039;&#039;&#039; - Spend 4 knowledge to advance on any track. The tracks are &lt;br /&gt;
##Terraforming, which improves your ability to terraform planets&lt;br /&gt;
##Navigation, which increases the range at which you can build structures &lt;br /&gt;
##Artificial Intelligence, which gives you more QIC&lt;br /&gt;
##Gaia Project, which allows you to start Gaia Projects on Transdim planets&lt;br /&gt;
##Economy, which increase your ore, credits, power charge income&lt;br /&gt;
##Science, which increases your knowledge income. &lt;br /&gt;
# &#039;&#039;&#039;Power and Q.I.C. Actions&#039;&#039;&#039; -  Spend power or QICs to take any of the actions at the bottom of the research board. Each of these can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Special Actions&#039;&#039;&#039; - Use any actions printed on booster tiles or your faction board. These can be taken only once per round.&lt;br /&gt;
# &#039;&#039;&#039;Pass&#039;&#039;&#039; - Select a new booster tile. Wait until all other players have passed too.&lt;br /&gt;
# &#039;&#039;&#039;Free Actions&#039;&#039;&#039; - Resource Conversions (or burn power to move power from Bowl 2 to Bowl 3).&lt;br /&gt;
[[Image:Gaia_Project_Free_Actions.JPG]]&lt;br /&gt;
# &#039;&#039;&#039;Passive Action&#039;&#039;&#039; - Charging power. Spend VP as necessary depending on the amount of power being charged. This is optional.&lt;br /&gt;
&lt;br /&gt;
== Auctions for Drafting Factions ==&lt;br /&gt;
&lt;br /&gt;
Each player submits the maximum amount they are willing to bid for each faction that has been drafted. Once all bids are submitted, a round-robin auction is automatically conducted in turn order until each player has the top bid on one faction. During the round-robin portion, each player automatically bids &#039;&#039;&#039;on the faction with the greatest difference between the faction&#039;s current bid and that player&#039;s maximum possible bid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A typical &#039;&#039;&#039;automatic&#039;&#039;&#039; auction might look like this behind the scenes.&lt;br /&gt;
&lt;br /&gt;
1) The first player bids zero VP on the faction that has their highest maximum bid (i.e. the faction they wanted most)&lt;br /&gt;
&lt;br /&gt;
2) If the second player submitted the same top bid for two different factions, they&#039;ll automatically bid zero on the faction no one has picked yet. If they had placed a higher bid on the same faction as player 1, they would have increased that bid to one VP instead.&lt;br /&gt;
&lt;br /&gt;
3) The third player looks at the current bids and compares those to their maximum bid. They&#039;ll automatically bid one higher on the faction with the greatest difference between their maximum bid and the current bid of that faction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all resolved quickly and automatically behind the scenes. It&#039;s not uncommon for players to get factions for free if no one outbids them.&lt;br /&gt;
&lt;br /&gt;
After the auction, all players are given VP so that the player that paid the most still starts with 10 VP to use during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a game log auction example for a 3 player game:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;In summary&amp;lt;/u&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
PLAYER_A  wins IVITS for 11, their maximum bid was 27 for IVITS, &lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins AMBAS for 6, their maximum bid was 10 for IVITS, 8 for AMBAS.&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins TERRANS for 0, their maximum bid was16 for IVITS, 12 for AMBAS, 6 for TERRANS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;some notable example lines from the log are:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;code&amp;gt;bids for factions start at 0, so a faction that haven&#039;t been bid on yet are essentially at -1VP for the calculation.&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;**PLAYER_B switches from [IVITS] to [AMBAS] when the bid reaches 3 on IVITS, because 9&amp;gt;7 : AMBAS:8--1= &#039;&#039;&#039;9&#039;&#039;&#039; &amp;gt; IVITS:10-3=&#039;&#039;&#039;7&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;code&amp;gt;explanation: AMBAS: 8(PlayerB max bid for Ambas) - -1(current bid for Ambas) = 9 &amp;gt; IVITS: 10(PlayerB max bid for Ivits) - 3 (current bid for Ivits) =11&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;++PLAYER_C switches from [IVITS] to [AMBAS] when the bid reaches 5 on IVITS, because 12&amp;gt;11 : AMBAS:12-0=&#039;&#039;&#039;12&#039;&#039;&#039; &amp;gt; IVITS:16-5=&#039;&#039;&#039;11&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;small&amp;gt;explanation: AMBAS: 12(PlayerC max bid for Ambas) - 0(current bid for Ambas) = 12 &amp;gt; IVITS: 16(PlayerC max bid for Ivits) - 5 (current bid for Ivits) =11&amp;lt;/small&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Actual Log:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will automatically bid on the faction with the greatest gap between its current bid and the player&#039;s maximum bid&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 0 on [IVITS] (and is willing to bid up to 27 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 1 on [IVITS], outbidding PLAYER_A. (The bid was 10 away from PLAYER_B&#039;s max bid of 10.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 2 on [IVITS], outbidding PLAYER_B. (The bid was 15 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 3 on [IVITS], outbidding PLAYER_C. (The bid was 25 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;PLAYER_B bids 0 on [AMBAS] (and is willing to bid up to 8 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 4 on [IVITS], outbidding PLAYER_A. (The bid was 13 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 5 on [IVITS], outbidding PLAYER_C. (The bid was 23 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
++PLAYER_C bids 1 on [AMBAS], outbidding PLAYER_B. (The bid was 12 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 2 on [AMBAS], outbidding PLAYER_C. (The bid was 7 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 6 on [IVITS], outbidding PLAYER_A. (The bid was 11 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 7 on [IVITS], outbidding PLAYER_C. (The bid was 21 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 3 on [AMBAS], outbidding PLAYER_B. (The bid was 10 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 4 on [AMBAS], outbidding PLAYER_C. (The bid was 5 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 8 on [IVITS], outbidding PLAYER_A. (The bid was 9 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 9 on [IVITS], outbidding PLAYER_C. (The bid was 19 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 5 on [AMBAS], outbidding PLAYER_B. (The bid was 8 away from PLAYER_C&#039;s max bid of 12.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_B bids 6 on [AMBAS], outbidding PLAYER_C. (The bid was 3 away from PLAYER_B&#039;s max bid of 8.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 10 on [IVITS], outbidding PLAYER_A. (The bid was 7 away from PLAYER_C&#039;s max bid of 16.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A bids 11 on [IVITS], outbidding PLAYER_C. (The bid was 17 away from PLAYER_A&#039;s max bid of 27.)&lt;br /&gt;
&lt;br /&gt;
PLAYER_C bids 0 on [TERRANS] (and is willing to bid up to 6 if needed)&lt;br /&gt;
&lt;br /&gt;
PLAYER_A wins the auction for [IVITS], spending [VP11]&lt;br /&gt;
&lt;br /&gt;
PLAYER_C wins the auction for [TERRANS], spending [VP0]&lt;br /&gt;
&lt;br /&gt;
PLAYER_B wins the auction for [AMBAS], spending [VP6]&lt;br /&gt;
&lt;br /&gt;
All players receive [VP11] to ensure every player starts with at least 10 VP&lt;br /&gt;
&lt;br /&gt;
== FAQ: General ==&lt;br /&gt;
Q: The booster tile is covering the conversions pane!&lt;br /&gt;
&lt;br /&gt;
A: Check the preferences for other options for the booster tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: On iOS/Mac, the game is unresponsive.&lt;br /&gt;
&lt;br /&gt;
A: The rendering engine on Apple devices deals very poorly with shadows. You&#039;ll get much better performance by setting the &amp;quot;Structure outlines&amp;quot; user preference to &amp;quot;No outlines.&amp;quot; This is true regardless of which browser you&#039;re using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to gain an advanced tech!&lt;br /&gt;
&lt;br /&gt;
Q: The game isn&#039;t allowing me to advance to level 5 in a research track!&lt;br /&gt;
&lt;br /&gt;
A: Both of these require a green federation tile. If you want to do both in a single action, you need two federation tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I upgrade?&lt;br /&gt;
&lt;br /&gt;
A: This is usually because you lack the resources required to perform any available upgrades. Occasionally, it&#039;s because you lack the structures (because they are already on the board).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Is there an option to undo my entire turn?&lt;br /&gt;
&lt;br /&gt;
A: The game asks you to confirm or cancel after selecting a planet for a build/upgrade action, selecting planets for a federation, selecting a research track, passing, and so on. However, the developers have decided not to add an option to [https://boardgamearena.com/doc/BGA_Undo_policy undo your entire turn].&lt;br /&gt;
&lt;br /&gt;
== FAQ: Conversions/Power ==&lt;br /&gt;
Q: Why do I only get one credit when I convert the Brainstone to credits?&lt;br /&gt;
&lt;br /&gt;
A: If you want to get more than one credit, click on that button more than one time. The game does not do this automatically in order to allow you to allocate the spent power as desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: Why don&#039;t I get a chance to convert resources at the end of my turn?&lt;br /&gt;
&lt;br /&gt;
Q: I should get the option to charge before or after gaining power!&lt;br /&gt;
&lt;br /&gt;
A: There are options in the pull-down menu to the right to enable this under various conditions. By default, options are selected that improve the speed of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: I have enough power to perform a power action, but it doesn&#039;t show up as available!&lt;br /&gt;
&lt;br /&gt;
A: There are two possible reasons:&lt;br /&gt;
- You&#039;re lacking something else that would be required to perform that action. For example, if you don&#039;t have a mine and enough resources to build a mine, the terraforming actions won&#039;t show as available.&lt;br /&gt;
- Someone else has taken that action this round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Federations ==&lt;br /&gt;
&lt;br /&gt;
Q: Why can&#039;t I form this federation?&lt;br /&gt;
&lt;br /&gt;
A: The federation rules are surprisingly intricate given the amount of space they occupy in the rulebook. See boardgamegeek.com/thread/2120375/official-federation-faq for more details.&lt;br /&gt;
&lt;br /&gt;
Xenos: note that 7 power is required if you have not built your PI.&lt;br /&gt;
&lt;br /&gt;
Bescods: note that power is only increased on titanium planets, and only after you have built your PI.&lt;br /&gt;
&lt;br /&gt;
Ivits: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: All bug reports regarding federations require the move number of the action and a screenshot showing which hexes are selected. Without these, it&#039;s nearly impossible to piece together exactly what&#039;s happening and when.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQ: Faction-specific ==&lt;br /&gt;
&lt;br /&gt;
Q: As Hadsch Hallas, how do I use my PI ability?&lt;br /&gt;
&lt;br /&gt;
A: Once you&#039;ve built your PI, the new conversion options will be available under the Convert menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: My faction&#039;s ability isn&#039;t working!&lt;br /&gt;
&lt;br /&gt;
A: Make sure you&#039;re not confusing your passive ability with the ability granted by your Planetary Institute. If it&#039;s the PI ability, you&#039;ll need to have built your PI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: As Nevlas, what happens to the remaining half a power when I convert?&lt;br /&gt;
&lt;br /&gt;
A: Any &amp;quot;half power&amp;quot; not used is lost. Make sure you select all desired conversions before clicking confirm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Q: How do I form a second federation as Ivits?&lt;br /&gt;
&lt;br /&gt;
A: Your existing federation starts out pre-selected. Your second federation must connect to your existing federation. Don&#039;t forget that Ivits spend QICs for satellites!&lt;/div&gt;</summary>
		<author><name>Victorl</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tickettoride&amp;diff=17842</id>
		<title>Tips tickettoride</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tickettoride&amp;diff=17842"/>
		<updated>2023-08-20T01:51:16Z</updated>

		<summary type="html">&lt;p&gt;Victorl: /* Train Car Pieces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; margin-right:2rem; margin-bottom:1rem;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+30 Destination Tickets&lt;br /&gt;
|-&lt;br /&gt;
!From&lt;br /&gt;
!To&lt;br /&gt;
!Points&lt;br /&gt;
|-&lt;br /&gt;
|Boston&lt;br /&gt;
|Miami&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Calgary&lt;br /&gt;
|Phoenix&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Calgary&lt;br /&gt;
|Salt Lake City&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Chicago&lt;br /&gt;
|Santa Fe&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Chicago&lt;br /&gt;
|New Orleans&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Dallas&lt;br /&gt;
|New York&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|Denver&lt;br /&gt;
|Pittsburgh&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|Denver&lt;br /&gt;
|El Paso&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Duluth&lt;br /&gt;
|El Paso&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Duluth&lt;br /&gt;
|Houston&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Helena&lt;br /&gt;
|Los Angeles&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Kansas City&lt;br /&gt;
|Houston&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Los Angeles&lt;br /&gt;
|New York&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|Los Angeles&lt;br /&gt;
|Miami&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Los Angeles&lt;br /&gt;
|Chicago&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Montréal&lt;br /&gt;
|New Orleans&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Montréal&lt;br /&gt;
|Atlanta&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|New York&lt;br /&gt;
|Atlanta&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Portland&lt;br /&gt;
|Nashville&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Portland&lt;br /&gt;
|Phoenix&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|San Francisco&lt;br /&gt;
|Atlanta&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Sault St. Marie&lt;br /&gt;
|Oklahoma City&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Sault St. Marie&lt;br /&gt;
|Nashville&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Seattle&lt;br /&gt;
|New York&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|Seattle&lt;br /&gt;
|Los Angeles&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Toronto&lt;br /&gt;
|Miami&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Vancouver&lt;br /&gt;
|Montréal&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Vancouver&lt;br /&gt;
|Santa Fe&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|Winnipeg&lt;br /&gt;
|Houston&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Winnipeg&lt;br /&gt;
|Little Rock&lt;br /&gt;
|11&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Destination Tickets ==&lt;br /&gt;
&lt;br /&gt;
*- Destination tickets with nearby cities need fewer train cars&lt;br /&gt;
*- Tickets are risky! Be sure you can complete your tickets with your remaining car pieces before taking more.&lt;br /&gt;
&lt;br /&gt;
== Train Car Cards ==&lt;br /&gt;
&lt;br /&gt;
*- You can use locomotives to to replace any color (e.g. a 6-car route can be completed only 5 matching cards and one locomotive)&lt;br /&gt;
*- Draw face-down train car cards to draw up to two multi-color cards per turn&lt;br /&gt;
*- Avoid face-up multi-color unless it&#039;s an emergency or you would hold more cards than your remaining car pieces&lt;br /&gt;
&lt;br /&gt;
== Train Car Pieces ==&lt;br /&gt;
&lt;br /&gt;
You only play 45 train cars. &lt;br /&gt;
&lt;br /&gt;
For reference, Vancouver to Los Angeles to Miami to Montreal is 42 trains if you hit the absolutely most efficient route.&lt;br /&gt;
(It is 43 trains by the Northern route.)&lt;br /&gt;
Any detour that makes the train more than 3 cars longer and the whole route is impossible.&lt;br /&gt;
&lt;br /&gt;
*- Claim longer routes to gain more points per car&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choose your timing wisely&#039;&#039;&#039;&lt;br /&gt;
*- Without opponents, you would first draw 45 train car cards of the colors you want and only then play your 45 cars.&lt;br /&gt;
*- With opponents, some of the routes you want will be claimed before you can claim them, so you need to balance claiming routes early with using cards efficiently.&lt;br /&gt;
**- Claim routes too late, and your opponent may claim critical routes that block you (or worse, end the game before you can play your cars!)&lt;br /&gt;
== Competition ==&lt;br /&gt;
&lt;br /&gt;
Other than maximising your points, you can also limit your opponent&#039;s ability to collect points by:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the game quickly&#039;&#039;&#039;&lt;br /&gt;
*- The last round is triggered when any player has less then three car pieces remaining.&lt;br /&gt;
*- Play more cars per turn by claiming longer routes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Claiming routes to &#039;block&#039; your opponent&#039;&#039;&#039;&lt;br /&gt;
*- Claiming routes early may allow you to claim your preferred routes, leaving your opponent to take inconvenient detours.&lt;br /&gt;
*- To avoid being blocked yourself, identify critical choke points in your route, and claim them early.&lt;br /&gt;
**-- &#039;&#039;N.B. Some players, as in any other game, consider deliberate blocking - when you take a segment that interferes with your opponent without actually helping you - to be unsporting, but it can be considered a crucial strategy in a competitive format.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawing train car cards of a color that you opponent needs&#039;&#039;&#039;&lt;br /&gt;
*- Where an opponent is collecting cards of a certain color (for example for a 6-length route), or there is a gap in their route of a certain color, you can draw that color so that your opponent has to:&lt;br /&gt;
*- Use more turns to draw the cards they need.&lt;br /&gt;
*- Use any multi-color cards they hold.&lt;br /&gt;
*- Make it harder for them to complete their routes.&lt;br /&gt;
&lt;br /&gt;
In higher level games, the typical strategy is to draw a lot of face-down cards to collect as many multi-color as possible and complete as many long routes as you can to connect your destinations and claim the longest route bonus. With this strategy it is often possible to win with only 2 low scoring tickets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Board facts ==&lt;br /&gt;
&lt;br /&gt;
* Each color has 27 spaces.&lt;br /&gt;
* Each color has one 6 route.&lt;br /&gt;
* 6/8 colors have one 5, two 4, two 3 and one 2.&lt;br /&gt;
* White and green have an extra 5 and 2 and one less 4 and 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:max-content;&amp;quot;&lt;br /&gt;
|+27 spaces per color&lt;br /&gt;
!White and Green&lt;br /&gt;
!Black, Orange, Red, Yellow, Purple and Blue&lt;br /&gt;
|-&lt;br /&gt;
|{{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#7f7}} {{car|colour=#7f7}} {{car|colour=#7f7}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#7f7}} {{car|colour=#7f7}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#7f7}} {{car|colour=#7f7}}&lt;br /&gt;
|{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#44f}} {{car|colour=#44f}} {{car|colour=#44f}}&lt;br /&gt;
&lt;br /&gt;
{{car|colour=#44f}} {{car|colour=#44f}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Victorl</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=10143</id>
		<title>Gamehelpclashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=10143"/>
		<updated>2021-11-11T14:34:38Z</updated>

		<summary type="html">&lt;p&gt;Victorl: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Place 2 bridges, one above the other, to form two lanes. Each player controls one side of the bridges.&lt;br /&gt;
* Each player receives a bastion/fort. Shuffle the remaining cards.&lt;br /&gt;
* The game starts with drafting: Draw 4 cards. The first player picks 1, then the second player picks 2; the first player receives the last card. Repeat with the second player becoming the first player until each player has 8 cards.&lt;br /&gt;
* Shuffle the 8 cards you drafted to form your hand, together with the bastion/fort in the leftmost space, bastion side up.&lt;br /&gt;
* Players alternate taking turns, beginning with the player who received the last card in the draft.&lt;br /&gt;
* &amp;lt;b&amp;gt;Mana Regeneration:&amp;lt;/b&amp;gt; Gain mana equal to the number of cards in your hand, including the bastion. (Exception: the first player gains only 6 mana on the first turn.)&lt;br /&gt;
** Mana is spent to play cards during your turn.&lt;br /&gt;
** Unspent mana is lost at the end of the turn.&lt;br /&gt;
* &amp;lt;b&amp;gt;Summoning:&amp;lt;/b&amp;gt; You may play as many cards as you want (and can afford), but only if the card is one of the 4 leftmost cards (excluding the bastion/fort) in your hand when it is played. (The leftmost cards change as cards are played.) When you are done, begin your assault.&lt;br /&gt;
** To play a creature, pay its cost, and choose a lane. It is placed at the end of your side of that lane (furthest from the bridge).&lt;br /&gt;
** To play an incantation, pay its cost, select a target card in play, and apply the incantation’s effects to that creature. Then place the card in the rightmost space in your hand.&lt;br /&gt;
* &amp;lt;b&amp;gt;Assault:&amp;lt;/b&amp;gt; All your cards in play (except creatures that you played this turn) attack, first those in the upper lane, then those in the lower lane. Within a lane, cards further from the bridge attack before cards nearer the bridge.&lt;br /&gt;
** Apply the attacks one by one to the nearest card on the opposite side of the lane. If a card suffers damage equal to or exceeding its health &amp;lt;b&amp;gt;in this turn&amp;lt;/b&amp;gt;, it is immediately destroyed and returned to the rightmost space of its owner&#039;s hand. (Excess damage is lost. Damage that does not destroy a card is also lost at the end of the turn: every card has its full health at the beginning of a turn.)&lt;br /&gt;
** If the opposite side of the lane is empty, apply the damage to the bastion/fort: move it right a number of spaces equal to the damage. (Again, excess damage is lost.)&lt;br /&gt;
** If your bastion is ever in the rightmost space of your hand, it is destroyed. Flip it to the fort side and move it to the leftmost space. If the fort is ever in the rightmost space of your hand, you lose immediately.&lt;br /&gt;
** Incantations can be played during your assault (if they are among the leftmost 4 cards in your hand), before or after any attack, targeting any card in play. (Click the button labeled “Start assault with incantation” if you want to play incantations during the assault.)&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
When a player&#039;s fort reaches the rightmost space, it is destroyed. That player loses and their opponent wins.&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
* Aerial: Can only be attacked by cards with Aim.&lt;br /&gt;
* Aim: Can attack Aerial cards.&lt;br /&gt;
* Aquatic: Double its attack if it is closest to the bridge.&lt;br /&gt;
* Aura: Apply the effect to cards immediately to its right and left (but not to itself).&lt;br /&gt;
* Berserk: Attack again if it destroys a card. (It cannot attack the bastion/fort on the turn it enters play, even if it has Rage.)&lt;br /&gt;
* Catalyst: Gain 2 extra mana at the beginning of the turn.&lt;br /&gt;
* Focus: When played, insert it in the space directly behind a bridge.&lt;br /&gt;
* Indestructible: Immune to incantations.&lt;br /&gt;
* Perforation: Attack both the target and the card behind the target.&lt;br /&gt;
* Protection: Nullify the first source of (nonzero) damage applied to the card.&lt;br /&gt;
* Rage: Can attack cards (not the bastion/fort) on the turn it enters play.&lt;br /&gt;
* Splash: Attack both the target and the card in the other lane adjacent to the target.&lt;br /&gt;
* Sprint: When it attacks, move it until it is adjacent to the bridge.  Until the end of the turn, its attack damage is increased by the number of spaces it moved.&lt;br /&gt;
* Wrecker: Can attack buildings (including the bastion/fort) but not creatures.&lt;/div&gt;</summary>
		<author><name>Victorl</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=10118</id>
		<title>Gamehelpclashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=10118"/>
		<updated>2021-11-09T13:20:12Z</updated>

		<summary type="html">&lt;p&gt;Victorl: /* Special Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Place 2 bridges in the center of the board, one above the other, to form two lanes. Each player controls one side of the bridges.&lt;br /&gt;
* Each player receives a bastion/fort.&lt;br /&gt;
* The game starts with drafting: Shuffle the remaining cards and draw 4. The first player picks 1, the second player picks 2, and the first player receives the last card. Repeat with the second player becoming the first player. Repeat until each player has 8 cards.&lt;br /&gt;
* Shuffle the 8 cards you drafted to form your hand, together with the bastion/fort in the leftmost space, bastion side up.&lt;br /&gt;
* Players alternate taking turns, beginning with the player who received the last card in the draft.&lt;br /&gt;
* On your turn, first gain mana equal to the number of cards in your hand (including the bastion). Exception: the first player gains only 6 mana on the first turn.&lt;br /&gt;
* Mana is spent to play cards during your turn. A card can be played only if it is one of the 4 leftmost cards (excluding the bastion/fort) in your hand. (The leftmost cards change as cards are played.) Unused mana is discarded at the end of the turn.&lt;br /&gt;
* To play a creature, pay its cost, and choose a lane. It is placed at the end of that lane (furthest from the bridge).&lt;br /&gt;
* To play an incantation, pay its cost, select a target card on the board, apply its effects to that creature. Then place the card in the rightmost space in your hand.&lt;br /&gt;
* Next, begin your assault. All cards on the board belonging to you (except creatures that entered play this turn) attack, from the farthest card of the upper lane to the nearest card of the lower lane. Apply their attacks one by one to the nearest card on the opposite side of the lane. &lt;br /&gt;
* If a card suffers damage equal to or exceeding its health points, it is destroyed and returned to the rightmost space of its owner&#039;s hand. (Excess damage is lost.)&lt;br /&gt;
* If the opposite side of the lane is empty, apply the damage to the bastion/fort. Move it right a number of spaces equal to the damage. (Again, excess damage is lost.)&lt;br /&gt;
* If your bastion is ever in the rightmost space of your hand, it is destroyed. Flip it to the fort side and move it to the leftmost space. If the fort is ever in the rightmost space of your hand, you lose immediately.&lt;br /&gt;
* Incantations can also be played during your assault (if they are among the leftmost 4 cards in your hand), before or after any attack.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
When a player&#039;s fort reaches the rightmost space, it is destroyed. That player loses and their opponent wins.&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
* Aerial: Can only be attacked by cards with Aim.&lt;br /&gt;
* Aim: Can attack Aerial cards.&lt;br /&gt;
* Aquatic: Double its attack if it is closest to the bridge.&lt;br /&gt;
* Aura: Apply the effect to cards immediately to its right and left (but not to itself).&lt;br /&gt;
* Berserk: Attack again if it destroys a card. (It cannot attack the bastion/fort on the turn it enters play, even if it has Rage.)&lt;br /&gt;
* Catalyst: Gain 2 extra mana at the beginning of the turn.&lt;br /&gt;
* Focus: When played, insert it in the space directly behind a bridge.&lt;br /&gt;
* Indestructible: Immune to incantations.&lt;br /&gt;
* Perforation: Attack both the target and the card behind the target.&lt;br /&gt;
* Protection: Nullify the first source of (nonzero) damage applied to the card.&lt;br /&gt;
* Rage: Can attack cards (not the bastion/fort) on the turn it enters play.&lt;br /&gt;
* Splash: Attack both the target and the card in the other lane adjacent to the target.&lt;br /&gt;
* Sprint: When it attacks, move it until it is adjacent to the bridge.  Until the end of the turn, its attack damage is increased by the number of spaces it moved.&lt;br /&gt;
* Wrecker: Can attack buildings (including the bastion/fort) but not creatures.&lt;/div&gt;</summary>
		<author><name>Victorl</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=10117</id>
		<title>Gamehelpclashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=10117"/>
		<updated>2021-11-09T13:04:21Z</updated>

		<summary type="html">&lt;p&gt;Victorl: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Place 2 bridges in the center of the board, one above the other, to form two lanes. Each player controls one side of the bridges.&lt;br /&gt;
* Each player receives a bastion/fort.&lt;br /&gt;
* The game starts with drafting: Shuffle the remaining cards and draw 4. The first player picks 1, the second player picks 2, and the first player receives the last card. Repeat with the second player becoming the first player. Repeat until each player has 8 cards.&lt;br /&gt;
* Shuffle the 8 cards you drafted to form your hand, together with the bastion/fort in the leftmost space, bastion side up.&lt;br /&gt;
* Players alternate taking turns, beginning with the player who received the last card in the draft.&lt;br /&gt;
* On your turn, first gain mana equal to the number of cards in your hand (including the bastion). Exception: the first player gains only 6 mana on the first turn.&lt;br /&gt;
* Mana is spent to play cards during your turn. A card can be played only if it is one of the 4 leftmost cards (excluding the bastion/fort) in your hand. (The leftmost cards change as cards are played.) Unused mana is discarded at the end of the turn.&lt;br /&gt;
* To play a creature, pay its cost, and choose a lane. It is placed at the end of that lane (furthest from the bridge).&lt;br /&gt;
* To play an incantation, pay its cost, select a target card on the board, apply its effects to that creature. Then place the card in the rightmost space in your hand.&lt;br /&gt;
* Next, begin your assault. All cards on the board belonging to you (except creatures that entered play this turn) attack, from the farthest card of the upper lane to the nearest card of the lower lane. Apply their attacks one by one to the nearest card on the opposite side of the lane. &lt;br /&gt;
* If a card suffers damage equal to or exceeding its health points, it is destroyed and returned to the rightmost space of its owner&#039;s hand. (Excess damage is lost.)&lt;br /&gt;
* If the opposite side of the lane is empty, apply the damage to the bastion/fort. Move it right a number of spaces equal to the damage. (Again, excess damage is lost.)&lt;br /&gt;
* If your bastion is ever in the rightmost space of your hand, it is destroyed. Flip it to the fort side and move it to the leftmost space. If the fort is ever in the rightmost space of your hand, you lose immediately.&lt;br /&gt;
* Incantations can also be played during your assault (if they are among the leftmost 4 cards in your hand), before or after any attack.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
When a player&#039;s fort reaches the rightmost space, it is destroyed. That player loses and their opponent wins.&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
* Aerial: Can only be attacked by cards with aim.&lt;br /&gt;
* Aim: Can attack aerial cards.&lt;br /&gt;
* Aquatic: Double its attack if it is closest to the bridge.&lt;br /&gt;
* Aura: Apply the effect to its left/right card.&lt;br /&gt;
* Berserk: Attack again if it destroys a card.&lt;br /&gt;
* Catalyst: Gain 2 extra mana during the gaining phase.&lt;br /&gt;
* Focus: Insert it to the space directly behind a bridge.&lt;br /&gt;
* Indestructible: Immune to incantations.&lt;br /&gt;
* Perforation: Attack both the target and the card behind the target.&lt;br /&gt;
* Protection: Nulify the first attack applied to the card.&lt;br /&gt;
* Rage: Can attack (not the bastion/ford) at the round when it enters play.&lt;br /&gt;
* Splash: Attack both the target and the card adjacent to (not behind) the target.&lt;br /&gt;
* Sprint: Move it until it is adjacent to the bridge each time it attacks.&lt;br /&gt;
* Wrecker: Can attack buildings (including the bastion/ford) but not creatures.&lt;/div&gt;</summary>
		<author><name>Victorl</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=10116</id>
		<title>Gamehelpclashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclashofdecks&amp;diff=10116"/>
		<updated>2021-11-09T11:59:51Z</updated>

		<summary type="html">&lt;p&gt;Victorl: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Place 2 bridges in the center of the board. Each player receives a bastion.&lt;br /&gt;
* The game starts with drafting: Shuffle the remaining cards and draw 4. The first player picks 1, the second player picks 2 and the first player receives the last card. Repeat with the second player becoming the first player. Repeat until each player has 8 cards.&lt;br /&gt;
* The 8 cards you drafted with the bastion forms your hand. The bastion starts in the leftmost space.&lt;br /&gt;
* Players take turns. On your turn, first gain mana equal to the number of cards you have (including the bastion).&lt;br /&gt;
* Then, spend mana to play cards. Only the leftmost 4 cards (excluding the bastion) can be played. Pay their cost and choose a lane to place it. All unused mana are discarded afterwards.&lt;br /&gt;
* Next, begin your assault. All cards on the board belong to you (except cards entering play this round) attack, from the farthest card of the upper lane to the nearest card of the lower lane. Apply their attack one by one to the nearest card opposite of the lane. &lt;br /&gt;
* If a card suffers damage equal to its health points, it is destroyed. It returns to the rightmost space of its owner&#039;s hand.&lt;br /&gt;
* If the opposite side of the lane is empty, apply the damage to the bastion. Move it a number of spaces right equal to the damage.&lt;br /&gt;
* If the bastion reaches the rightmost space, it is destroyed. Flip it to the fort side and move it to the leftmost space. Further treat it like the bastion.&lt;br /&gt;
* Incantations can be played during anyone&#039;s turn if it is in the leftmost 4 cards. Apply its effects immediately, then return it to the rightmost space of its owner&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
When a player&#039;s fort reaches the rightmost space, it is destroyed. That player loses and their opponent wins.&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
* Aerial: Can only be attacked by cards with aim.&lt;br /&gt;
* Aim: Can attack aerial cards.&lt;br /&gt;
* Aquatic: Double its attack if it is closest to the bridge.&lt;br /&gt;
* Aura: Apply the effect to its left/right card.&lt;br /&gt;
* Berserk: Attack again if it destroys a card.&lt;br /&gt;
* Catalyst: Gain 2 extra mana during the gaining phase.&lt;br /&gt;
* Focus: Insert it to the space directly behind a bridge.&lt;br /&gt;
* Indestructible: Immune to incantations.&lt;br /&gt;
* Perforation: Attack both the target and the card behind the target.&lt;br /&gt;
* Protection: Nulify the first attack applied to the card.&lt;br /&gt;
* Rage: Can attack (not the bastion/ford) at the round when it enters play.&lt;br /&gt;
* Splash: Attack both the target and the card adjacent to (not behind) the target.&lt;br /&gt;
* Sprint: Move it until it is adjacent to the bridge each time it attacks.&lt;br /&gt;
* Wrecker: Can attack buildings (including the bastion/ford) but not creatures.&lt;/div&gt;</summary>
		<author><name>Victorl</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3731</id>
		<title>Gamehelpcircleoflife</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcircleoflife&amp;diff=3731"/>
		<updated>2019-12-12T20:31:29Z</updated>

		<summary type="html">&lt;p&gt;Victorl: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players alternate turns placing one token of their color on the board.&lt;br /&gt;
&lt;br /&gt;
The tokens you place will form &amp;quot;species&amp;quot;, which can devour each other following the order of the food chain displayed around the board.&lt;br /&gt;
&lt;br /&gt;
When a token you place completes a shape, if it forms a species touching an opponent species directly following it in the food chain, the tokens of this &amp;quot;prey&amp;quot; species are devoured, and removed from the board.&lt;br /&gt;
&lt;br /&gt;
Sample terminology (feel free to come up with something better) starting at the top: &lt;br /&gt;
  solo eats 4line (longline ?)&lt;br /&gt;
  4line eats star&lt;br /&gt;
  star eats diamond&lt;br /&gt;
  diamond eats snake&lt;br /&gt;
  snake eats curl&lt;br /&gt;
  curl eats hockey&lt;br /&gt;
  hockey eats thumb&lt;br /&gt;
  thumb eats triangle&lt;br /&gt;
  triangle eats 3line (tripline ?)&lt;br /&gt;
  3line eats 3bend &lt;br /&gt;
  3bend eats pair&lt;br /&gt;
  pair eats solo&lt;br /&gt;
&lt;br /&gt;
The first player having devoured 20 of his opponent&#039;s tokens wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another victory condition is to be unable to place a token (which means you managed to occupy the ecosystem with species of your color)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remarks :&lt;br /&gt;
&lt;br /&gt;
* You may devour several instances of a same species at once, if the opportunity occurs.&lt;br /&gt;
&lt;br /&gt;
* A species may arise near one of its predators without risks.  Predation action &#039;&#039;&#039;only&#039;&#039;&#039; occurs when a token is placed&lt;br /&gt;
&lt;br /&gt;
* You &#039;&#039;&#039;CANNOT&#039;&#039;&#039; create a species with a group of more than 4 tokens.  &#039;&#039;Consequently, managing to own territory will limit your possible moves.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Victorl</name></author>
	</entry>
</feed>