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	<updated>2026-09-21T03:09:56Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmycity&amp;diff=15282</id>
		<title>Gamehelpmycity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmycity&amp;diff=15282"/>
		<updated>2022-11-16T15:51:10Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My City is a Legacy game, meaning you can run a series of games, slightly changing the rules and scoring conditions in each game.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d rather not play a series of games (or you&#039;ve reached the end), you can simply choose Eternal Game, but keep in mind this will spoil some of the surprises and twists in the campaign.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a basic how to play:&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
(Construction)&lt;br /&gt;
&lt;br /&gt;
The goal is for your city to score the most points. Each round, a piece will be revealed, and all players put that piece on their city map with the following restrictions:&lt;br /&gt;
&lt;br /&gt;
* Pieces must touch at least one side of a previously placed piece (or the river for the first piece)&lt;br /&gt;
* Pieces may not overlap previous pieces or go off the board&lt;br /&gt;
* Pieces may not be placed on the large mountain area or large forest area&lt;br /&gt;
* Pieces may not cross the river (but may be placed beside it)&lt;br /&gt;
&lt;br /&gt;
Note there may be spaces you want to cover up or not cover up -- see scoring for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Passing)&lt;br /&gt;
&lt;br /&gt;
A player may choose to *pass on constructing a building*, they lose 1 point immediately if they do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player may also choose to *pass on constructing a building and pass the round*, they will not participate in future construction turns but no points will be lost for that final building piece they passed on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Additional Rules for Eternal Game)&lt;br /&gt;
&lt;br /&gt;
There are 3 churches (purple roofs), if a player cannot construct them in their city, their game ends immediately and cannot participate in future construction turns.&lt;br /&gt;
&lt;br /&gt;
A blocking card will eliminate the next building piece from this game. All players will remove that piece from play. No points are lost immediately for this occurrence.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The game ends when all pieces in the reserve have been revealed or when all players have *passed the round*. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring and assessment then take place.&lt;br /&gt;
&lt;br /&gt;
== Scoring (Episode 1) == &lt;br /&gt;
10 points &amp;lt;br&amp;gt;&lt;br /&gt;
-1 point for each city tile passed &amp;lt;br&amp;gt;&lt;br /&gt;
-1 point for each visible light green space not filled by a city tile &amp;lt;br&amp;gt;&lt;br /&gt;
-1 point per visible rock (so -2 points per visible space with two rocks) &amp;lt;br&amp;gt;&lt;br /&gt;
+1 point per visible tree (so +2 points per visible space with two trees)  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(There may be different scoring conditions in future games in the campaign)&lt;br /&gt;
&lt;br /&gt;
== Assessment of an Episode ==&lt;br /&gt;
At the end of the scoring, depending on how each player is ranked in that episode, each player may gain board stickers and may gain coloured progress symbols.&lt;br /&gt;
&lt;br /&gt;
(There may be different rewards in future games in the campaign.)&lt;br /&gt;
&lt;br /&gt;
== Campaign Assessment (End of Campaign) == &lt;br /&gt;
The player who has the most coloured progress symbols after 24 episodes is the overall winner.&lt;br /&gt;
&lt;br /&gt;
== Scoring (Eternal Game) == &lt;br /&gt;
In game scoring:&lt;br /&gt;
&lt;br /&gt;
passing on constructing a building: -1 point &lt;br /&gt;
&lt;br /&gt;
First to build over both gold veins: +3 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of game scoring:&lt;br /&gt;
&lt;br /&gt;
- Visible space with trees: +1 point per tree&lt;br /&gt;
 &lt;br /&gt;
- Visible space with rocks: -1 point per rock&lt;br /&gt;
&lt;br /&gt;
- Empty light green space: -1 point per empty space &lt;br /&gt;
&lt;br /&gt;
- Number of buildings in each colour group: +? points&lt;br /&gt;
&lt;br /&gt;
- 4 different buildings next to well: +4 points&lt;br /&gt;
&lt;br /&gt;
- 3 colours next to church: +3 points&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmycity&amp;diff=15281</id>
		<title>Gamehelpmycity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmycity&amp;diff=15281"/>
		<updated>2022-11-16T15:50:11Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My City is a Legacy game, meaning you can run a series of games, slightly changing the rules and scoring conditions in each game.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d rather not play a series of games (or you&#039;ve reached the end), you can simply choose Eternal Game, but keep in mind this will spoil some of the surprises and twists in the campaign.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a basic how to play:&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
(Construction)&lt;br /&gt;
&lt;br /&gt;
The goal is for your city to score the most points. Each round, a piece will be revealed, and all players put that piece on their city map with the following restrictions:&lt;br /&gt;
&lt;br /&gt;
* Pieces must touch at least one side of a previously placed piece (or the river for the first piece)&lt;br /&gt;
* Pieces may not overlap previous pieces or go off the board&lt;br /&gt;
* Pieces may not be placed on the large mountain area or large forest area&lt;br /&gt;
* Pieces may not cross the river (but may be placed beside it)&lt;br /&gt;
&lt;br /&gt;
Note there may be spaces you want to cover up or not cover up -- see scoring for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Passing)&lt;br /&gt;
&lt;br /&gt;
A player may choose to *pass on constructing a building*, they lose 1 point immediately if they do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player may also choose to *pass on constructing a building and pass the round*, they will not participate in future construction turns but no points will be lost for that final building piece they passed on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Additional Rules for Eternal Game)&lt;br /&gt;
&lt;br /&gt;
There are 3 churches (purple roofs), if a player cannot construct them in their city, their game ends immediately and cannot participate in future construction turns.&lt;br /&gt;
&lt;br /&gt;
A blocking card will eliminate the next building piece from this game. All players will remove that piece from play. No points are lost immediately for this occurrence.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The game ends when all pieces in the reserve have been revealed or when all players have *passed the round*. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring and assessment then take place.&lt;br /&gt;
&lt;br /&gt;
== Scoring (Episode 1) == &lt;br /&gt;
10 points &amp;lt;br&amp;gt;&lt;br /&gt;
-1 point for each city tile passed &amp;lt;br&amp;gt;&lt;br /&gt;
-1 point for each visible light green space not filled by a city tile &amp;lt;br&amp;gt;&lt;br /&gt;
-1 point per visible rock (so -2 points per visible space with two rocks) &amp;lt;br&amp;gt;&lt;br /&gt;
+1 point per visible tree (so +2 points per visible space with two trees)  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(There may be different scoring conditions in future games in the campaign)&lt;br /&gt;
&lt;br /&gt;
== Assessment of an Episode ==&lt;br /&gt;
At the end of the scoring, depending on how each player is ranked in that episode, each player may gain board stickers and may gain coloured progress symbols.&lt;br /&gt;
&lt;br /&gt;
(There may be different rewards in future games in the campaign.)&lt;br /&gt;
&lt;br /&gt;
== Campaign Assessment (End of Campaign) == &lt;br /&gt;
The player who has the most coloured progress symbols after 24 episodes is the overall winner.&lt;br /&gt;
&lt;br /&gt;
== Scoring (Eternal Game) == &lt;br /&gt;
In game scoring:&lt;br /&gt;
&lt;br /&gt;
passing on constructing a building: -1 point &lt;br /&gt;
&lt;br /&gt;
First to build over both gold veins: +3 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of game scoring:&lt;br /&gt;
&lt;br /&gt;
- Visible space with trees: +1 point per tree &amp;lt;br&amp;gt;&lt;br /&gt;
- Visible space with rocks: -1 point per rock&lt;br /&gt;
&lt;br /&gt;
- Empty light green space: -1 point per empty space &lt;br /&gt;
&lt;br /&gt;
- Number of buildings in each colour group: +? points&lt;br /&gt;
&lt;br /&gt;
- 4 different buildings next to well: +4 points&lt;br /&gt;
&lt;br /&gt;
- 3 colours next to church: +3 points&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmycity&amp;diff=15280</id>
		<title>Gamehelpmycity</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmycity&amp;diff=15280"/>
		<updated>2022-11-16T15:48:36Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My City is a Legacy game, meaning you can run a series of games, slightly changing the rules and scoring conditions in each game.&lt;br /&gt;
&lt;br /&gt;
If you&#039;d rather not play a series of games (or you&#039;ve reached the end), you can simply choose Eternal Game, but keep in mind this will spoil some of the surprises and twists in the campaign.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a basic how to play:&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
(Construction)&lt;br /&gt;
&lt;br /&gt;
The goal is for your city to score the most points. Each round, a piece will be revealed, and all players put that piece on their city map with the following restrictions:&lt;br /&gt;
&lt;br /&gt;
* Pieces must touch at least one side of a previously placed piece (or the river for the first piece)&lt;br /&gt;
* Pieces may not overlap previous pieces or go off the board&lt;br /&gt;
* Pieces may not be placed on the large mountain area or large forest area&lt;br /&gt;
* Pieces may not cross the river (but may be placed beside it)&lt;br /&gt;
&lt;br /&gt;
Note there may be spaces you want to cover up or not cover up -- see scoring for more details&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Passing)&lt;br /&gt;
&lt;br /&gt;
A player may choose to *pass on constructing a building*, they lose 1 point immediately if they do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player may also choose to *pass on constructing a building and pass the round*, they will not participate in future construction turns but no points will be lost for that final building piece they passed on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Additional Rules for Eternal Game)&lt;br /&gt;
&lt;br /&gt;
There are 3 churches (purple roofs), if a player cannot construct them in their city, their game ends immediately and cannot participate in future construction turns.&lt;br /&gt;
&lt;br /&gt;
A blocking card will eliminate the next building piece from this game. All players will remove that piece from play. No points are lost immediately for this occurrence.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The game ends when all pieces in the reserve have been revealed or when all players have *passed the round*. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring and assessment then take place.&lt;br /&gt;
&lt;br /&gt;
== Scoring (Episode 1) == &lt;br /&gt;
10 points -1 point for each city tile passed&lt;br /&gt;
-1 point for each visible light green space not filled by a city tile&lt;br /&gt;
-1 point per visible rock (so -2 points per visible space with two rocks)&lt;br /&gt;
+1 point per visible tree (so +2 points per visible space with two trees)&lt;br /&gt;
&lt;br /&gt;
(There may be different scoring conditions in future games in the campaign)&lt;br /&gt;
&lt;br /&gt;
== Assessment of an Episode ==&lt;br /&gt;
At the end of the scoring, depending on how each player is ranked in that episode, each player may gain board stickers and may gain coloured progress symbols.&lt;br /&gt;
&lt;br /&gt;
(There may be different rewards in future games in the campaign.)&lt;br /&gt;
&lt;br /&gt;
== Campaign Assessment (End of Campaign) == &lt;br /&gt;
The player who has the most coloured progress symbols after 24 episodes is the overall winner.&lt;br /&gt;
&lt;br /&gt;
== Scoring (Eternal Game) == &lt;br /&gt;
In game scoring:&lt;br /&gt;
&lt;br /&gt;
passing on constructing a building: -1 point &lt;br /&gt;
&lt;br /&gt;
First to build over both gold veins: +3 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End of game scoring:&lt;br /&gt;
&lt;br /&gt;
- Visible space with trees: +1 point per tree &amp;lt;br&amp;gt;&lt;br /&gt;
- Visible space with rocks: -1 point per rock&lt;br /&gt;
&lt;br /&gt;
- Empty light green space: -1 point per empty space &lt;br /&gt;
&lt;br /&gt;
- Number of buildings in each colour group: +? points&lt;br /&gt;
&lt;br /&gt;
- 4 different buildings next to well: +4 points&lt;br /&gt;
&lt;br /&gt;
- 3 colours next to church: +3 points&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13353</id>
		<title>Gamehelpazul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13353"/>
		<updated>2022-05-25T12:27:08Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azul is a game about picking up sets of tiles to build a mosaic wall.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* Each player&#039;s board starts on its coloured side. Each player starts with 0 points.&lt;br /&gt;
&lt;br /&gt;
* Place 5 factory displays for 2 players/7 for 3 players/9 for 4 players in a circle in the center of the playing area.&lt;br /&gt;
&lt;br /&gt;
* Place 20 tiles of each colour (white, red, yellow, blue, black) into the bag. Then fill each display with 4 tiles.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* The starting player places the starting player marker in the center of the table and starts the first turn of the round.&lt;br /&gt;
&lt;br /&gt;
* On your turn, pick all tiles of the same color one of the groups in the &amp;quot;display&amp;quot; or the &amp;quot;center&amp;quot;. If you pick from a  group in the display, move the rest of the tiles in that group to the center. If you are the first to pick from the center this round, take the starting player marker and place it on your &amp;quot;floor line&amp;quot; (which will cost you one point during scoring a round).&lt;br /&gt;
&lt;br /&gt;
* Then, add the tiles to a &amp;quot;pattern line&amp;quot; (first line 1 space, second 2 spaces and so on). A line can only hold one colour.  When you complete a line it will move from the &amp;quot;pattern line&amp;quot; to the line on its right to the wall.  You can only put one tile of each colour into each row of your wall, so you cannot put tiles into your pattern line if you have already completed that color in that row in your wall. If you picked up more tiles than can fit in your pattern line, the rest goes to your floor line (which will cost you points during scoring a round).&lt;br /&gt;
&lt;br /&gt;
===Scoring=== &lt;br /&gt;
After all tiles are taken, check your pattern lines from top to bottom. If a line is complete, move the rightmost tile to the corresponding place, score accordingly and discard the rest from that line. Else, those tiles stay in your pattern lines for the next round.&lt;br /&gt;
&lt;br /&gt;
* Each new tile is immediately scored.&lt;br /&gt;
&lt;br /&gt;
** If there are no adjacent tiles, score 1 point.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent horizontal tiles score 1 point for each tile in the horizonal row linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent vertical tiles score 1 point for each tile in the vertical column linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are both adjacent horizontal and vertical tiles then perform both of the above two scoring steps. In this manner the tile you just placed gets scored twice&lt;br /&gt;
&lt;br /&gt;
* Next, if you have any tiles in your floor line, lose points accordingly. Remove them (except the starting player tile) afterwards. Your score cannot be less than 0.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If any player has a horizontal line of 5 tiles on their wall, the game ends after that round.&lt;br /&gt;
&lt;br /&gt;
* Score 2 points for each horizontal line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 7 points for each vertical line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 10 points for each colour with 5 tiles on the wall.&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins the game. If there is a tie, the player with more completed horizontal lines wins.&lt;br /&gt;
&lt;br /&gt;
==Variant option (gray board)==&lt;br /&gt;
&lt;br /&gt;
The main difference is that in the placing phase you can decide which column of each line to put your tile in. Note that you can&#039;t place the same color in the same column twice.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13351</id>
		<title>Gamehelpazul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13351"/>
		<updated>2022-05-25T11:56:13Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azul is a game about picking up sets of tiles to build a mosaic wall.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* Each player&#039;s board starts on its coloured side. Each player starts with 0 points.&lt;br /&gt;
&lt;br /&gt;
* Place 5 factory displays for 2 players/7 for 3 players/9 for 4 players in a circle in the center of the playing area.&lt;br /&gt;
&lt;br /&gt;
* Place 20 tiles of each colour (white, red, yellow, blue, black) into the bag. Then fill each display with 4 tiles.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* The starting player places the starting player marker in the center of the table and starts the first turn of the round.&lt;br /&gt;
&lt;br /&gt;
* On your turn, pick all tiles of the same color one of the groups in the &amp;quot;display&amp;quot; or the &amp;quot;center&amp;quot;. If you pick from a  group in the display, move the rest of the tiles in that group to the center. If you are the first to pick from the center this round, take the starting player marker and place it on your &amp;quot;floor line&amp;quot; (which will cost you one point during scoring a round).&lt;br /&gt;
&lt;br /&gt;
* Then, add the tiles to a &amp;quot;pattern line&amp;quot; (first line 1 space, second 2 spaces and so on). A line can only hold one colour.  When you complete a line it will move from the &amp;quot;pattern line&amp;quot; to the line on its right to the wall.  You can only put one tile of each colour into each row of your wall, so you cannot put tiles into your pattern line if you have already completed that color in that row in your wall. If you picked up more tiles than can fit in your pattern line, the rest goes to your floor line (which will cost you points during scoring a round).&lt;br /&gt;
&lt;br /&gt;
===Scoring=== &lt;br /&gt;
After all tiles are taken, check your pattern lines from top to bottom. If a line is complete, move the rightmost tile to the corresponding place, score accordingly and discard the rest from that line. Else, those tiles stay in your pattern lines for the next round.&lt;br /&gt;
&lt;br /&gt;
* Each new tile is immediately scored.&lt;br /&gt;
&lt;br /&gt;
 If there are no adjacent tiles, score 1 point.&lt;br /&gt;
&lt;br /&gt;
 If there are adjacent horizontal tiles score 1 point for each tile in the horizonal row linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
 If there are adjacent vertical tiles score 1 point for each tile in the vertical column linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
 If there are both adjacent horizontal and vertical tiles then perform both of the above two scoring steps. In this manner the tile you just placed gets scored twice&lt;br /&gt;
&lt;br /&gt;
* Next, if you have any tiles in your floor line, lose points accordingly. Remove them (except the starting player tile) afterwards. Your score cannot be less than 0.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If any player has a horizontal line of 5 tiles on their wall, the game ends after that round.&lt;br /&gt;
&lt;br /&gt;
* Score 2 points for each horizontal line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 7 points for each vertical line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 10 points for each colour with 5 tiles on the wall.&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins the game. If there is a tie, the player with more completed horizontal lines wins.&lt;br /&gt;
&lt;br /&gt;
==Variant option (gray board)==&lt;br /&gt;
&lt;br /&gt;
The main difference is that in the placing phase you can decide which column of each line to put your tile in. Note that you can&#039;t place the same color in the same column twice.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13350</id>
		<title>Gamehelpazul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13350"/>
		<updated>2022-05-25T11:55:35Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azul is a game about picking up sets of tiles to build a mosaic wall.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* Each player&#039;s board starts on its coloured side. Each player starts with 0 points.&lt;br /&gt;
&lt;br /&gt;
* Place 5 factory displays for 2 players/7 for 3 players/9 for 4 players in a circle in the center of the playing area.&lt;br /&gt;
&lt;br /&gt;
* Place 20 tiles of each colour (white, red, yellow, blue, black) into the bag. Then fill each display with 4 tiles.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* The starting player places the starting player marker in the center of the table and starts the first turn of the round.&lt;br /&gt;
&lt;br /&gt;
* On your turn, pick all tiles of the same color one of the groups in the &amp;quot;display&amp;quot; or the &amp;quot;center&amp;quot;. If you pick from a  group in the display, move the rest of the tiles in that group to the center. If you are the first to pick from the center this round, take the starting player marker and place it on your &amp;quot;floor line&amp;quot; (which will cost you one point during scoring a round).&lt;br /&gt;
&lt;br /&gt;
* Then, add the tiles to a &amp;quot;pattern line&amp;quot; (first line 1 space, second 2 spaces and so on). A line can only hold one colour.  When you complete a line it will move from the &amp;quot;pattern line&amp;quot; to the line on its right to the wall.  You can only put one tile of each colour into each row of your wall, so you cannot put tiles into your pattern line if you have already completed that color in that row in your wall. If you picked up more tiles than can fit in your pattern line, the rest goes to your floor line (which will cost you points during scoring a round).&lt;br /&gt;
&lt;br /&gt;
===Scoring=== &lt;br /&gt;
After all tiles are taken, check your pattern lines from top to bottom. If a line is complete, move the rightmost tile to the corresponding place, score accordingly and discard the rest from that line. Else, those tiles stay in your pattern lines for the next round.&lt;br /&gt;
&lt;br /&gt;
* Each new tile is immediately scored.&lt;br /&gt;
&lt;br /&gt;
 If there are no adjacent tiles, score 1 point.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent horizontal tiles score 1 point for each tile in the horizonal row linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent vertical tiles score 1 point for each tile in the vertical column linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are both adjacent horizontal and vertical tiles then perform both of the above two scoring steps. In this manner the tile you just placed gets scored twice&lt;br /&gt;
&lt;br /&gt;
* Next, if you have any tiles in your floor line, lose points accordingly. Remove them (except the starting player tile) afterwards. Your score cannot be less than 0.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If any player has a horizontal line of 5 tiles on their wall, the game ends after that round.&lt;br /&gt;
&lt;br /&gt;
* Score 2 points for each horizontal line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 7 points for each vertical line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 10 points for each colour with 5 tiles on the wall.&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins the game. If there is a tie, the player with more completed horizontal lines wins.&lt;br /&gt;
&lt;br /&gt;
==Variant option (gray board)==&lt;br /&gt;
&lt;br /&gt;
The main difference is that in the placing phase you can decide which column of each line to put your tile in. Note that you can&#039;t place the same color in the same column twice.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13349</id>
		<title>Gamehelpazul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13349"/>
		<updated>2022-05-25T11:55:24Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azul is a game about picking up sets of tiles to build a mosaic wall.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* Each player&#039;s board starts on its coloured side. Each player starts with 0 points.&lt;br /&gt;
&lt;br /&gt;
* Place 5 factory displays for 2 players/7 for 3 players/9 for 4 players in a circle in the center of the playing area.&lt;br /&gt;
&lt;br /&gt;
* Place 20 tiles of each colour (white, red, yellow, blue, black) into the bag. Then fill each display with 4 tiles.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* The starting player places the starting player marker in the center of the table and starts the first turn of the round.&lt;br /&gt;
&lt;br /&gt;
* On your turn, pick all tiles of the same color one of the groups in the &amp;quot;display&amp;quot; or the &amp;quot;center&amp;quot;. If you pick from a  group in the display, move the rest of the tiles in that group to the center. If you are the first to pick from the center this round, take the starting player marker and place it on your &amp;quot;floor line&amp;quot; (which will cost you one point during scoring a round).&lt;br /&gt;
&lt;br /&gt;
* Then, add the tiles to a &amp;quot;pattern line&amp;quot; (first line 1 space, second 2 spaces and so on). A line can only hold one colour.  When you complete a line it will move from the &amp;quot;pattern line&amp;quot; to the line on its right to the wall.  You can only put one tile of each colour into each row of your wall, so you cannot put tiles into your pattern line if you have already completed that color in that row in your wall. If you picked up more tiles than can fit in your pattern line, the rest goes to your floor line (which will cost you points during scoring a round).&lt;br /&gt;
&lt;br /&gt;
===Scoring=== &lt;br /&gt;
After all tiles are taken, check your pattern lines from top to bottom. If a line is complete, move the rightmost tile to the corresponding place, score accordingly and discard the rest from that line. Else, those tiles stay in your pattern lines for the next round.&lt;br /&gt;
&lt;br /&gt;
* Each new tile is immediately scored.&lt;br /&gt;
&lt;br /&gt;
   If there are no adjacent tiles, score 1 point.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent horizontal tiles score 1 point for each tile in the horizonal row linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent vertical tiles score 1 point for each tile in the vertical column linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are both adjacent horizontal and vertical tiles then perform both of the above two scoring steps. In this manner the tile you just placed gets scored twice&lt;br /&gt;
&lt;br /&gt;
* Next, if you have any tiles in your floor line, lose points accordingly. Remove them (except the starting player tile) afterwards. Your score cannot be less than 0.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If any player has a horizontal line of 5 tiles on their wall, the game ends after that round.&lt;br /&gt;
&lt;br /&gt;
* Score 2 points for each horizontal line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 7 points for each vertical line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 10 points for each colour with 5 tiles on the wall.&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins the game. If there is a tie, the player with more completed horizontal lines wins.&lt;br /&gt;
&lt;br /&gt;
==Variant option (gray board)==&lt;br /&gt;
&lt;br /&gt;
The main difference is that in the placing phase you can decide which column of each line to put your tile in. Note that you can&#039;t place the same color in the same column twice.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13348</id>
		<title>Gamehelpazul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13348"/>
		<updated>2022-05-25T11:54:33Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azul is a game about picking up sets of tiles to build a mosaic wall.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* Each player&#039;s board starts on its coloured side. Each player starts with 0 points.&lt;br /&gt;
&lt;br /&gt;
* Place 5 factory displays for 2 players/7 for 3 players/9 for 4 players in a circle in the center of the playing area.&lt;br /&gt;
&lt;br /&gt;
* Place 20 tiles of each colour (white, red, yellow, blue, black) into the bag. Then fill each display with 4 tiles.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* The starting player places the starting player marker in the center of the table and starts the first turn of the round.&lt;br /&gt;
&lt;br /&gt;
* On your turn, pick all tiles of the same color one of the groups in the &amp;quot;display&amp;quot; or the &amp;quot;center&amp;quot;. If you pick from a  group in the display, move the rest of the tiles in that group to the center. If you are the first to pick from the center this round, take the starting player marker and place it on your &amp;quot;floor line&amp;quot; (which will cost you one point during scoring a round).&lt;br /&gt;
&lt;br /&gt;
* Then, add the tiles to a &amp;quot;pattern line&amp;quot; (first line 1 space, second 2 spaces and so on). A line can only hold one colour.  When you complete a line it will move from the &amp;quot;pattern line&amp;quot; to the line on its right to the wall.  You can only put one tile of each colour into each row of your wall, so you cannot put tiles into your pattern line if you have already completed that color in that row in your wall. If you picked up more tiles than can fit in your pattern line, the rest goes to your floor line (which will cost you points during scoring a round).&lt;br /&gt;
&lt;br /&gt;
===Scoring=== &lt;br /&gt;
After all tiles are taken, check your pattern lines from top to bottom. If a line is complete, move the rightmost tile to the corresponding place, score accordingly and discard the rest from that line. Else, those tiles stay in your pattern lines for the next round.&lt;br /&gt;
&lt;br /&gt;
* Each new tile is immediately scored.&lt;br /&gt;
&lt;br /&gt;
** If there are no adjacent tiles, score 1 point.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent horizontal tiles score 1 point for each tile in the horizonal row linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent vertical tiles score 1 point for each tile in the vertical column linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are both adjacent horizontal and vertical tiles then perform both of the above two scoring steps. In this manner the tile you just placed gets scored twice&lt;br /&gt;
&lt;br /&gt;
* Next, if you have any tiles in your floor line, lose points accordingly. Remove them (except the starting player tile) afterwards. Your score cannot be less than 0.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If any player has a horizontal line of 5 tiles on their wall, the game ends after that round.&lt;br /&gt;
&lt;br /&gt;
* Score 2 points for each horizontal line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 7 points for each vertical line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 10 points for each colour with 5 tiles on the wall.&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins the game. If there is a tie, the player with more completed horizontal lines wins.&lt;br /&gt;
&lt;br /&gt;
==Variant option (gray board)==&lt;br /&gt;
&lt;br /&gt;
The main difference is that in the placing phase you can decide which column of each line to put your tile in. Note that you can&#039;t place the same color in the same column twice.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13347</id>
		<title>Gamehelpazul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13347"/>
		<updated>2022-05-25T11:54:12Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azul is a game about picking up sets of tiles to build a mosaic wall.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* Each player&#039;s board starts on its coloured side. Each player starts with 0 points.&lt;br /&gt;
&lt;br /&gt;
* Place 5 factory displays for 2 players/7 for 3 players/9 for 4 players in a circle in the center of the playing area.&lt;br /&gt;
&lt;br /&gt;
* Place 20 tiles of each colour (white, red, yellow, blue, black) into the bag. Then fill each display with 4 tiles.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* The starting player places the starting player marker in the center of the table and starts the first turn of the round.&lt;br /&gt;
&lt;br /&gt;
* On your turn, pick all tiles of the same color one of the groups in the &amp;quot;display&amp;quot; or the &amp;quot;center&amp;quot;. If you pick from a  group in the display, move the rest of the tiles in that group to the center. If you are the first to pick from the center this round, take the starting player marker and place it on your &amp;quot;floor line&amp;quot; (which will cost you one point during scoring a round).&lt;br /&gt;
&lt;br /&gt;
* Then, add the tiles to a &amp;quot;pattern line&amp;quot; (first line 1 space, second 2 spaces and so on). A line can only hold one colour.  When you complete a line it will move from the &amp;quot;pattern line&amp;quot; to the line on its right to the wall.  You can only put one tile of each colour into each row of your wall, so you cannot put tiles into your pattern line if you have already completed that color in that row in your wall. If you picked up more tiles than can fit in your pattern line, the rest goes to your floor line (which will cost you points during scoring a round).&lt;br /&gt;
&lt;br /&gt;
===Scoring=== After all tiles are taken, check your pattern lines from top to bottom. If a line is complete, move the rightmost tile to the corresponding place, score accordingly and discard the rest from that line. Else, those tiles stay in your pattern lines for the next round.&lt;br /&gt;
&lt;br /&gt;
* Each new tile is immediately scored.&lt;br /&gt;
&lt;br /&gt;
** If there are no adjacent tiles, score 1 point.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent horizontal tiles score 1 point for each tile in the horizonal row linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent vertical tiles score 1 point for each tile in the vertical column linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are both adjacent horizontal and vertical tiles then perform both of the above two scoring steps. In this manner the tile you just placed gets scored twice&lt;br /&gt;
&lt;br /&gt;
* Next, if you have any tiles in your floor line, lose points accordingly. Remove them (except the starting player tile) afterwards. Your score cannot be less than 0.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If any player has a horizontal line of 5 tiles on their wall, the game ends after that round.&lt;br /&gt;
&lt;br /&gt;
* Score 2 points for each horizontal line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 7 points for each vertical line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 10 points for each colour with 5 tiles on the wall.&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins the game. If there is a tie, the player with more completed horizontal lines wins.&lt;br /&gt;
&lt;br /&gt;
==Variant option (gray board)==&lt;br /&gt;
&lt;br /&gt;
The main difference is that in the placing phase you can decide which column of each line to put your tile in. Note that you can&#039;t place the same color in the same column twice.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13346</id>
		<title>Gamehelpazul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=13346"/>
		<updated>2022-05-25T11:52:47Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Azul is a game about picking up sets of tiles to build a mosaic wall.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* Each player&#039;s board starts on its coloured side. Each player starts with 0 points.&lt;br /&gt;
&lt;br /&gt;
* Place 5 factory displays for 2 players/7 for 3 players/9 for 4 players in a circle in the center of the playing area.&lt;br /&gt;
&lt;br /&gt;
* Place 20 tiles of each colour (white, red, yellow, blue, black) into the bag. Then fill each display with 4 tiles.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
* The starting player places the starting player marker in the center of the table and starts the first turn of the round.&lt;br /&gt;
&lt;br /&gt;
* On your turn, pick all tiles of the same color one of the groups in the &amp;quot;display&amp;quot; or the &amp;quot;center&amp;quot;. If you pick from a  group in the display, move the rest of the tiles in that group to the center. If you are the first to pick from the center this round, take the starting player marker and place it on your &amp;quot;floor line&amp;quot; (which will cost you one point during scoring a round).&lt;br /&gt;
&lt;br /&gt;
* Then, add the tiles to a &amp;quot;pattern line&amp;quot; (first line 1 space, second 2 spaces and so on). A line can only hold one colour.  When you complete a line it will move from the &amp;quot;pattern line&amp;quot; to the line on its right to the wall.  You can only put one tile of each colour into each row of your wall, so you cannot put tiles into your pattern line if you have already completed that color in that row in your wall. If you picked up more tiles than can fit in your pattern line, the rest goes to your floor line (which will cost you points during scoring a round).&lt;br /&gt;
&lt;br /&gt;
* Scoring: After all tiles are taken, check your pattern lines from top to bottom. If a line is complete, move the rightmost tile to the corresponding place, score accordingly and discard the rest from that line. Else, those tiles stay in your pattern lines for the next round.&lt;br /&gt;
&lt;br /&gt;
* Each new tile is immediately scored.&lt;br /&gt;
&lt;br /&gt;
** If there are no adjacent tiles, score 1 point.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent horizontal tiles score 1 point for each tile in the horizonal row linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are adjacent vertical tiles score 1 point for each tile in the vertical column linked to that tile, including the tile you just placed.&lt;br /&gt;
&lt;br /&gt;
** If there are both adjacent horizontal and vertical tiles then perform both of the above two scoring steps. In this manner the tile you just placed gets scored twice&lt;br /&gt;
&lt;br /&gt;
* Next, if you have any tiles in your floor line, lose points accordingly. Remove them (except the starting player tile) afterwards. Your score cannot be less than 0.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If any player has a horizontal line of 5 tiles on their wall, the game ends after that round.&lt;br /&gt;
&lt;br /&gt;
* Score 2 points for each horizontal line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 7 points for each vertical line of 5 tiles.&lt;br /&gt;
&lt;br /&gt;
* Score 10 points for each colour with 5 tiles on the wall.&lt;br /&gt;
&lt;br /&gt;
* The player with the most points wins the game. If there is a tie, the player with more completed horizontal lines wins.&lt;br /&gt;
&lt;br /&gt;
==Variant option (gray board)==&lt;br /&gt;
&lt;br /&gt;
The main difference is that in the placing phase you can decide which column of each line to put your tile in. Note that you can&#039;t place the same color in the same column twice.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8831</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8831"/>
		<updated>2021-07-13T11:21:44Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* 2 player additional rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
&amp;lt;br&amp;gt;Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
&amp;lt;br&amp;gt;At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
&amp;lt;br&amp;gt;Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. &lt;br /&gt;
* If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
* If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
&amp;lt;br&amp;gt;The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
&amp;lt;br&amp;gt;The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
&amp;lt;br&amp;gt;Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
&amp;lt;br&amp;gt;The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
&amp;lt;br&amp;gt;Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
&amp;lt;br&amp;gt;Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8830</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8830"/>
		<updated>2021-07-13T11:21:14Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* 2 player additional rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
&amp;lt;br&amp;gt;Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
&amp;lt;br&amp;gt;At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
&amp;lt;br&amp;gt;Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. &lt;br /&gt;
&amp;lt;br&amp;gt;If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
&amp;lt;br&amp;gt;If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
&amp;lt;br&amp;gt;The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
&amp;lt;br&amp;gt;The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
&amp;lt;br&amp;gt;Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
&amp;lt;br&amp;gt;The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
&amp;lt;br&amp;gt;Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
&amp;lt;br&amp;gt;Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8829</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8829"/>
		<updated>2021-07-13T11:20:34Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Player turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
&amp;lt;br&amp;gt;Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
&amp;lt;br&amp;gt;At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
&amp;lt;br&amp;gt;Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
&amp;lt;br&amp;gt;The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
&amp;lt;br&amp;gt;The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
&amp;lt;br&amp;gt;Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
&amp;lt;br&amp;gt;The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
&amp;lt;br&amp;gt;Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
&amp;lt;br&amp;gt;Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8828</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8828"/>
		<updated>2021-07-13T11:20:11Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Half journey scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
&amp;lt;br&amp;gt;The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
&amp;lt;br&amp;gt;The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
&amp;lt;br&amp;gt;Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
&amp;lt;br&amp;gt;The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
&amp;lt;br&amp;gt;Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
&amp;lt;br&amp;gt;Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8827</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8827"/>
		<updated>2021-07-13T11:19:56Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* End of the journey scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
&amp;lt;br&amp;gt;The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
&amp;lt;br&amp;gt;Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
&amp;lt;br&amp;gt;The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
&amp;lt;br&amp;gt;Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
&amp;lt;br&amp;gt;Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8826</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8826"/>
		<updated>2021-07-13T11:19:38Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Settlement scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
&amp;lt;br&amp;gt;The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
&amp;lt;br&amp;gt;Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
&amp;lt;br&amp;gt;Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8825</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8825"/>
		<updated>2021-07-13T11:19:29Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Settlement scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
&amp;lt;br&amp;gt;The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
&amp;lt;br&amp;gt;Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
&amp;lt;br&amp;gt;A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
&amp;lt;br&amp;gt;Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8824</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8824"/>
		<updated>2021-07-13T11:19:05Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Totem scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
&amp;lt;br&amp;gt;The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
&amp;lt;br&amp;gt;In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
&amp;lt;br&amp;gt;Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8823</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8823"/>
		<updated>2021-07-13T11:18:22Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Expedition cards (optional feature) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8822</id>
		<title>Gamehelpiwari</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpiwari&amp;diff=8822"/>
		<updated>2021-07-13T10:27:34Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Player turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game components ==&lt;br /&gt;
* 13 &amp;lt;b style=&amp;quot;color:#ab363c&amp;quot;&amp;gt;Tundra&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 12 &amp;lt;b style=&amp;quot;color:#5da229&amp;quot;&amp;gt;Forest&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#5e9aaa&amp;quot;&amp;gt;Glaciers&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 11 &amp;lt;b style=&amp;quot;color:#d7ab00&amp;quot;&amp;gt;Coast&amp;lt;/b&amp;gt; cards&lt;br /&gt;
* 10 &amp;lt;b style=&amp;quot;color:#f07f16&amp;quot;&amp;gt;Desert&amp;lt;/b&amp;gt; cards&lt;br /&gt;
With 4 players, 1 card of each color is removed.&lt;br /&gt;
With 2 or 3 players, 2 cards of each color are removed.&lt;br /&gt;
&lt;br /&gt;
== Player turn ==&lt;br /&gt;
A player must play up to 3 cards from the hand to place tents or totems on the board - restricted to a single territory each turn.&lt;br /&gt;
&amp;lt;br&amp;gt; If the territory is unexplored (without pieces yet) only a single tent can be placed, otherwise up to 2 pieces between tents and/or totems can be placed.&lt;br /&gt;
Tents can be placed on an empty tent space, totems (of any color) stack on the large totem circles - up to a &#039;&#039;&#039;maximum&#039;&#039;&#039; that equals the &#039;&#039;&#039;tent majority&#039;&#039;&#039; within that territory.&lt;br /&gt;
&amp;lt;br&amp;gt; For each piece placed the player must either play one card matching the territories color or a pair of cards from a different color.&lt;br /&gt;
At the end of the turn the player must replenish their hand back up to 3 cards from the deck and/or the display.&lt;br /&gt;
Instead of a regular move a player can discard a single card and draw a new one.&lt;br /&gt;
&lt;br /&gt;
== 2 player additional rules ==&lt;br /&gt;
Players will be sharing a third tribe. If a player only played 1 or 2 cards, the remaining cards are used to perform a regular move for the third tribe before drawing new cards.&lt;br /&gt;
If a player played all 3 cards, the turn of the third tribe doesn&#039;t take place.&lt;br /&gt;
&lt;br /&gt;
== Half journey scoring ==&lt;br /&gt;
The half journey scoring happens when the draw deck is exhausted for the first time.&lt;br /&gt;
The discard pile is reshuffled into a new draw deck and the tents are scored.&lt;br /&gt;
&lt;br /&gt;
=== Tent scoring ===&lt;br /&gt;
The player with the most tents in a territory receives 1 point for each tent in that territory, regardless of color.&lt;br /&gt;
All other players in that territory receive 1 point for each tent belonging to the player just above them with regards to tent count.&lt;br /&gt;
In the case of a tie, players with the same amount of tents receive the full amount of points according to the rule above.&lt;br /&gt;
&lt;br /&gt;
== End of the journey scoring ==&lt;br /&gt;
The end of the journey scoring happens when the draw deck is exhausted for the second time or when a player has no tents left.&lt;br /&gt;
The current round goes on until all players have played an equal number of turns.&lt;br /&gt;
Scoring now involves tents, totems and settlements.&lt;br /&gt;
&lt;br /&gt;
=== Totem scoring ===&lt;br /&gt;
Each connection on the board (small numbers) connects 2 territories.&lt;br /&gt;
The players with the totem majority in both territories receive 1 point for each totem, regardless of color.&lt;br /&gt;
In the case of a tie, all tied players are considered to have the majority.&lt;br /&gt;
Connections covered with mountains are not scored.&lt;br /&gt;
&lt;br /&gt;
=== Settlement scoring ===&lt;br /&gt;
A settlement is formed by 4 or more tents of the same tribe that are uninterruptedly connected by one or more paths.&lt;br /&gt;
Settlements may also cross territories and will score 1 point per tent.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The winner is the player with the most points at the end of the game. In the event of a tie, the winner is the player with the most unused pieces (tents and totems).&lt;br /&gt;
&lt;br /&gt;
== Feats (optional feature) ==&lt;br /&gt;
By accomplishing certain tasks, players are allowed to place feats on the map by following specific feat placement rules:&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#1a2226&amp;quot;&amp;gt;UNION&amp;lt;/b&amp;gt;: Only the first and second player to complete a settlement can place one of the 2 Union feats in one of the territories where the settlement lies.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#39161d&amp;quot;&amp;gt;DISCOVERY&amp;lt;/b&amp;gt;: Only the first and second player to place a tent on the last available tent space of a territory can place one of the 2 Discovery feats in any territory excluding the one where the last tent was placed.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#364326&amp;quot;&amp;gt;HONOUR&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by land can place the Honour feat.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:#113861&amp;quot;&amp;gt;RESPECT&amp;lt;/b&amp;gt;: Only the first player to have the totem majority on a connection by water can place the Respect feat.&lt;br /&gt;
Each feat raises the scoring factor of the territory it&#039;s placed in or the connection it&#039;s placed on by 1.&lt;br /&gt;
&lt;br /&gt;
== Expedition cards (optional feature) ==&lt;br /&gt;
The first player to achieve an expedition by completing the corresponding mission immediately gets the amount of points shown on the first circle on the bottom right corner of the card.&lt;br /&gt;
The second player to achieve the same expedition immediately gains the points shown on the second circle.&lt;br /&gt;
No other player will be able to accomplish that expedition.&lt;br /&gt;
&lt;br /&gt;
== Special map rules ==&lt;br /&gt;
&lt;br /&gt;
=== Floating Lands ===&lt;br /&gt;
On this map connections also act as roads for settlement creation.&lt;br /&gt;
&lt;br /&gt;
=== Glacial Mass ===&lt;br /&gt;
Connections 1 and 11 connect the same territories.&lt;br /&gt;
&lt;br /&gt;
=== The Long Road ===&lt;br /&gt;
At the end of the game, count the majority of tents placed on the purple road as if it was a territory.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppyramidpoker&amp;diff=8764</id>
		<title>Gamehelppyramidpoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppyramidpoker&amp;diff=8764"/>
		<updated>2021-07-11T21:33:48Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hand rankings:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-No Pair-&lt;br /&gt;
&lt;br /&gt;
-Pair-&lt;br /&gt;
&lt;br /&gt;
-2 Pair-&lt;br /&gt;
&lt;br /&gt;
-3 of a Kind-&lt;br /&gt;
&lt;br /&gt;
-Straight-&lt;br /&gt;
&lt;br /&gt;
-Flush-&lt;br /&gt;
&lt;br /&gt;
-Full House-&lt;br /&gt;
&lt;br /&gt;
-4 of a Kind-&lt;br /&gt;
&lt;br /&gt;
-Straight Flush-&lt;br /&gt;
&lt;br /&gt;
-Royal Flush-&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbiyi&amp;diff=6590</id>
		<title>Gamehelpbiyi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbiyi&amp;diff=6590"/>
		<updated>2020-12-23T11:41:51Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Biyi&lt;br /&gt;
&lt;br /&gt;
This wiki will try to explain the rules of Biyi without using some of the unique terminology which is specific to the game. R.&lt;br /&gt;
&lt;br /&gt;
A game turn consists of a movement phase and a jump phase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Movement phase:==&lt;br /&gt;
&lt;br /&gt;
In almost all circumstances, a player&#039;s pieces normally move horizontally, or forward. Occasionally, as part of a stack, a player&#039;s pieces can also move backwards.&lt;br /&gt;
&lt;br /&gt;
1. Moving Up (Climb)&lt;br /&gt;
&lt;br /&gt;
A player may move up the top piece in a stack, or a single one of his pieces forward or horizontally on top of another one of his pieces, if they are at the same level and orthogonally adjacent.&lt;br /&gt;
&lt;br /&gt;
2. Moving Down (Descend)&lt;br /&gt;
&lt;br /&gt;
A player can move a piece forward or horizontally down from the top of a stack into an orthogonally adjacent space, whether he moves on top of one of his own pieces, one of his opponents pieces, or onto the board.&lt;br /&gt;
&lt;br /&gt;
3. Sliding&lt;br /&gt;
&lt;br /&gt;
A player may slide a single piece forward or horizontally on the board into an orthogonally adjacent space, if that space is unoccupied.&lt;br /&gt;
&lt;br /&gt;
The top piece of a stack controls it&#039;s movement, while the bottom piece of the stack determines the direction in which the stack may slide. &lt;br /&gt;
A stack may always slide into an adjacent space, if it is at a lower level. A player may slide a stack forward, if the top and bottom pieces belong to the same player. A player may slide a stack backwards, if the top piece belongs to the player, and the bottom piece belongs to his opponent. Any pieces in between the top and bottom slide along with the stack. The only time that a player&#039;s pieces may move backwards is as part of a stack.&lt;br /&gt;
If a stack slides onto another piece, or stack of pieces, only those pieces in the first stack above the level of the pieces in the second stack slide. In this case, the bottom most piece of the group of sliding pieces controls the direction of movement.&lt;br /&gt;
&lt;br /&gt;
For example, if only the top piece from a stack slides, then it cannot be moved backwards. If a stack of five pieces moves onto a stack of two pieces, only the top three pieces will slide, and the color of the third piece will determine whether the stack can slide forwards or backwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adjacent Uniform Stacks (Dragons):&lt;br /&gt;
&lt;br /&gt;
If at the beginning of a player&#039;s turn, they have two or more stacks of three or more of their own pieces which are orthogonally adjacent to each other, they lose the game, if that same condition exists at the end of their turn. It is, however, legal to have mixed stacks of pieces adjacent to or separating uniform stacks of 3 pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jump Phase:==&lt;br /&gt;
&lt;br /&gt;
The jump phase is the second part of a players turn. If after making a legal movement the resulting stack has more than three of a players pieces, then he must jump. The player must move the top piece in the stack to an orthogonally adjacent space without moving backwards. When jumping, the top piece can be moved on top of a flock of any number of levels. If after jumping, the resulting flock also has more than four of the players pieces, the player must jump again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The River:&lt;br /&gt;
&lt;br /&gt;
A stack or a piece located in the river must always be connected (adjacent) to another stack or piece located outside of the river, or to a piece in the river which is. This chain may not be broken, if it would leave a piece orphaned in the river. However, pieces may be moved to other locations that maintain the chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverse Moves:&lt;br /&gt;
&lt;br /&gt;
A player cannot make a move which leaves pieces in the exact same position in which they were in on the previous move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supplementary Rules:&lt;br /&gt;
&lt;br /&gt;
No pieces maybe moved on to one&#039;s own bird token.&lt;br /&gt;
&lt;br /&gt;
If a player ends two consecutive turns with two or more orthogonally adjacent uniform stacks of three or more of their pieces, they lose the game.&lt;br /&gt;
&lt;br /&gt;
The game is declared a draw, if the board&#039;s pieces repeat themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game End:==&lt;br /&gt;
&lt;br /&gt;
A player wins the game, if they are able to move onto the opponent&#039;s bird without having any of their own adjacent uniform stacks.&lt;br /&gt;
&lt;br /&gt;
A player loses, if they have no legal moves.&lt;br /&gt;
&lt;br /&gt;
The game ends in a draw, if all of the pieces are in the exact same position as they were at the end of the previous turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Position Cards:&lt;br /&gt;
&lt;br /&gt;
Position cards change the starting arrangement of the board. Use one card for players to have a symmetrical board. Use two cards for each player to have unique starting positions.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=6370</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=6370"/>
		<updated>2020-12-06T03:45:48Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* score one of the 6 building types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Components&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Objectives&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
====score a city====&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank. &lt;br /&gt;
 &lt;br /&gt;
====score one of the 6 building types====&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own building types in this fashion, but once you have scored a type, you can not score that again. &lt;br /&gt;
====In expansion games====&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Any object not included in the purple &#039;Object&#039; objective is worth 1 vp (expansion games only).&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=6369</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=6369"/>
		<updated>2020-12-06T03:43:52Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* &amp;#039;Scoring&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Components&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Objectives&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
====score a city====&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank. &lt;br /&gt;
 &lt;br /&gt;
====score one of the 6 building types====&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own building types in this fashion, but once you have scored a type, you can not score that again. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Any object not included in the purple &#039;Object&#039; objective is worth 1 vp (expansion games only).&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=6368</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=6368"/>
		<updated>2020-12-06T03:40:23Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Ending the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Components&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Objectives&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own building types in this fashion, but once you have scored a type, you can not score that again. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Any object not included in the purple &#039;Object&#039; objective is worth 1 vp (expansion games only).&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=6367</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=6367"/>
		<updated>2020-12-06T03:39:33Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;Components&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Objectives&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own building types in this fashion, but once you have scored a type, you can not score that again. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any object not included in the purple &#039;Object&#039; objective is worth 1 vp (expansion games only).&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyspahan&amp;diff=5555</id>
		<title>Gamehelpyspahan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyspahan&amp;diff=5555"/>
		<updated>2020-09-10T18:52:21Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Score */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yspahan is played over the course of three seven-day weeks.  Scoring occurs at the end of each week.&lt;br /&gt;
&lt;br /&gt;
Each day starts by the current start player (this advances automatically each day) rolling all the dice (they may buy additional dice that only they can use), and distributing them in the Tower based on the values on the dice.  Then each player takes turns selecting a set of dice and performing an action.&lt;br /&gt;
&lt;br /&gt;
In three- and four-player games, each player gets one dice action per day and a optional build action after their dice action.  In two-player games, the start player gets two dice actions (first and third) per day and there is no optional build action - building has become a dice action.  In addition, players may play cards for special actions and abilities during their turn.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
There are three sources of points available.  &lt;br /&gt;
&lt;br /&gt;
The primary source is by filling souks (collections of shops of the same color) in the various districts.  &lt;br /&gt;
&lt;br /&gt;
The completed souks are scored at the end of each week.  &lt;br /&gt;
&lt;br /&gt;
There is also a caravan of goods heading out to distant customers beyond the city.  &lt;br /&gt;
&lt;br /&gt;
Points are awarded when adding goods to the caravan, when the caravan is full, and at the end of each week if the caravan is not full.  &lt;br /&gt;
&lt;br /&gt;
Lastly, there are 25 points available for building up to six special buildings (awarded 0,0,5,5,5,10).  &lt;br /&gt;
&lt;br /&gt;
The special buildings give you certain in-play advantages once they are built.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The game is a balance between luck (what dice are available each day) and strategy (what is the optimal dice action to take given the available dice).  There is also a resource management aspect (Do you go for points?  Or take coins or camels which can be used later to do additional things?).&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyspahan&amp;diff=5554</id>
		<title>Gamehelpyspahan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyspahan&amp;diff=5554"/>
		<updated>2020-09-10T18:49:00Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yspahan is played over the course of three seven-day weeks.  Scoring occurs at the end of each week.&lt;br /&gt;
&lt;br /&gt;
Each day starts by the current start player (this advances automatically each day) rolling all the dice (they may buy additional dice that only they can use), and distributing them in the Tower based on the values on the dice.  Then each player takes turns selecting a set of dice and performing an action.&lt;br /&gt;
&lt;br /&gt;
In three- and four-player games, each player gets one dice action per day and a optional build action after their dice action.  In two-player games, the start player gets two dice actions (first and third) per day and there is no optional build action - building has become a dice action.  In addition, players may play cards for special actions and abilities during their turn.&lt;br /&gt;
&lt;br /&gt;
== Score ==&lt;br /&gt;
There are three sources of points available.  The primary source is by filling souks (collections of shops of the same color) in the various districts.  The completed souks are scored at the end of each week.  There is also a caravan of goods heading out to distant customers beyond the city.  Points are awarded when adding goods to the caravan, when the caravan is full, and at the end of each week if the caravan is not full.  Lastly, there are 25 points available for building up to six special buildings (awarded 0,0,5,5,5,10).  The special buildings give you certain in-play advantages once they are built.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
The game is a balance between luck (what dice are available each day) and strategy (what is the optimal dice action to take given the available dice).  There is also a resource management aspect (Do you go for points?  Or take coins or camels which can be used later to do additional things?).&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=4816</id>
		<title>Gamehelpbutterfly</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=4816"/>
		<updated>2020-06-29T17:02:29Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.boardgamegeek.com/boardgame/284229/butterfly Butterfly] is very simple tile set collection game by Rio Grande.  You take the hedgehog from tile to tile scoring points for the tiles you collect.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The player to the left of the starting player places the hedgehog.  After the hedgehog has been placed players take turns moving the hedgehog in a straight line, before the move the hedgehog maybe turned to the left or the right. The player then collects the tile where they land. If the hedgehog moves over an exposed butterfly net the player receives a tile from the bag. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
[[File:Player-boards-butterfly front v1 Page 1.jpg]]&lt;br /&gt;
&lt;br /&gt;
Butterflies score the number of points shown there are also colored x2 multipliers.&lt;br /&gt;
Dragonflies score equal to the highest dragonfly collected.&lt;br /&gt;
Lightning bugs score equal to the lowest dragonfly collected.&lt;br /&gt;
Crickets score only the last tile collected, previous tiles are discarded.&lt;br /&gt;
Flowers are each worth the number of collected flowers. (Example: if you have 4 flowers each flower is 4points =16 points in flowers)&lt;br /&gt;
Bees are worth -3 with hive to live in, and 0 if they have a hive to match with.&lt;br /&gt;
Hives are worth 0 points without a bee and the shown number with a bee&lt;br /&gt;
Wasps are worth negative points shown.&lt;br /&gt;
&lt;br /&gt;
=== End Game ===&lt;br /&gt;
The game is over when the hedgehog cannot be moved. The player with the highest score at that time wins!&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=4815</id>
		<title>Gamehelpbutterfly</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=4815"/>
		<updated>2020-06-29T16:12:33Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.boardgamegeek.com/boardgame/284229/butterfly Butterfly] is very simple tile set collection game by Rio Grande.  You take the hedgehog from tile to tile scoring points for the tiles you collect.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The player to the left of the starting player places the hedgehog.  After the hedgehog has been placed players take turns moving the hedgehog in a straight line, before the move the hedgehog maybe turned to the left or the right. The player then collects the tile where they land. If the hedgehog moves over an exposed butterfly net the player receives a tile from the bag. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
[[File:Player-boards-butterfly front v1 Page 1.jpg|700px]]&lt;br /&gt;
&lt;br /&gt;
Butterflies score the number of points shown there are also colored x2 multipliers.&lt;br /&gt;
Dragonflies score equal to the highest dragonfly collected.&lt;br /&gt;
Lightning bugs score equal to the lowest dragonfly collected.&lt;br /&gt;
Crickets score only the last tile collected, previous tiles are discarded.&lt;br /&gt;
Flowers are each worth the number of collected flowers. (Example: if you have 4 flowers each flower is 4points =16 points in flowers)&lt;br /&gt;
Bees are worth -3 with hive to live in, and 0 if they have a hive to match with.&lt;br /&gt;
Hives are worth 0 points without a bee and the shown number with a bee&lt;br /&gt;
Wasps are worth negative points shown.&lt;br /&gt;
&lt;br /&gt;
=== End Game ===&lt;br /&gt;
The game is over when the hedgehog cannot be moved. The player with the highest score at that time wins!&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=4814</id>
		<title>Gamehelpbutterfly</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbutterfly&amp;diff=4814"/>
		<updated>2020-06-29T16:12:16Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://www.boardgamegeek.com/boardgame/284229/butterfly Butterfly] is very simple tile set collection game by Rio Grande.  You take the hedgehog from tile to tile scoring points for the tiles you collect.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The player to the left of the starting player places the hedgehog.  After the hedgehog has been placed players take turns moving the hedgehog in a straight line, before the move the hedgehog maybe turned to the left or the right. The player then collects the tile where they land. If the hedgehog moves over an exposed butterfly net the player receives a tile from the bag. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
[[File:Player-boards-butterfly front v1 Page 1.jpg|700]]&lt;br /&gt;
&lt;br /&gt;
Butterflies score the number of points shown there are also colored x2 multipliers.&lt;br /&gt;
Dragonflies score equal to the highest dragonfly collected.&lt;br /&gt;
Lightning bugs score equal to the lowest dragonfly collected.&lt;br /&gt;
Crickets score only the last tile collected, previous tiles are discarded.&lt;br /&gt;
Flowers are each worth the number of collected flowers. (Example: if you have 4 flowers each flower is 4points =16 points in flowers)&lt;br /&gt;
Bees are worth -3 with hive to live in, and 0 if they have a hive to match with.&lt;br /&gt;
Hives are worth 0 points without a bee and the shown number with a bee&lt;br /&gt;
Wasps are worth negative points shown.&lt;br /&gt;
&lt;br /&gt;
=== End Game ===&lt;br /&gt;
The game is over when the hedgehog cannot be moved. The player with the highest score at that time wins!&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=4658</id>
		<title>Gamehelpexplorationwarzone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=4658"/>
		<updated>2020-06-07T14:57:51Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actions ==&lt;br /&gt;
https://upload.cc/i1/2020/06/07/ItSszo.png&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=4657</id>
		<title>Gamehelpexplorationwarzone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=4657"/>
		<updated>2020-06-07T14:57:28Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actions:&lt;br /&gt;
https://upload.cc/i1/2020/06/07/ItSszo.png&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=4656</id>
		<title>Gamehelpexplorationwarzone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=4656"/>
		<updated>2020-06-07T14:57:11Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actions:&lt;br /&gt;
[img]https://upload.cc/i1/2020/06/07/ItSszo.png[/img]&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=4655</id>
		<title>Gamehelpexplorationwarzone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=4655"/>
		<updated>2020-06-07T14:56:04Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: Created page with &amp;quot;Actions: https://upload.cc/i1/2020/06/07/ItSszo.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actions:&lt;br /&gt;
https://upload.cc/i1/2020/06/07/ItSszo.png&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Help&amp;diff=3794</id>
		<title>Help</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Help&amp;diff=3794"/>
		<updated>2020-01-21T18:36:37Z</updated>

		<summary type="html">&lt;p&gt;Whotimwait: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An issue? A question?&lt;br /&gt;
&lt;br /&gt;
* [https://boardgamearena.com/#!faq Frequently asked questions] is the most complete source of help for BGA.&lt;br /&gt;
&lt;br /&gt;
* [https://forum.boardgamearena.com Forums] are also helpful to get information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Game names which are displayed in red still need game help/summaries written for them. So help out and write one for them by creating a new page for these games. To do so simply click on them below, this will direct you to a page creation page.&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;5&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td colspan=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;Available on BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;Removed from BGA&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpsechsnimmt|6 Nimmt!]]&lt;br /&gt;
* [[Gamehelpeightmastersrevenge|8 Master&#039;s Revenge]]&lt;br /&gt;
* [[Gamehelpamyitis|Amyitis]]&lt;br /&gt;
* [[Gamehelparmadora|Armadöra]]&lt;br /&gt;
* [[Gamehelpassyria|Assyria]]&lt;br /&gt;
* [[Gamehelpbackgammon|Backgammon]]&lt;br /&gt;
* [[Gamehelpbattlesheep|Battle Sheep]]&lt;br /&gt;
* [[Gamehelpbattleoflits|Battle of LITS]]&lt;br /&gt;
* [[Gamehelpbelote|Belote]]&lt;br /&gt;
* [[Gamehelpbombay|Bombay]]&lt;br /&gt;
* [[Gamehelpcantstop|Can&#039;t Stop]] &lt;br /&gt;
* [[Gamehelpcarcassonne|Carcassonne]] &lt;br /&gt;
* [[Gamehelpcaylus|Caylus]]&lt;br /&gt;
* [[Gamehelpcheckers|Checkers]]&lt;br /&gt;
* [[Gamehelpchess|Chess]]&lt;br /&gt;
* [[Gamehelpchinagold|China Gold]]&lt;br /&gt;
* [[Gamehelpcinco|Cinco]]&lt;br /&gt;
* [[Gamehelpcolorpop|Color Pop]]&lt;br /&gt;
* [[Gamehelpcoloretto|Coloretto]]&lt;br /&gt;
* [[Gamehelpcoltexpress|Colt Express]]&lt;br /&gt;
* [[Gamehelpdarkagent|Dark Agent]]&lt;br /&gt;
* [[Gamehelpdiams|Diam&#039;s]]&lt;br /&gt;
* [[Gamehelpdragonline|Dragon Line]]&lt;br /&gt;
* [[Gamehelpdragonheart|Dragonheart]]&lt;br /&gt;
* [[Gamehelpelfenland|Elfenland]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpakeruption|Eruption]]&lt;br /&gt;
* [[Gamehelpnorthwestpassage|Expedition: Northwest Passage]]&lt;br /&gt;
* [[Gamehelpflorenzacardgame|Florenza: The Card Game]]&lt;br /&gt;
* [[Gamehelpgearnpiston|Gear &amp;amp; Piston]]&lt;br /&gt;
* [[Gamehelpgomoku|Gomoku]]&lt;br /&gt;
* [[Gamehelpgosu|Gosu]]&lt;br /&gt;
* [[Gamehelpgyges|Gygès]]&lt;br /&gt;
* [[Gamehelphaggis|Haggis]]&lt;br /&gt;
* [[Gamehelphawaii|Hawaii]]&lt;br /&gt;
* [[Gamehelphanabi|Hanabi]]&lt;br /&gt;
* [[Gamehelphearts|Hearts]]&lt;br /&gt;
* [[Gamehelphex|Hex]]&lt;br /&gt;
* [[Gamehelphive|Hive]]&lt;br /&gt;
* [[Gamehelpintheyearofthedragon|In the Year of the Dragon]]&lt;br /&gt;
* [[Gamehelpinjawara|Injawara]]&lt;br /&gt;
* [[Gamehelpjaipur|Jaipur]]&lt;br /&gt;
* [[Gamehelpk2|K2]]&lt;br /&gt;
* [[Gamehelpkahuna|Kahuna]]&lt;br /&gt;
* [[Gamehelpkalah|Kalah]]&lt;br /&gt;
* [[Gamehelpkeyflower|Keyflower]]&lt;br /&gt;
* [[Gamehelpkhronos|Khronos]]&lt;br /&gt;
* [[Gamehelpkoikoi|Koi-koi]]&lt;br /&gt;
* [[Gamehelpkoryo|Koryŏ]]&lt;br /&gt;
* [[Gamehelpledernierpeuple|Le Dernier Peuple]]&lt;br /&gt;
* [[Gamehelplewisandclark|Lewis and Clark]]&lt;br /&gt;
* [[Gamehelplibertalia|Libertalia]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelplordsofxidit|Lords of Xidit]]&lt;br /&gt;
* [[Gamehelplostcities|Lost Cities]]&lt;br /&gt;
* [[Gamehelpmachiavelli|Machiavelli]]&lt;br /&gt;
* [[Gamehelpmetromania|Metromania]]&lt;br /&gt;
* [[Gamehelpmadeira|Madeira]]&lt;br /&gt;
* [[Gamehelpnautilus|Nautilus]]&lt;br /&gt;
* [[Gamehelpneutreeko|Neutreeko]]&lt;br /&gt;
* [[Gamehelpniagara|Niagara]]&lt;br /&gt;
* [[Gamehelpnoirkvi|Noir: Killer versus Inspector]]&lt;br /&gt;
* [[Gamehelpdudo|Perudo]]&lt;br /&gt;
* [[Gamehelppolis|Polis: Fight for the Hegemony]]&lt;br /&gt;
* [[Gamehelppuertorico|Puerto Rico]]&lt;br /&gt;
* [[Gamehelppylos|Pylos]]&lt;br /&gt;
* [[Gamehelpquarto|Quarto]]&lt;br /&gt;
* [[Gamehelpquantum|Quantum]]&lt;br /&gt;
* [[Gamehelpquoridor|Quoridor]]&lt;br /&gt;
* [[Gamehelpraceforthegalaxy|Race for the Galaxy]]&lt;br /&gt;
* [[Gamehelpreversi|Reversi]]&lt;br /&gt;
* [[Gamehelpsaboteur|Saboteur]]&lt;br /&gt;
* [[Gamehelpseasons|Seasons]]&lt;br /&gt;
* [[Gamehelpsecretmoon|Secret Moon]]&lt;br /&gt;
* [[Gamehelpsenet|Senet]]&lt;br /&gt;
* [[Gamehelpsobek|Sobek]]&lt;br /&gt;
* [[Gamehelpspyrium|Spyrium]]&lt;br /&gt;
* [[Gamehelpstirfryeighteen|Stir Fry Eighteen]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpstoneage|Stone Age]]&lt;br /&gt;
* [[Gamehelptakenoko|Takenoko]]&lt;br /&gt;
* [[Gamehelptargi|Targi]]&lt;br /&gt;
* [[Gamehelptashkalar|Tash-Kalar]]&lt;br /&gt;
* [[Gamehelptheboss|The Boss]]&lt;br /&gt;
* [[Gamehelpthejellymonsterlab|The Jelly Monster Lab]]&lt;br /&gt;
* [[Gamehelpcarrara|The Palaces of Carrara]]&lt;br /&gt;
* [[Gamehelpthermopyles|Thermopyles]]&lt;br /&gt;
* [[Gamehelpthroughtheages|Through the Ages]]&lt;br /&gt;
* [[Gamehelptimemasters|Time Masters]]&lt;br /&gt;
* [[Gamehelptoc|Tock]]&lt;br /&gt;
* [[Gamehelptobago|Tobago]]&lt;br /&gt;
* [[Gamehelptokaido|Tokaido]]&lt;br /&gt;
* [[Gamehelptournay|Tournay]]&lt;br /&gt;
* [[Gamehelptroyes|Troyes]]&lt;br /&gt;
* [[Gamehelptwintinbots|Twin Tin Bots]]&lt;br /&gt;
* [[Gamehelptzolkin|Tzolk&#039;in]]&lt;br /&gt;
* [[Gamehelpunclechestnuttablegype|Uncle Chesnut&#039;s Table Gype]]&lt;br /&gt;
* [[Gamehelpunitedsquare|United Square]]&lt;br /&gt;
* [[Gamehelpxiangqi|Xiangqi]]&lt;br /&gt;
* [[Gamehelpyatzy|Yahtzee]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
* [[Gamehelpdominion|Dominion]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Whotimwait</name></author>
	</entry>
</feed>