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	<updated>2026-09-26T11:12:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_gizmos&amp;diff=20302</id>
		<title>Tips gizmos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_gizmos&amp;diff=20302"/>
		<updated>2024-03-01T22:23:32Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: /* Early Game */  fixed punctuation, corrected analysis of upgrade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At its core Gizmos is a resource management engine building game thus the goal is to maximize your obtainment and value of each resource - chiefly Energy (and indirectly engine power) in the early game and then points in the late game.  So naturally you should be focusing on the Gizmos that help you get more Energy and then more points.&lt;br /&gt;
&lt;br /&gt;
== Early Game ==&lt;br /&gt;
&lt;br /&gt;
You start limited to taking one action per turn (technically two with the starting file trigger). Your goal is to gain extra actions as quickly as possible. Buying upgrades is generally a very good idea at this point also. Buying a converter can be good, but for the most part you should be looking for Build into Pick triggers &amp;gt; Pick into Draw triggers &amp;gt; File into Pick triggers. Once you have one or more of these you should look for other Gizmos that align with the color. If you already have a Build Red into Pick Gizmo, buying a Build Red into VP Gizmo is fantastic. If you already have a Pick Blue into Draw trigger, buying a Blue Converter is a great idea. That being said, dipping into other colors is not a bad idea if that&#039;s the only option available to you. It&#039;s good to be flexible so that you&#039;re not only looking for a single color of Gizmo/Energy.&lt;br /&gt;
&lt;br /&gt;
Your first action should almost always be filing a Gizmo.  If there are no Build or Pick Triggers in row I or II, then research Level I to look for one.&lt;br /&gt;
&lt;br /&gt;
=== The File Strategy ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth mentioning that some people believe there to be two strategies in Gizmos: one focused on building a lot and another focused on filing a lot.  A well played build strategy will beat a file focused strategy more than 90% of the time because building a lot of Gizmos ends the game so much faster than filing.  Every file action you take is one less build that you could have taken.  The only chance the file strategy has is to build 4 Level III Gizmos but that rarely comes together.  Putting your opponents on a clock is very important.&lt;br /&gt;
&lt;br /&gt;
== Mid Game / General Strategy ==&lt;br /&gt;
&lt;br /&gt;
If you have a good build/pick engine going, the value of buying Upgrades, Build into VP, and Converters goes up.&lt;br /&gt;
&lt;br /&gt;
The most skill-testing part of Gizmos is determining when you should take a risk by Researching versus accepting a potentially suboptimal Gizmo from the row.  This is something you simply have to build an intuition for over time, but it&#039;s worth mentioning a general principle present in all games that involve mitigating randomness: how risky you are playing should be inversely proportional to how much you are winning.  Are you winning?  Don&#039;t take unnecessary risks - just keep winning.  Are you losing?  Take some big risks to get back in the game - you&#039;ll just lose if you don&#039;t.  Obviously you&#039;re usually somewhere in-between but the principle is an important one.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Level 3 multi-color Gizmos trigger ALL of your Build cards.  Building random VP Gizmos even if they do not align with your usual build colors can be good for this reason.  But also remember that each game includes a random 16 Level III cards out of the total pool of 36.  So it is entirely possible, albeit unlikely, that none of the multi-color Gizmos made it into the Game.  There&#039;s no way to know until you&#039;ve researched the whole deck.&lt;br /&gt;
&lt;br /&gt;
== Late Game ==&lt;br /&gt;
&lt;br /&gt;
Reevaluate where you are at point-wise relative to your opponents.  Do you need to research Level III hoping to find a big finisher?  Or can you just build that face up Level II and coast to a victory?  Most of the time the player that builds the 16th Gizmo is also the winner.  Double check who first player is so you know who will get another turn and who does not.  Try to be the player that sets the pace of the game.&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_spacebase&amp;diff=19965</id>
		<title>Tips spacebase</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_spacebase&amp;diff=19965"/>
		<updated>2024-02-09T13:09:30Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: /* Dice Statistics */  fixed math&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dice Statistics ==&lt;br /&gt;
The lower sectors are more likely to be activated than higher sectors, since players can select either individual die values or their sum:&lt;br /&gt;
* Sectors 1-6 will trigger much more often than 7-12, but rewards for higher sectors are typically better.&lt;br /&gt;
*The probability distribution of outcomes is:&lt;br /&gt;
** 1 &#039;&#039;(12/36)&#039;&#039;, 2 &#039;&#039;(13/36)&#039;&#039;, 3 &#039;&#039;(14/36)&#039;&#039;, 4 &#039;&#039;(15/36)&#039;&#039;, 5 &#039;&#039;(16/36)&#039;&#039;, 6 &#039;&#039;(17/36)&#039;&#039;, 7 &#039;&#039;(6/36)&#039;&#039;, 8 &#039;&#039;(5/36)&#039;&#039;, 9 &#039;&#039;(4/36)&#039;&#039;, 10 &#039;&#039;(3/36)&#039;&#039;, 11 &#039;&#039;(2/36)&#039;&#039;, 12 &#039;&#039;(1/36)&#039;&#039;&lt;br /&gt;
*These values expressed as the likelihood of getting an outcome based rolling two dice is:&lt;br /&gt;
** 1 &#039;&#039;(33%)&#039;&#039;, 2 &#039;&#039;(36%)&#039;&#039;, 3 &#039;&#039;(39%)&#039;&#039;, 4 &#039;&#039;(42%)&#039;&#039;, 5 &#039;&#039;(44%)&#039;&#039;, 6 &#039;&#039;(47%)&#039;&#039;, 7 &#039;&#039;(17%)&#039;&#039;, 8 &#039;&#039;(14%)&#039;&#039;, 9 &#039;&#039;(11%)&#039;&#039;, 10 &#039;&#039;(8%)&#039;&#039;, 11 &#039;&#039;(6%)&#039;&#039;, 12 &#039;&#039;(3%)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== General Strategy ==&lt;br /&gt;
* Purchase cards from a variety of sectors, to maximize the chance of deployed cards triggering on other players&#039; turns.&lt;br /&gt;
* Player Count impacts which rewards are most important: deployed (red) rewards trigger more often in higher-player-count games.&lt;br /&gt;
* Don&#039;t purchase Colony Cards too early, to avoid locking out sectors&lt;br /&gt;
* Use &amp;quot;arrow&amp;quot; rewards/abilities to mitigate the luck of die rolls and have more control over which sectors are triggered.&lt;br /&gt;
* Balance the type of rewards on your board - you can&#039;t win without VPs, but high income and credits are needed to purchase the best cards.&lt;br /&gt;
* Remember it is a race to 40 points, so if one person is getting ahead on VPs then prioritize getting VPs to catch-up (e.g. buy Colony cards)&lt;br /&gt;
* Focus less on the price of cards and more on their sector and effect.  It&#039;s okay to overspend for a card that works better with your strategy&lt;br /&gt;
* A single point is worth 3 credits as clearly demonstrated by the colony cards.  Early in the game prioritizing credits is sometimes okay to get better cards but more often than not, you should just choose points&lt;br /&gt;
&lt;br /&gt;
Try new strategies!&lt;br /&gt;
* Bet heavily on a single sector.  Purchase many cards in one sector and hope for good rolls.  Clever use of &amp;quot;arrow&amp;quot; rewards can help maximize your gains.&lt;br /&gt;
* Race to get a deployed card in every sector.  You&#039;ll be able to trigger rewards on every dice roll, and even have some options on what to choose!&lt;br /&gt;
* Try for the elusive &amp;quot;You Win&amp;quot; card.  It may take incredible luck (or skill), but what a dramatic way to win!  Who needs other sources of VPs if you can instantly win?&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=17153</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=17153"/>
		<updated>2023-06-13T04:26:48Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: /* Expert Rules and Advanced Variant: */ another typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of the Game ==&lt;br /&gt;
&lt;br /&gt;
Architects gradually develop their three streets by building houses, identified by their numbers.&lt;br /&gt;
&lt;br /&gt;
Houses will be grouped into housing estates, but only fully-completed estates count at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Parks and pools help to improve the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Architects can raise the quality of their constructions in order to promote their estates’ value.&lt;br /&gt;
&lt;br /&gt;
All of this while trying to be the first to complete the City Plans!&lt;br /&gt;
&lt;br /&gt;
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination. &lt;br /&gt;
&lt;br /&gt;
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right.&lt;br /&gt;
The same number can never appear twice in the same street (except for the &amp;quot;Bis&amp;quot; effect).&lt;br /&gt;
&lt;br /&gt;
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.&lt;br /&gt;
&lt;br /&gt;
If a chosen house number cannot be played because it cannot fit anywhere while preserving ascending order, this is marked as a &#039;&#039;&#039;building permit refusal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The player’s chosen combination also allows them to perform an &#039;&#039;&#039;effect&#039;&#039;&#039;. Players may perform the effect only if they did not receive a building permit refusal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; performing an effect is optional.&lt;br /&gt;
&lt;br /&gt;
Once all players have built their houses and carried out effects, a new turn begins. &lt;br /&gt;
&lt;br /&gt;
=== EFFECTS: ===&lt;br /&gt;
&lt;br /&gt;
==== Surveyor (Symbol is a White Fence) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.&lt;br /&gt;
 &lt;br /&gt;
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. Completed housing estates may be split further, as long as they have not previously fulfilled a City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Completed housing estates score two ways. The first is that completed housing estates are necessary to fulfill City Plans which provide points—see that section below. The second is when scoring is done for the Real Estate Agent—the Real Estate Agent’s scoring (see its section below) is only applied to completed housing estates. &lt;br /&gt;
&lt;br /&gt;
==== Real Estate Agent (Symbol is Purple Three Stacks of Money with an Upward-Pointing Arrow Behind) ====&lt;br /&gt;
&lt;br /&gt;
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a  Real Estate column and mark off the top-most (also lowest-numbered) unmarked space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, each completed housing estate (size 1, 2, 3, etc...) scores as many points as the top-most unmarked number from the column corresponding to that completed housing estate size.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper (Symbol is a Green Background with Two Palm Trees) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a park. To use the Landscaper, the player marks off the left-most (also lowest-numbered) unmarked of the nine-sided “trees/parks” number-spaces just above the right end of the same street that the player used their chosen house number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039;  At the end of the game, each street scores as many points as the number on the left-most unmarked number on the nine-sided “trees/parks” number-spaces for that street. &lt;br /&gt;
&lt;br /&gt;
==== Pool Manufacturer (Symbol is a Blue Pool Area) ====&lt;br /&gt;
&lt;br /&gt;
Allows a player to score points when building houses that have a planned pool. To use the Pool Manufacturer, a player must write their chosen house number on a house with a planned pool, in which case the pool is then built. Also then the player marks off lowest-numbered unmarked number in their pools scoring area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, score as many points as the lowest-numbered unmarked number in the pools scoring area. &lt;br /&gt;
&lt;br /&gt;
==== Temp Agency (Symbol is an Orange Background Construction Zone Barricade) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17. For each use of the Temp Agency, mark off one space in the Temp Agency scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, the player who marked off the most Temp Agency spaces in their scoring area scores 7 points. The player with the second most marked off scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.&lt;br /&gt;
&lt;br /&gt;
==== BIS (Symbol is a Red Mailbox with BIS Written on It) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to duplicate a house number on any street. The new house must be directly adjacent (to the left or right) of the house with the same number. Duplicate houses can never be separated by fences. When duplicating a number, write &amp;quot;bis&amp;quot; next to the number in the new house. &lt;br /&gt;
&lt;br /&gt;
A house can be duplicated multiple times, and the duplicated number does NOT have to be associated with the chosen number-effect combination. When used, mark off the lowest-numbered space in the BIS scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, SUBTRACT the lowest-numbered, unmarked number in the BIS scoring area from the final score.&lt;br /&gt;
&lt;br /&gt;
=== City Plans (The Three Off-White and Gray Cards with “n•1”, “n•2”, etc. in Red on Them) ===&lt;br /&gt;
&lt;br /&gt;
A City Plan presents a goal set by the City to its architects, as in building a certain number of completed housing estates with mandated sizes. Points are awarded for accomplishing a City Plan, and the most points are given to the first player who accomplishes it. &lt;br /&gt;
&lt;br /&gt;
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.&lt;br /&gt;
&lt;br /&gt;
When a completed housing estate or a house has been used for a Plan, it cannot fulfill another City Plan. The player marks out the fence above each house to indicate it has already fulfilled a City Plan. However, a pool used for a City Plan does not invalidate its corresponding house for another City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the &amp;quot;Project&amp;quot; side of the City Plan card in the corresponding box (n°1, 2, or 3) in their Plans scoring area. Turn over the City Plan to its &amp;quot;Approved&amp;quot; side. &lt;br /&gt;
&lt;br /&gt;
A player can only score each City Plan once.&lt;br /&gt;
&lt;br /&gt;
Other players who later achieve the same City Plan score the lower point amount.&lt;br /&gt;
&lt;br /&gt;
==== Housing Estates Plans ====&lt;br /&gt;
&lt;br /&gt;
To fulfill these City Plans, the player must complete all of the required housing estates.&lt;br /&gt;
&lt;br /&gt;
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.&lt;br /&gt;
&lt;br /&gt;
=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;br /&gt;
&lt;br /&gt;
Add up the points for City Plans, parks on each street, pools, temps, and real estate agents’ completed housing estates. Then subtract the points from the BIS scoring area and the Building Permit Refusal column.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
=== Distribution of cards ===&lt;br /&gt;
&lt;br /&gt;
==== Effect side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*9x Pool Manufacturer cards&lt;br /&gt;
*9x Temp Agency cards&lt;br /&gt;
*9x &amp;quot;Bis&amp;quot; cards&lt;br /&gt;
*18x Landscaper cards&lt;br /&gt;
*18x Real Estate cards&lt;br /&gt;
*18x Surveyor cards&lt;br /&gt;
&lt;br /&gt;
==== House Number side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*3x 1,2,14,15&lt;br /&gt;
*4x 3,13&lt;br /&gt;
*5x 4,12&lt;br /&gt;
*6x 5,11&lt;br /&gt;
*7x 6,10&lt;br /&gt;
*8x 7,9&lt;br /&gt;
*9x 8&lt;br /&gt;
&lt;br /&gt;
=== Expert Rules and Advanced Variant: ===&lt;br /&gt;
&lt;br /&gt;
Optionally, games can be set up to use Expert Rules, Advanced Variant, or both.&lt;br /&gt;
&lt;br /&gt;
1. With the Advanced Variant, there are additional city plans with requirements involving parks and pools. Players may also build a roundabout as an additional action. By placing a roundabout on your street, you can have one set of numbers to the right of the roundabout (0 to 17) and one set to the left (0 to 17). Creating a roundabout uses a house space, and automatically adds a fence to the right and left of the roundabout. You can build up to two roundabouts, and fill in the lowest scored circle in the red section of the scorepad marked with an asterisk (unused in the normal version) — roundabouts cost points.&lt;br /&gt;
&lt;br /&gt;
2. With Expert Rules, rather than all players collectively using the same cards, each player gets dealt three cards of his own, and chooses a number from one, and an action from another. The third, unused, card gets passed to the next player. On each subsequent turn, each player gets dealt two new cards, and again chooses a number from one, an action from another, and passes the third.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== Ice Cream Truck ===&lt;br /&gt;
&lt;br /&gt;
Own the best ice cream truck in the neighborhood! Score the most points by filling house numbers in the order that the truck moves.&lt;br /&gt;
&lt;br /&gt;
There is one ice cream truck for each street; any truck can move on a turn. The top street&#039;s truck moves from right to left. The middle street&#039;s truck moves from left to right. The first time you number a house on the bottom street, you can choose which direction the bottom street&#039;s truck moves. &lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
An ice cream truck drives only once through their street, and all missed ice cream orders are therefore lost.&lt;br /&gt;
&lt;br /&gt;
When you write a number in a house, the truck drives from its current location to that house, unless it has already passed it. This is represented by a line in the street from the ice cream truck&#039;s starting point to that house. If the house just numbered has an ice cream cone, circle it and cross off any other ice cream cones passed on the truck’s trip.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You earn one point for each scoop of ice cream circled during the game.&lt;br /&gt;
&lt;br /&gt;
If you are the first to circle or cross off the last ice cream cone on a street, you earn a bonus of one point for each ice cream cone circled in that street. All other players must cross off this bonus, but can keep selling ice cream cones on that street.&lt;br /&gt;
&lt;br /&gt;
When you start numbering the bottom street, pick the ice cream truck you want on either side and cross off the other. Only one bonus applies for this street, even if different players move in opposite directions.&lt;br /&gt;
&lt;br /&gt;
=== Christmas Lights ===&lt;br /&gt;
&lt;br /&gt;
Decorate the streets for Christmas with the longest lights possible.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To decorate the houses, you must write numbers in consecutive order in the streets. When two adjacent numbers are consecutive, you can connect them with a string of Christmas lights.&lt;br /&gt;
&lt;br /&gt;
A Bis number is considered consecutive to the identical number next to it.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You can have multiples strings of lights in one street but at the end of the game, only the longest string of lights in each street will score additional points.&lt;br /&gt;
&lt;br /&gt;
For each street, earn as many points as there are houses connected by the longest string of lights.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
2 4 [empty] 6-7-8-8bis-9 11-12-13&lt;br /&gt;
&lt;br /&gt;
This would end up scoring five points for the six through nine chain of lights and nothing for the 11-13.&lt;br /&gt;
&lt;br /&gt;
==== City Plans ====&lt;br /&gt;
&lt;br /&gt;
Build two estates of three houses without any string of lights.&lt;br /&gt;
&lt;br /&gt;
Build two estates of six houses connected to each other by a single string of lights.&lt;br /&gt;
&lt;br /&gt;
Connect all the houses of one street with a single string of lights.&lt;br /&gt;
&lt;br /&gt;
=== Spring (Easter Eggs) ===&lt;br /&gt;
&lt;br /&gt;
Find eggs and circle them with a number to collect them.&lt;br /&gt;
&lt;br /&gt;
6,9,16 - circle one egg&lt;br /&gt;
&lt;br /&gt;
0,8,10 - circle (up to) two eggs&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To collect an egg, write a 0, 6, 8, 9, 10, or 16 on the house containing the egg(s). &lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
Count the total number of eggs collected:&lt;br /&gt;
: 6 eggs: 5 points&lt;br /&gt;
: 10 eggs: 10 points&lt;br /&gt;
: 14 eggs: 20 points&lt;br /&gt;
: 18 eggs: 35 points&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=17152</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=17152"/>
		<updated>2023-06-13T04:26:21Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: /* Expert Rules and Advanced Variant: */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of the Game ==&lt;br /&gt;
&lt;br /&gt;
Architects gradually develop their three streets by building houses, identified by their numbers.&lt;br /&gt;
&lt;br /&gt;
Houses will be grouped into housing estates, but only fully-completed estates count at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Parks and pools help to improve the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Architects can raise the quality of their constructions in order to promote their estates’ value.&lt;br /&gt;
&lt;br /&gt;
All of this while trying to be the first to complete the City Plans!&lt;br /&gt;
&lt;br /&gt;
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination. &lt;br /&gt;
&lt;br /&gt;
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right.&lt;br /&gt;
The same number can never appear twice in the same street (except for the &amp;quot;Bis&amp;quot; effect).&lt;br /&gt;
&lt;br /&gt;
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.&lt;br /&gt;
&lt;br /&gt;
If a chosen house number cannot be played because it cannot fit anywhere while preserving ascending order, this is marked as a &#039;&#039;&#039;building permit refusal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The player’s chosen combination also allows them to perform an &#039;&#039;&#039;effect&#039;&#039;&#039;. Players may perform the effect only if they did not receive a building permit refusal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; performing an effect is optional.&lt;br /&gt;
&lt;br /&gt;
Once all players have built their houses and carried out effects, a new turn begins. &lt;br /&gt;
&lt;br /&gt;
=== EFFECTS: ===&lt;br /&gt;
&lt;br /&gt;
==== Surveyor (Symbol is a White Fence) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.&lt;br /&gt;
 &lt;br /&gt;
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. Completed housing estates may be split further, as long as they have not previously fulfilled a City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Completed housing estates score two ways. The first is that completed housing estates are necessary to fulfill City Plans which provide points—see that section below. The second is when scoring is done for the Real Estate Agent—the Real Estate Agent’s scoring (see its section below) is only applied to completed housing estates. &lt;br /&gt;
&lt;br /&gt;
==== Real Estate Agent (Symbol is Purple Three Stacks of Money with an Upward-Pointing Arrow Behind) ====&lt;br /&gt;
&lt;br /&gt;
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a  Real Estate column and mark off the top-most (also lowest-numbered) unmarked space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, each completed housing estate (size 1, 2, 3, etc...) scores as many points as the top-most unmarked number from the column corresponding to that completed housing estate size.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper (Symbol is a Green Background with Two Palm Trees) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a park. To use the Landscaper, the player marks off the left-most (also lowest-numbered) unmarked of the nine-sided “trees/parks” number-spaces just above the right end of the same street that the player used their chosen house number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039;  At the end of the game, each street scores as many points as the number on the left-most unmarked number on the nine-sided “trees/parks” number-spaces for that street. &lt;br /&gt;
&lt;br /&gt;
==== Pool Manufacturer (Symbol is a Blue Pool Area) ====&lt;br /&gt;
&lt;br /&gt;
Allows a player to score points when building houses that have a planned pool. To use the Pool Manufacturer, a player must write their chosen house number on a house with a planned pool, in which case the pool is then built. Also then the player marks off lowest-numbered unmarked number in their pools scoring area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, score as many points as the lowest-numbered unmarked number in the pools scoring area. &lt;br /&gt;
&lt;br /&gt;
==== Temp Agency (Symbol is an Orange Background Construction Zone Barricade) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17. For each use of the Temp Agency, mark off one space in the Temp Agency scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, the player who marked off the most Temp Agency spaces in their scoring area scores 7 points. The player with the second most marked off scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.&lt;br /&gt;
&lt;br /&gt;
==== BIS (Symbol is a Red Mailbox with BIS Written on It) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to duplicate a house number on any street. The new house must be directly adjacent (to the left or right) of the house with the same number. Duplicate houses can never be separated by fences. When duplicating a number, write &amp;quot;bis&amp;quot; next to the number in the new house. &lt;br /&gt;
&lt;br /&gt;
A house can be duplicated multiple times, and the duplicated number does NOT have to be associated with the chosen number-effect combination. When used, mark off the lowest-numbered space in the BIS scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, SUBTRACT the lowest-numbered, unmarked number in the BIS scoring area from the final score.&lt;br /&gt;
&lt;br /&gt;
=== City Plans (The Three Off-White and Gray Cards with “n•1”, “n•2”, etc. in Red on Them) ===&lt;br /&gt;
&lt;br /&gt;
A City Plan presents a goal set by the City to its architects, as in building a certain number of completed housing estates with mandated sizes. Points are awarded for accomplishing a City Plan, and the most points are given to the first player who accomplishes it. &lt;br /&gt;
&lt;br /&gt;
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.&lt;br /&gt;
&lt;br /&gt;
When a completed housing estate or a house has been used for a Plan, it cannot fulfill another City Plan. The player marks out the fence above each house to indicate it has already fulfilled a City Plan. However, a pool used for a City Plan does not invalidate its corresponding house for another City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the &amp;quot;Project&amp;quot; side of the City Plan card in the corresponding box (n°1, 2, or 3) in their Plans scoring area. Turn over the City Plan to its &amp;quot;Approved&amp;quot; side. &lt;br /&gt;
&lt;br /&gt;
A player can only score each City Plan once.&lt;br /&gt;
&lt;br /&gt;
Other players who later achieve the same City Plan score the lower point amount.&lt;br /&gt;
&lt;br /&gt;
==== Housing Estates Plans ====&lt;br /&gt;
&lt;br /&gt;
To fulfill these City Plans, the player must complete all of the required housing estates.&lt;br /&gt;
&lt;br /&gt;
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.&lt;br /&gt;
&lt;br /&gt;
=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;br /&gt;
&lt;br /&gt;
Add up the points for City Plans, parks on each street, pools, temps, and real estate agents’ completed housing estates. Then subtract the points from the BIS scoring area and the Building Permit Refusal column.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
=== Distribution of cards ===&lt;br /&gt;
&lt;br /&gt;
==== Effect side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*9x Pool Manufacturer cards&lt;br /&gt;
*9x Temp Agency cards&lt;br /&gt;
*9x &amp;quot;Bis&amp;quot; cards&lt;br /&gt;
*18x Landscaper cards&lt;br /&gt;
*18x Real Estate cards&lt;br /&gt;
*18x Surveyor cards&lt;br /&gt;
&lt;br /&gt;
==== House Number side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*3x 1,2,14,15&lt;br /&gt;
*4x 3,13&lt;br /&gt;
*5x 4,12&lt;br /&gt;
*6x 5,11&lt;br /&gt;
*7x 6,10&lt;br /&gt;
*8x 7,9&lt;br /&gt;
*9x 8&lt;br /&gt;
&lt;br /&gt;
=== Expert Rules and Advanced Variant: ===&lt;br /&gt;
&lt;br /&gt;
Optionally, games can be set up to use Expert Rules, Advanced Variant, or both.&lt;br /&gt;
&lt;br /&gt;
1. With the Advanced Variant, there are additional city plans with requirements involving parks and pools. Players may also build a roundabout as an additional action. By placing a roundabout on your street, you can have one set of numbers to the right of the roundabout (0 to 17) and one set to the left (0 to 17). Creating a roundabout uses a house space, and automatically adds a fence to the right and left of the roundabout. You can build up to two roundabouts, and fill in the lowest scored circle in the red section of the scorepad marked with an asterisk (unused in the normal version) —roundabouts cost points.&lt;br /&gt;
&lt;br /&gt;
2. With Expert Rules, rather than all players collectively using the same cards, each player gets dealt three cards of his own, and chooses a number from one, and an action from another. The third, unused, card gets passed to the next player. On each subsequent turn, each player gets dealt two new cards, and again chooses a number from one, an action from another, and passes the third.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== Ice Cream Truck ===&lt;br /&gt;
&lt;br /&gt;
Own the best ice cream truck in the neighborhood! Score the most points by filling house numbers in the order that the truck moves.&lt;br /&gt;
&lt;br /&gt;
There is one ice cream truck for each street; any truck can move on a turn. The top street&#039;s truck moves from right to left. The middle street&#039;s truck moves from left to right. The first time you number a house on the bottom street, you can choose which direction the bottom street&#039;s truck moves. &lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
An ice cream truck drives only once through their street, and all missed ice cream orders are therefore lost.&lt;br /&gt;
&lt;br /&gt;
When you write a number in a house, the truck drives from its current location to that house, unless it has already passed it. This is represented by a line in the street from the ice cream truck&#039;s starting point to that house. If the house just numbered has an ice cream cone, circle it and cross off any other ice cream cones passed on the truck’s trip.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You earn one point for each scoop of ice cream circled during the game.&lt;br /&gt;
&lt;br /&gt;
If you are the first to circle or cross off the last ice cream cone on a street, you earn a bonus of one point for each ice cream cone circled in that street. All other players must cross off this bonus, but can keep selling ice cream cones on that street.&lt;br /&gt;
&lt;br /&gt;
When you start numbering the bottom street, pick the ice cream truck you want on either side and cross off the other. Only one bonus applies for this street, even if different players move in opposite directions.&lt;br /&gt;
&lt;br /&gt;
=== Christmas Lights ===&lt;br /&gt;
&lt;br /&gt;
Decorate the streets for Christmas with the longest lights possible.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To decorate the houses, you must write numbers in consecutive order in the streets. When two adjacent numbers are consecutive, you can connect them with a string of Christmas lights.&lt;br /&gt;
&lt;br /&gt;
A Bis number is considered consecutive to the identical number next to it.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You can have multiples strings of lights in one street but at the end of the game, only the longest string of lights in each street will score additional points.&lt;br /&gt;
&lt;br /&gt;
For each street, earn as many points as there are houses connected by the longest string of lights.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
2 4 [empty] 6-7-8-8bis-9 11-12-13&lt;br /&gt;
&lt;br /&gt;
This would end up scoring five points for the six through nine chain of lights and nothing for the 11-13.&lt;br /&gt;
&lt;br /&gt;
==== City Plans ====&lt;br /&gt;
&lt;br /&gt;
Build two estates of three houses without any string of lights.&lt;br /&gt;
&lt;br /&gt;
Build two estates of six houses connected to each other by a single string of lights.&lt;br /&gt;
&lt;br /&gt;
Connect all the houses of one street with a single string of lights.&lt;br /&gt;
&lt;br /&gt;
=== Spring (Easter Eggs) ===&lt;br /&gt;
&lt;br /&gt;
Find eggs and circle them with a number to collect them.&lt;br /&gt;
&lt;br /&gt;
6,9,16 - circle one egg&lt;br /&gt;
&lt;br /&gt;
0,8,10 - circle (up to) two eggs&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To collect an egg, write a 0, 6, 8, 9, 10, or 16 on the house containing the egg(s). &lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
Count the total number of eggs collected:&lt;br /&gt;
: 6 eggs: 5 points&lt;br /&gt;
: 10 eggs: 10 points&lt;br /&gt;
: 14 eggs: 20 points&lt;br /&gt;
: 18 eggs: 35 points&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=17151</id>
		<title>Gamehelpwelcometo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwelcometo&amp;diff=17151"/>
		<updated>2023-06-13T04:25:55Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: /* Expert Rules and Advanced Variant: */ corrected inaccurate instructions; previous writer got them completely wrong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose of the Game ==&lt;br /&gt;
&lt;br /&gt;
Architects gradually develop their three streets by building houses, identified by their numbers.&lt;br /&gt;
&lt;br /&gt;
Houses will be grouped into housing estates, but only fully-completed estates count at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Parks and pools help to improve the neighborhood.&lt;br /&gt;
&lt;br /&gt;
Architects can raise the quality of their constructions in order to promote their estates’ value.&lt;br /&gt;
&lt;br /&gt;
All of this while trying to be the first to complete the City Plans!&lt;br /&gt;
&lt;br /&gt;
Finally, by increasing recruitment through temp agencies, architects can hasten the construction and get in the mayor’s good graces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, three pairs of cards will be drawn. These pairs create three combinations, comprised of a House Number and an Effect. These combinations are used to perform actions.&lt;br /&gt;
&lt;br /&gt;
Players take turns simultaneously. Each player individually chooses one of the three combinations available to perform an action on their sheet. Multiple players can pick the same combination. &lt;br /&gt;
&lt;br /&gt;
Each player must write the number from the chosen combination in a house on one of the three streets on their sheet. Numbers must always be written in an empty house and must be written in ascending order from left to right.&lt;br /&gt;
The same number can never appear twice in the same street (except for the &amp;quot;Bis&amp;quot; effect).&lt;br /&gt;
&lt;br /&gt;
When filling in houses, players may leave as many empty houses between two built houses, and then fill them in later. Numbers must still be in ascending order. Also, players may skip numbers when filling in houses, like placing a 10 directly after a 7.&lt;br /&gt;
&lt;br /&gt;
If a chosen house number cannot be played because it cannot fit anywhere while preserving ascending order, this is marked as a &#039;&#039;&#039;building permit refusal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The player’s chosen combination also allows them to perform an &#039;&#039;&#039;effect&#039;&#039;&#039;. Players may perform the effect only if they did not receive a building permit refusal. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; performing an effect is optional.&lt;br /&gt;
&lt;br /&gt;
Once all players have built their houses and carried out effects, a new turn begins. &lt;br /&gt;
&lt;br /&gt;
=== EFFECTS: ===&lt;br /&gt;
&lt;br /&gt;
==== Surveyor (Symbol is a White Fence) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a fence between two houses on the same street. To build a fence, choose any available, white-dotted space and draw a line on it.&lt;br /&gt;
 &lt;br /&gt;
Permanent fences are present on both sides of each street. Fences determine the boundaries of housing estates. A completed housing estate is a row of 1 to 6 neighboring houses, all numbered (no blank spaces between them) and built between two fences. Completed housing estates may be split further, as long as they have not previously fulfilled a City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; Completed housing estates score two ways. The first is that completed housing estates are necessary to fulfill City Plans which provide points—see that section below. The second is when scoring is done for the Real Estate Agent—the Real Estate Agent’s scoring (see its section below) is only applied to completed housing estates. &lt;br /&gt;
&lt;br /&gt;
==== Real Estate Agent (Symbol is Purple Three Stacks of Money with an Upward-Pointing Arrow Behind) ====&lt;br /&gt;
&lt;br /&gt;
Promotes and increases the value of completed housing estates. To use the Real Estate Agent, choose a  Real Estate column and mark off the top-most (also lowest-numbered) unmarked space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, each completed housing estate (size 1, 2, 3, etc...) scores as many points as the top-most unmarked number from the column corresponding to that completed housing estate size.&lt;br /&gt;
&lt;br /&gt;
==== Landscaper (Symbol is a Green Background with Two Palm Trees) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to build a park. To use the Landscaper, the player marks off the left-most (also lowest-numbered) unmarked of the nine-sided “trees/parks” number-spaces just above the right end of the same street that the player used their chosen house number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039;  At the end of the game, each street scores as many points as the number on the left-most unmarked number on the nine-sided “trees/parks” number-spaces for that street. &lt;br /&gt;
&lt;br /&gt;
==== Pool Manufacturer (Symbol is a Blue Pool Area) ====&lt;br /&gt;
&lt;br /&gt;
Allows a player to score points when building houses that have a planned pool. To use the Pool Manufacturer, a player must write their chosen house number on a house with a planned pool, in which case the pool is then built. Also then the player marks off lowest-numbered unmarked number in their pools scoring area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, score as many points as the lowest-numbered unmarked number in the pools scoring area. &lt;br /&gt;
&lt;br /&gt;
==== Temp Agency (Symbol is an Orange Background Construction Zone Barricade) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to add or subtract 1 or 2 to the house number they are building. The Temp Agency allows the player to write numbers from 0 to 17. For each use of the Temp Agency, mark off one space in the Temp Agency scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, the player who marked off the most Temp Agency spaces in their scoring area scores 7 points. The player with the second most marked off scores 4 points, and the third-highest scores 1 point. In case of a tie, players score the same amount of points.&lt;br /&gt;
&lt;br /&gt;
==== BIS (Symbol is a Red Mailbox with BIS Written on It) ====&lt;br /&gt;
&lt;br /&gt;
Allows the player to duplicate a house number on any street. The new house must be directly adjacent (to the left or right) of the house with the same number. Duplicate houses can never be separated by fences. When duplicating a number, write &amp;quot;bis&amp;quot; next to the number in the new house. &lt;br /&gt;
&lt;br /&gt;
A house can be duplicated multiple times, and the duplicated number does NOT have to be associated with the chosen number-effect combination. When used, mark off the lowest-numbered space in the BIS scoring area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; At the end of the game, SUBTRACT the lowest-numbered, unmarked number in the BIS scoring area from the final score.&lt;br /&gt;
&lt;br /&gt;
=== City Plans (The Three Off-White and Gray Cards with “n•1”, “n•2”, etc. in Red on Them) ===&lt;br /&gt;
&lt;br /&gt;
A City Plan presents a goal set by the City to its architects, as in building a certain number of completed housing estates with mandated sizes. Points are awarded for accomplishing a City Plan, and the most points are given to the first player who accomplishes it. &lt;br /&gt;
&lt;br /&gt;
The first player who completes a goal can choose to reshuffle the 81 Construction cards and deal three new stacks of cards as in game setup.&lt;br /&gt;
&lt;br /&gt;
When a completed housing estate or a house has been used for a Plan, it cannot fulfill another City Plan. The player marks out the fence above each house to indicate it has already fulfilled a City Plan. However, a pool used for a City Plan does not invalidate its corresponding house for another City Plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Score:&#039;&#039;&#039; The first player(s) who meet the required conditions of a City Plan during the same turn immediately score the points indicated. Write the higher amount from the &amp;quot;Project&amp;quot; side of the City Plan card in the corresponding box (n°1, 2, or 3) in their Plans scoring area. Turn over the City Plan to its &amp;quot;Approved&amp;quot; side. &lt;br /&gt;
&lt;br /&gt;
A player can only score each City Plan once.&lt;br /&gt;
&lt;br /&gt;
Other players who later achieve the same City Plan score the lower point amount.&lt;br /&gt;
&lt;br /&gt;
==== Housing Estates Plans ====&lt;br /&gt;
&lt;br /&gt;
To fulfill these City Plans, the player must complete all of the required housing estates.&lt;br /&gt;
&lt;br /&gt;
The estates do not have to be in the same street. There is no restriction to the location of a Plan’s estates.&lt;br /&gt;
&lt;br /&gt;
=== The game ends immediately when: === &lt;br /&gt;
&lt;br /&gt;
* A player crosses off their third Building Permit Refusal&lt;br /&gt;
* A player achieves all three City Plans&lt;br /&gt;
* A player has built all of the houses on their streets.&lt;br /&gt;
&lt;br /&gt;
Add up the points for City Plans, parks on each street, pools, temps, and real estate agents’ completed housing estates. Then subtract the points from the BIS scoring area and the Building Permit Refusal column.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins!&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player with the most completed estates wins. In case of another tie, the player with the most 1-house estates wins, then 2-house, etc... In case of another tie, (seriously?) players play another game of Welcome To.&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
=== Distribution of cards ===&lt;br /&gt;
&lt;br /&gt;
==== Effect side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*9x Pool Manufacturer cards&lt;br /&gt;
*9x Temp Agency cards&lt;br /&gt;
*9x &amp;quot;Bis&amp;quot; cards&lt;br /&gt;
*18x Landscaper cards&lt;br /&gt;
*18x Real Estate cards&lt;br /&gt;
*18x Surveyor cards&lt;br /&gt;
&lt;br /&gt;
==== House Number side of cards: ====&lt;br /&gt;
&lt;br /&gt;
*3x 1,2,14,15&lt;br /&gt;
*4x 3,13&lt;br /&gt;
*5x 4,12&lt;br /&gt;
*6x 5,11&lt;br /&gt;
*7x 6,10&lt;br /&gt;
*8x 7,9&lt;br /&gt;
*9x 8&lt;br /&gt;
&lt;br /&gt;
=== Expert Rules and Advanced Variant: ===&lt;br /&gt;
&lt;br /&gt;
Optionally, games can be set up to use Expert Rules, Advanced Variant, or both.&lt;br /&gt;
&lt;br /&gt;
1. With the Advanced Variant, there are additional city plans with requirements involving parks and pools. Players may also build a roundabout as an additional action. By placing a roundabout on your street, you can have one set of numbers to the right of the roundabout (0 to 17) and one set to the left (0 to 17). Creating a roundabout uses a house space, and automatically adds a fence to the right and left of the roundabout. You can build up to two roundabouts, and fill in the lowest scored circle in the red section of the scorepad marked with an asterisk (unused in the normal version) —roundabouts cost points.&lt;br /&gt;
&lt;br /&gt;
2. With Expert Rules, rather than all players collectively using the same cards, each player gets dealt three cards of his own, and chooses a number from one, and an action from another. The third, unused, card gets passed to the next player. On each subsequent turn, each player gets dealt two new cards, and again chooses a number from one, an action from another, and pass the third.&lt;br /&gt;
&lt;br /&gt;
== Expansions ==&lt;br /&gt;
&lt;br /&gt;
=== Ice Cream Truck ===&lt;br /&gt;
&lt;br /&gt;
Own the best ice cream truck in the neighborhood! Score the most points by filling house numbers in the order that the truck moves.&lt;br /&gt;
&lt;br /&gt;
There is one ice cream truck for each street; any truck can move on a turn. The top street&#039;s truck moves from right to left. The middle street&#039;s truck moves from left to right. The first time you number a house on the bottom street, you can choose which direction the bottom street&#039;s truck moves. &lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
&lt;br /&gt;
An ice cream truck drives only once through their street, and all missed ice cream orders are therefore lost.&lt;br /&gt;
&lt;br /&gt;
When you write a number in a house, the truck drives from its current location to that house, unless it has already passed it. This is represented by a line in the street from the ice cream truck&#039;s starting point to that house. If the house just numbered has an ice cream cone, circle it and cross off any other ice cream cones passed on the truck’s trip.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You earn one point for each scoop of ice cream circled during the game.&lt;br /&gt;
&lt;br /&gt;
If you are the first to circle or cross off the last ice cream cone on a street, you earn a bonus of one point for each ice cream cone circled in that street. All other players must cross off this bonus, but can keep selling ice cream cones on that street.&lt;br /&gt;
&lt;br /&gt;
When you start numbering the bottom street, pick the ice cream truck you want on either side and cross off the other. Only one bonus applies for this street, even if different players move in opposite directions.&lt;br /&gt;
&lt;br /&gt;
=== Christmas Lights ===&lt;br /&gt;
&lt;br /&gt;
Decorate the streets for Christmas with the longest lights possible.&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To decorate the houses, you must write numbers in consecutive order in the streets. When two adjacent numbers are consecutive, you can connect them with a string of Christmas lights.&lt;br /&gt;
&lt;br /&gt;
A Bis number is considered consecutive to the identical number next to it.&lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
You can have multiples strings of lights in one street but at the end of the game, only the longest string of lights in each street will score additional points.&lt;br /&gt;
&lt;br /&gt;
For each street, earn as many points as there are houses connected by the longest string of lights.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
2 4 [empty] 6-7-8-8bis-9 11-12-13&lt;br /&gt;
&lt;br /&gt;
This would end up scoring five points for the six through nine chain of lights and nothing for the 11-13.&lt;br /&gt;
&lt;br /&gt;
==== City Plans ====&lt;br /&gt;
&lt;br /&gt;
Build two estates of three houses without any string of lights.&lt;br /&gt;
&lt;br /&gt;
Build two estates of six houses connected to each other by a single string of lights.&lt;br /&gt;
&lt;br /&gt;
Connect all the houses of one street with a single string of lights.&lt;br /&gt;
&lt;br /&gt;
=== Spring (Easter Eggs) ===&lt;br /&gt;
&lt;br /&gt;
Find eggs and circle them with a number to collect them.&lt;br /&gt;
&lt;br /&gt;
6,9,16 - circle one egg&lt;br /&gt;
&lt;br /&gt;
0,8,10 - circle (up to) two eggs&lt;br /&gt;
&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
&lt;br /&gt;
To collect an egg, write a 0, 6, 8, 9, 10, or 16 on the house containing the egg(s). &lt;br /&gt;
&lt;br /&gt;
==== Scoring ====&lt;br /&gt;
&lt;br /&gt;
Count the total number of eggs collected:&lt;br /&gt;
: 6 eggs: 5 points&lt;br /&gt;
: 10 eggs: 10 points&lt;br /&gt;
: 14 eggs: 20 points&lt;br /&gt;
: 18 eggs: 35 points&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=17061</id>
		<title>Gamehelpseasaltpaper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=17061"/>
		<updated>2023-06-01T10:00:11Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: /* 3. Call */  clarified rules for &amp;quot;last chance&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Play==&lt;br /&gt;
&lt;br /&gt;
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.&lt;br /&gt;
&lt;br /&gt;
==Turn structure==&lt;br /&gt;
===1. Draw===&lt;br /&gt;
&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
*• Draw two cards from the deck, keeping one and discarding the other to either discard pile&lt;br /&gt;
*• Draw the top card from either discard pile&lt;br /&gt;
&lt;br /&gt;
===2. Duo===&lt;br /&gt;
&lt;br /&gt;
If you have a &amp;quot;duo&amp;quot; of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:&lt;br /&gt;
&lt;br /&gt;
*• &#039;&#039;&#039;Pair of crabs&#039;&#039;&#039; = take a card of your choice from either discard pile (opponents do not see what you took)&lt;br /&gt;
*• &#039;&#039;&#039;Pair of boats&#039;&#039;&#039; = take another turn&lt;br /&gt;
*• &#039;&#039;&#039;Pair of fish&#039;&#039;&#039; = draw a card from the deck&lt;br /&gt;
*• &#039;&#039;&#039;Shark + swimmer&#039;&#039;&#039; = steal a random card from another player&#039;s hand&lt;br /&gt;
&lt;br /&gt;
===3. Call===&lt;br /&gt;
If you now have seven or more points&#039; worth of cards (both in your hand and in front of you), you may choose to call either:&lt;br /&gt;
&lt;br /&gt;
*• &#039;&#039;&#039;&amp;quot;STOP&amp;quot;&#039;&#039;&#039; = round ends immediately, each player scores their points. No one scores a color bonus.&lt;br /&gt;
*• &#039;&#039;&#039;&amp;quot;LAST CHANCE&amp;quot;&#039;&#039;&#039; = every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.&lt;br /&gt;
**• If the caller has the highest (or equal highest) card score they score those points &#039;&#039;plus&#039;&#039; their color bonus. Other players score only their own color bonus.&lt;br /&gt;
**• If another player beat their card score, the caller scores &#039;&#039;only&#039;&#039; their color bonus and all other players score their own card score.&lt;br /&gt;
&lt;br /&gt;
(A player&#039;s color bonus is the number of cards they have in their most plentiful color.)&lt;br /&gt;
&lt;br /&gt;
Special case: If the deck is empty at the end of a player&#039;s turn, the round ends immediately with no scoring.&lt;br /&gt;
&lt;br /&gt;
===End of game===&lt;br /&gt;
&lt;br /&gt;
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins, tie broken by whoever went last in the last round. 4 mermaids instantly wins the game.&lt;br /&gt;
&lt;br /&gt;
==List of cards==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; &#039;&#039;(written in small writing on the bottom left of the card in the help panel)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Crab&lt;br /&gt;
* 8 x Boat&lt;br /&gt;
* 7 x Fish&lt;br /&gt;
* 5 x Shark + 5 x Swimmer&lt;br /&gt;
* 4 x Mermaid&lt;br /&gt;
* 6 x Shell&lt;br /&gt;
* 5 x Octopus&lt;br /&gt;
* 3 x Penguin&lt;br /&gt;
* 2 x Sailor (anchor icon)&lt;br /&gt;
* 1 x Lighthouse&lt;br /&gt;
* 1 x Shoal of fish&lt;br /&gt;
* 1 x Penguin Colony&lt;br /&gt;
* 1 x Captain&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colours&#039;&#039;&#039; &#039;&#039;(displayed in the colour helper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Dark Blue&lt;br /&gt;
* 9 x Light Blue&lt;br /&gt;
* 8 x Black&lt;br /&gt;
* 8 x Yellow&lt;br /&gt;
* 6 x Green&lt;br /&gt;
* 4 x White&lt;br /&gt;
* 4 x Purple&lt;br /&gt;
* 4 x Gray&lt;br /&gt;
* 3 x Light Orange&lt;br /&gt;
* 3 x Pink&lt;br /&gt;
* 1 x Orange&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpluxor&amp;diff=16892</id>
		<title>Gamehelpluxor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpluxor&amp;diff=16892"/>
		<updated>2023-05-12T02:41:44Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: /* Key */  clarified VP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play luxor, see &amp;lt;b&amp;gt;[[Tips_luxor]]&amp;lt;/b&amp;gt;&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: &#039;&#039;&#039;The order of cards in players&#039; hands cannot be rearranged during the game!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1) Play a Card and Move ===&lt;br /&gt;
&lt;br /&gt;
* On their turn, a player may play the leftmost or rightmost card from their hand and perform the card’s action (e.g. move one of their adventurers the indicated number of steps).&lt;br /&gt;
** If the card has a die, roll the die and move the rolled number of steps.&lt;br /&gt;
* When moving, skip over any spaces that are completely empty (have no tiles anymore).&lt;br /&gt;
* When moving past one of your inactive adventurers on an Anubis tile, immediately move them to the entrance of the tomb. That adventurer can now be moved on future turns.&lt;br /&gt;
** You cannot land on an Anubis tile.&lt;br /&gt;
* If a player cannot move, they discard a leftmost or rightmost card instead and draw a new one.&lt;br /&gt;
&lt;br /&gt;
==== Horus Cards ====&lt;br /&gt;
&lt;br /&gt;
* 1-X: Move an adventurer any number of steps between 1 and X.&lt;br /&gt;
* 1-dice: Roll the dice, then move an adventurer any number of steps between 1 and the die roll.&lt;br /&gt;
* Move all: Move all active adventurers the indicated number of steps forward.&lt;br /&gt;
* Last to second last: Move the last adventurer to the second-to-last adventurer.&lt;br /&gt;
* Minus one required: First move an adventurer the indicated number of steps, then you may loot a treasure tile with one less adventurer than required.&lt;br /&gt;
&lt;br /&gt;
=== 2) Perform an Action ===&lt;br /&gt;
&lt;br /&gt;
Based on the type of tile the player stopped on, they perform an action:&lt;br /&gt;
&lt;br /&gt;
==== Treasure tile ====&lt;br /&gt;
&lt;br /&gt;
* If the player has at least as many adventurers on this tile as indicated on the tile, they loot the tile and score the indicated number of victory points immediately.&lt;br /&gt;
**If there is an icon below the looted tile, take the corresponding temple tile and place it on this spot. Adventurers stay on this spot without interacting with the temple tile.&lt;br /&gt;
**If there is no icon, then the adventurer stays on this spot.&lt;br /&gt;
&lt;br /&gt;
==== Temple tile ====&lt;br /&gt;
&lt;br /&gt;
* Perform the indicated action.&lt;br /&gt;
**&#039;&#039;Scarab&#039;&#039;: take a scarab token and put it face down in front of you. VP at end of the game. 22 tiles (4: 1 point, 8: 2 points, 6: 3 points, 4: 4 points)&lt;br /&gt;
**&#039;&#039;Wild card treasure tile&#039;&#039;: take on wild card tile and keep it for set collection scoring at end of the game.&lt;br /&gt;
**&#039;&#039;Scarab or Wild card treasure tile&#039;&#039;: chose either a Scarab or Wild card tile.&lt;br /&gt;
**&#039;&#039;Favour of Horus&#039;&#039;: take the top card from the corresponding Horus card stack.&lt;br /&gt;
**&#039;&#039;Tunnel&#039;&#039;: Immediately advance this adventurer to the next tunnel. If there is none, don’t move. If passing sleeping adventurers, move them to the entrance.&lt;br /&gt;
&lt;br /&gt;
==== Horus tile ====&lt;br /&gt;
&lt;br /&gt;
* Take either one key or the top card from the matching stack.&lt;br /&gt;
**New cards always go in the middle of your hand cards.&lt;br /&gt;
**If the card stack is empty, nothing happens.&lt;br /&gt;
&lt;br /&gt;
==== Osiris tile ====&lt;br /&gt;
&lt;br /&gt;
* Immediately move adventurer forward by the shown number on the tile.&lt;br /&gt;
&lt;br /&gt;
=== 3) Draw a Card ===&lt;br /&gt;
&lt;br /&gt;
* If you didn’t draw a Horus card during step 2, draw one basic card from the deck.&lt;br /&gt;
* New cards always go into the middle of your hand cards.&lt;br /&gt;
* If the draw deck is empty, reshuffle the discard pile.&lt;br /&gt;
&lt;br /&gt;
== Entering the tomb chamber ==&lt;br /&gt;
&lt;br /&gt;
* To get into the chamber, a player needs to discard one key for each adventurer entering the tomb AND their adventurer must reach the tomb by exact step count.&lt;br /&gt;
* The first adventurer to enter gains the 5VP sarcophagus, the second the 3VP sarcophagus.&lt;br /&gt;
* After the second adventurer enters the chamber, the round is completed a usual, then the game ends&lt;br /&gt;
&lt;br /&gt;
== End game scoring ==&lt;br /&gt;
&lt;br /&gt;
==== Current location of adventurers ====&lt;br /&gt;
&lt;br /&gt;
* Score the number of VP displayed on the scarab on the wall next to where the adventurer is standing.&lt;br /&gt;
&lt;br /&gt;
==== Sarcophagi ====&lt;br /&gt;
&lt;br /&gt;
* Get indicated number of VP (5 VP for the first, 3 VP for the second).&lt;br /&gt;
&lt;br /&gt;
==== Key ====&lt;br /&gt;
* Reveal keys and get 1 VP for each key.&lt;br /&gt;
&lt;br /&gt;
==== Treasure tile sets ====&lt;br /&gt;
&lt;br /&gt;
* Get number of VP according to number of sets collected.&lt;br /&gt;
* One set consists of one vase, one jewelry, and one statue.&lt;br /&gt;
* Wildcards may be used as substitutes for any of the three treasures, but a set cannot contain more than 2 wild card tiles.&lt;br /&gt;
* By themselves wildcards aren&#039;t worth any points&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Completed Set Scoring&lt;br /&gt;
|-&lt;br /&gt;
|Sets&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8+&lt;br /&gt;
|-&lt;br /&gt;
|Points&lt;br /&gt;
|3&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|18&lt;br /&gt;
|25&lt;br /&gt;
|33&lt;br /&gt;
|42&lt;br /&gt;
|52&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Scarabs ====&lt;br /&gt;
&lt;br /&gt;
* Reveal scarabs and gain indicated number of points.&lt;br /&gt;
&lt;br /&gt;
==== Tie breaker ====&lt;br /&gt;
&lt;br /&gt;
* Player who has sarcophagus wins&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=16854</id>
		<title>Gamehelpsaintpetersburg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=16854"/>
		<updated>2023-05-07T03:47:14Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: /* Rules Summary */ fixed spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= St. Petersburg = &lt;br /&gt;
The aim of the game is to gain as many victory points (shields) as possible.&lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
=== On Your Turn ===&lt;br /&gt;
On your turn, you may do one of four actions:&lt;br /&gt;
# Buy a card by paying the cost.&lt;br /&gt;
# Add a card to your hand. The hand limit is three.&lt;br /&gt;
# Play a card from your hand by paying the cost.&lt;br /&gt;
# Pass.&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
The game is made up of multiple rounds of 4 phases: workers, buildings, aristocrats, trade.&lt;br /&gt;
&lt;br /&gt;
You buy cards for the number of rubles shown on the card. &lt;br /&gt;
&lt;br /&gt;
If you already have one or more of the cards, they come at a discount and cost 1 ruble less for each card of the *same type* (but they always cost at least 1 ruble).&lt;br /&gt;
&lt;br /&gt;
From the second round onwards, cards that were not used in the previous round are moved to the lower row - those cards cost 1 ruble less.&lt;br /&gt;
&lt;br /&gt;
=== Worker Phase (Green Cards) ===&lt;br /&gt;
In this phase you buy worker cards. &lt;br /&gt;
&lt;br /&gt;
At the end of the round, you are paid according to the number of rubles shown on each *green worker card* you have played.&lt;br /&gt;
&lt;br /&gt;
=== Building Phase (Blue Cards) ===&lt;br /&gt;
In this phase building cards are used to fill up the empty spaces and you may buy any of the cards which are available.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, you score any points and gain any rubles which are shown on each *blue building card* you have played.&lt;br /&gt;
&lt;br /&gt;
=== Aristocrat Phase (Red Cards) ===&lt;br /&gt;
In this phase aristocrat cards fill up the empty spaces and you may buy any of the cards which are available.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, you score any points and gain any rubles which are shown on each *red aristocrat card* you have played.&lt;br /&gt;
&lt;br /&gt;
=== Trade Card Phase (Green/Blue/Red Cards) ===&lt;br /&gt;
In this phase trade cards fill up the empty spaces. The trade cards can be identified by the square around the cost number.&lt;br /&gt;
&lt;br /&gt;
==== Playing trading cards: ====&lt;br /&gt;
* Blue trading cards can displace any already placed building.&lt;br /&gt;
* Red trading cards can displace any already placed aristocrat.&lt;br /&gt;
* Each green trading card must replace a specific type of worker (players can recognize pairs of green trading cards and their predecessor by matching symbols in the upper right of the cards):&lt;br /&gt;
** Carpenter Workshop - Lumberjack&lt;br /&gt;
** Gold Smelter - Gold Miner&lt;br /&gt;
** Weaving Mill - Shepherd&lt;br /&gt;
** Fur Shop - Fur Trapper&lt;br /&gt;
** Wharf - Ship Builder&lt;br /&gt;
* A trading card cannot displace another trading card.&lt;br /&gt;
&lt;br /&gt;
==== Paying for trading cards: ====&lt;br /&gt;
* If trading card is more expensive than the card it displaces, the cost is the difference between the two.&lt;br /&gt;
* If trading card is the same cost or cheaper than the card it displaces, the cost is 1 ruble.&lt;br /&gt;
* All other normal cost reductions from other cards _do_ also apply to trading cards.&lt;br /&gt;
&lt;br /&gt;
At the end of the Trade Card phase there is *no scoring*.&lt;br /&gt;
&lt;br /&gt;
== End of Round ==&lt;br /&gt;
At the end of the round, all cards on the lower row are discarded.&lt;br /&gt;
&lt;br /&gt;
All cards remaining in the top row are moved to the lower row - these can then be bought for a reduction of 1 ruble.&lt;br /&gt;
&lt;br /&gt;
Starting player markers are passed to the next player in turn order.&lt;br /&gt;
&lt;br /&gt;
== End of the game: ==&lt;br /&gt;
When the last card of any group (the last worker, the last building, the last aristocrat, or the last trading card) is placed on the board, play continues through all phases of that round. After that round ends, the game ends and the final scoring follows. &lt;br /&gt;
&lt;br /&gt;
If there are not enough cards to fill the row, they place as many as they can and the rest of the spots are left empty.&lt;br /&gt;
&lt;br /&gt;
You score additional points at the end for:&lt;br /&gt;
* Different types of aristocrats (see the scoring table)&lt;br /&gt;
* 1 point for every 10 rubles&lt;br /&gt;
* -5 point penalty for each card in hand&lt;br /&gt;
&lt;br /&gt;
Scoring table&lt;br /&gt;
&lt;br /&gt;
* 1 Aristocrat: 1 points&lt;br /&gt;
* 2 types of Aristocrats: 3 points&lt;br /&gt;
* 3 types of Aristocrats: 6 points&lt;br /&gt;
* 4 types of Aristocrats: 10 points&lt;br /&gt;
* 5 types of Aristocrats: 15 points&lt;br /&gt;
* 6 types of Aristocrats: 21 points&lt;br /&gt;
* 7 types of Aristocrats: 28 points&lt;br /&gt;
* 8 types of Aristocrats: 36 points&lt;br /&gt;
* 9 types of Aristocrats: 45 points&lt;br /&gt;
* 10+ types of Aristocrats: 55 points&lt;br /&gt;
If players tie, the one among them with the most money is the winner.&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=16764</id>
		<title>Gamehelpcentury</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcentury&amp;diff=16764"/>
		<updated>2023-04-25T12:35:36Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: clarified rule - you only get one coin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
The first player gets 3 turmeric, the second and third player get 4 turmeric, the fourth and fifth get 3 turmeric and a saffron.&lt;br /&gt;
&lt;br /&gt;
Five cards from the purple point deck are placed in a line, with the deck to the right of the cards. Gold coins equal to twice the number of players are placed on the leftmost point card, and the same number of silver coins on the second point card. &lt;br /&gt;
&lt;br /&gt;
Six cards from the orange merchant card deck are placed in a line below the point cards.&lt;br /&gt;
&lt;br /&gt;
Each player gets a &#039;collect 2 turmeric&#039; and an &#039;upgrade 2&#039; card as starting hand. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you can either &#039;&#039;&#039;play a card&#039;&#039;&#039; from your hand, &#039;&#039;&#039;acquire&#039;&#039;&#039; a merchant card, &#039;&#039;&#039;claim&#039;&#039;&#039; a point card or &#039;&#039;&#039;rest&#039;&#039;&#039; (pick up all cards you have played).&lt;br /&gt;
&lt;br /&gt;
===Playing cards===&lt;br /&gt;
&lt;br /&gt;
The first type of merchant card you can play from your hand are &#039;&#039;&#039;resource&#039;&#039;&#039; cards. These allow you to gain spices shown on the card. &lt;br /&gt;
&lt;br /&gt;
The second type is &#039;&#039;&#039;upgrade&#039;&#039;&#039; cards, which allows you to upgrade spices twice, whether it be one spice upgraded twice or two upgraded once each. For the &#039;Upgrade 3&#039; merchant card, you can upgrade three times. You can upgrade only once as well if you wish.&lt;br /&gt;
&lt;br /&gt;
The last type is a &#039;&#039;&#039;trade&#039;&#039;&#039; card, which allows the player to exchange spices for other spices (usually stronger ones). The trade can be done multiple times if the player desires to do so. All merchant cards can only be played again if you rest. &lt;br /&gt;
&lt;br /&gt;
===Acquiring/claiming cards===&lt;br /&gt;
&lt;br /&gt;
Merchant cards can be bought for an increasing price, the further to the right the card is. The first card on the left is free, but any cards further along require more spices. To buy a &#039;deeper&#039; card, you must place a spice on each of the cards left of the card to buy. Any merchant cards will go straight into your hand after buying. If a card you buy has spices on it, you gain them &#039;&#039;&#039;instantly&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If you buy a point card, pay the spices indicated and take it. If there are any coins on the top left of the card, you will get one of the coins as well. If the gold coins are depleted, the silver coins move to the leftmost position instead of the second position along.&lt;br /&gt;
&lt;br /&gt;
If a card is taken, immediately replace it and move any old cards to the left to fill the gap. The new card goes on the far right.&lt;br /&gt;
&lt;br /&gt;
===Resting===&lt;br /&gt;
&lt;br /&gt;
If you rest, take back &#039;&#039;&#039;all&#039;&#039;&#039; the merchant cards played by you. No other action can be taken after this on your turn.&lt;br /&gt;
&lt;br /&gt;
===Spices===&lt;br /&gt;
&lt;br /&gt;
You can only have at most 10 spices at the end of your turn, and must discard any excess. You can choose which spices you want to discard from your hand.&lt;br /&gt;
&lt;br /&gt;
The spice ranks from low to high are: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#f5dd4f;&amp;quot; | Turmeric &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#f3634f;&amp;quot; | Saffron &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#73d20e;&amp;quot; | Cardamom &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#7b3707; color:#fff&amp;quot; | Cinnamon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
When a player buys their 5th point card (or 6th in a 2 to 3 player game) the game will end at the end of that round. &lt;br /&gt;
&lt;br /&gt;
Players score points on their point cards, 3 points for each gold coin, 1 point for each silver coin and 1 point for each spice higher than turmeric (yellow). &lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. If there is a tie, the player who takes the last turn wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
Golem Edition: Players can also play with the golem edition. In that case, the crystal ranks from low to high are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#ee0;&amp;quot; | Yellow&lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#0d0;&amp;quot; | Green &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#5af;&amp;quot; | Blue &lt;br /&gt;
| style=&amp;quot;background:#fff;&amp;quot; | ➔&lt;br /&gt;
| style=&amp;quot;background:#e09;&amp;quot; | Pink&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All card distributions are the same.&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpabyss&amp;diff=16762</id>
		<title>Gamehelpabyss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpabyss&amp;diff=16762"/>
		<updated>2023-04-25T05:46:10Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: clarified refilling court&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you must do these actions in order:&lt;br /&gt;
&lt;br /&gt;
===Plot at Court (Optional)===&lt;br /&gt;
* At the beginning of your turn, you may choose to pay one Pearl to add a Lord to the furthest empty space away from the Lord deck in the Court. &lt;br /&gt;
* You may perform this action as many times as you want (as long as you can pay and there are empty spaces). &lt;br /&gt;
* If there are no empty spaces at Court or if the Lord deck is empty, you may not Plot at Court.&lt;br /&gt;
&lt;br /&gt;
===Take an Action===&lt;br /&gt;
You must perform one of the three actions below:&lt;br /&gt;
&lt;br /&gt;
====Explore the Depths==== &lt;br /&gt;
* Reveal cards of the Exploration deck one by one and place them on the Exploration Track, starting with the space next to the deck and to the right.&lt;br /&gt;
* If the revealed card is an Ally, offer the other players the opportunity to buy this Ally. &lt;br /&gt;
* Ask each player in turn, going clockwise. Each player can either pass or purchase the Ally.&lt;br /&gt;
* The first player who purchases the card pays its cost to you and adds the Ally card to their hand.&lt;br /&gt;
* The cost to purchase an Ally increases during your turn. The first purchased costs 1 Pearl, the second costs 2 Pearls, and so on. &lt;br /&gt;
* It doesn’t matter which player purchases the Allies, but each opponent can only purchase an Ally during your turn.&lt;br /&gt;
* If nobody wants to buy an Ally, you either add it to your hand and end your turn, or reveal the next card and sell it, and so on.&lt;br /&gt;
* If all the spaces on the Exploration Track are filled with Allies, and none of your opponents wants to buy the last Ally you revealed, you must add that Ally to your hand and gain a Pearl.&lt;br /&gt;
* If the revealed card is a Monster, you must either fight or keep exploring.&lt;br /&gt;
* If you decide to fight, discard the Monster and gain the reward shown on the Threat Track.&lt;br /&gt;
* After defeating the monster, return the Threat token to the first space of the Threat Track and end your turn.&lt;br /&gt;
* If you decide to keep exploring, move the Threat token one space up the track and continue revealing cards.&lt;br /&gt;
* When a Monster is revealed on the last space of the Exploration Track, you must fight it and receive one extra Pearl.&lt;br /&gt;
* After you Explore the Depths, put all remaining Allies to the Council and discard any Monsters.&lt;br /&gt;
&lt;br /&gt;
====Request Support from the Council====&lt;br /&gt;
Take all of the cards from one stack in the Council without looking at them beforehand and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
==== Recruit a Lord ====&lt;br /&gt;
* Choose a Lord available at Court and play the exact number of Allies from your hand needed to buy it.&lt;br /&gt;
* The total value of the Allies you play may be more than what is required, but the extra Ally points are lost.&lt;br /&gt;
* If the sum of the card values is not high enough, you can spend one Pearl for each missing point.&lt;br /&gt;
* After recruiting a Lord, affiliate the lowest value Ally from those used to recruit the Lord by placing the Ally in front of you and discard the rest. If two or more Allies used in recruiting the Lord have the same lowest value, you may choose which one to affiliate.&lt;br /&gt;
&lt;br /&gt;
* Refill the Court and take pearls, if applicable:&lt;br /&gt;
&lt;br /&gt;
After you recruit a Lord, the remaining Lords in the Court slide to the right, until there are no empty spaces between them. If there are at least three Lords left in Court, the recruited Lord is not immediately replaced. But, if there are only two Lords left, you gain two Pearls (as shown on the board), and all empty spaces in the Court are filled by Lord cards from the top of the deck.&lt;br /&gt;
&lt;br /&gt;
===Control Locations===&lt;br /&gt;
* If you have 3 or more keys, you must immediately take an available Location or draw 1-4 Locations, choose one and put the rest face up.&lt;br /&gt;
* Any Lords used to control that Location lose all their Powers for the rest of the game, but still have their influence points.&lt;br /&gt;
* Any Keys used are discarded.&lt;br /&gt;
&lt;br /&gt;
After these actions are taken, your turn is over. The player to your left takes their turn.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* The game ends when there are not enough Lords to refill the Court or a player recruits their seventh lord.&lt;br /&gt;
* In either case, the active player completes their turn and each opponent gets a final turn.&lt;br /&gt;
* Finally, each player affiliates the lowest value Ally of each race from those still in their hand, placing them down in front of the player, and discards the rest.&lt;br /&gt;
* Each player adds up their influence points from: Locations controlled, Lords recruited, the highest value affiliated Ally of each race, and Monster tokens collected.&lt;br /&gt;
* The player with the highest influence wins. In case of a tie, the player with the most Pearls wins. If they are still tied, the player with the highest-value Lord wins.&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpabyss&amp;diff=16761</id>
		<title>Gamehelpabyss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpabyss&amp;diff=16761"/>
		<updated>2023-04-25T05:43:56Z</updated>

		<summary type="html">&lt;p&gt;Zedmango: fixed subheading level to make it clear that choosing a lord goes under taking an action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On your turn, you must do these actions in order:&lt;br /&gt;
&lt;br /&gt;
===Plot at Court (Optional)===&lt;br /&gt;
* At the beginning of your turn, you may choose to pay one Pearl to add a Lord to the furthest empty space away from the Lord deck in the Court. &lt;br /&gt;
* You may perform this action as many times as you want (as long as you can pay and there are empty spaces). &lt;br /&gt;
* If there are no empty spaces at Court or if the Lord deck is empty, you may not Plot at Court.&lt;br /&gt;
&lt;br /&gt;
===Take an Action===&lt;br /&gt;
You must perform one of the three actions below:&lt;br /&gt;
&lt;br /&gt;
====Explore the Depths==== &lt;br /&gt;
* Reveal cards of the Exploration deck one by one and place them on the Exploration Track, starting with the space next to the deck and to the right.&lt;br /&gt;
* If the revealed card is an Ally, offer the other players the opportunity to buy this Ally. &lt;br /&gt;
* Ask each player in turn, going clockwise. Each player can either pass or purchase the Ally.&lt;br /&gt;
* The first player who purchases the card pays its cost to you and adds the Ally card to their hand.&lt;br /&gt;
* The cost to purchase an Ally increases during your turn. The first purchased costs 1 Pearl, the second costs 2 Pearls, and so on. &lt;br /&gt;
* It doesn’t matter which player purchases the Allies, but each opponent can only purchase an Ally during your turn.&lt;br /&gt;
* If nobody wants to buy an Ally, you either add it to your hand and end your turn, or reveal the next card and sell it, and so on.&lt;br /&gt;
* If all the spaces on the Exploration Track are filled with Allies, and none of your opponents wants to buy the last Ally you revealed, you must add that Ally to your hand and gain a Pearl.&lt;br /&gt;
* If the revealed card is a Monster, you must either fight or keep exploring.&lt;br /&gt;
* If you decide to fight, discard the Monster and gain the reward shown on the Threat Track.&lt;br /&gt;
* After defeating the monster, return the Threat token to the first space of the Threat Track and end your turn.&lt;br /&gt;
* If you decide to keep exploring, move the Threat token one space up the track and continue revealing cards.&lt;br /&gt;
* When a Monster is revealed on the last space of the Exploration Track, you must fight it and receive one extra Pearl.&lt;br /&gt;
* After you Explore the Depths, put all remaining Allies to the Council and discard any Monsters.&lt;br /&gt;
&lt;br /&gt;
====Request Support from the Council====&lt;br /&gt;
Take all of the cards from one stack in the Council without looking at them beforehand and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
==== Recruit a Lord ====&lt;br /&gt;
* Choose a Lord available at Court and play the exact number of Allies from your hand needed to buy it.&lt;br /&gt;
* The total value of the Allies you play may be more than what is required, but the extra Ally points are lost.&lt;br /&gt;
* If the sum of the card values is not high enough, you can spend one Pearl for each missing point.&lt;br /&gt;
* After recruiting a Lord, affiliate the lowest value Ally from those used to recruit the Lord by placing the Ally in front of you and discard the rest. If two or more Allies used in recruiting the Lord have the same lowest value, you may choose which one to affiliate.&lt;br /&gt;
&lt;br /&gt;
====Refill the Court====&lt;br /&gt;
After you recruit a Lord, the remaining Lords in the Court slide to the right, until there are no empty spaces between them. If there are at least three Lords left in Court, the recruited Lord is not immediately replaced. But, if there are only two Lords left, you gain two Pearls (as shown on the board), and all empty spaces in the Court are filled by Lord cards from the top of the deck.&lt;br /&gt;
&lt;br /&gt;
===Control Locations===&lt;br /&gt;
* If you have 3 or more keys, you must immediately take an available Location or draw 1-4 Locations, choose one and put the rest face up.&lt;br /&gt;
* Any Lords used to control that Location lose all their Powers for the rest of the game, but still have their influence points.&lt;br /&gt;
* Any Keys used are discarded.&lt;br /&gt;
&lt;br /&gt;
After these actions are taken, your turn is over. The player to your left takes their turn.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* The game ends when there are not enough Lords to refill the Court or a player recruits their seventh lord.&lt;br /&gt;
* In either case, the active player completes their turn and each opponent gets a final turn.&lt;br /&gt;
* Finally, each player affiliates the lowest value Ally of each race from those still in their hand, placing them down in front of the player, and discards the rest.&lt;br /&gt;
* Each player adds up their influence points from: Locations controlled, Lords recruited, the highest value affiliated Ally of each race, and Monster tokens collected.&lt;br /&gt;
* The player with the highest influence wins. In case of a tie, the player with the most Pearls wins. If they are still tied, the player with the highest-value Lord wins.&lt;/div&gt;</summary>
		<author><name>Zedmango</name></author>
	</entry>
</feed>