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	<updated>2026-09-23T09:07:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersduel&amp;diff=28045</id>
		<title>Gamehelpsevenwondersduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersduel&amp;diff=28045"/>
		<updated>2026-01-11T16:34:16Z</updated>

		<summary type="html">&lt;p&gt;Zilv: added the word &amp;quot;points&amp;quot; as previous wording could be taken to mean a tie was settled based on the number of Civilian Buildings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Make your ancient civilization thrive over three rounds by acquiring money &amp;amp; resources, constructing shrines to art and science, and building wonders. But you&#039;re competing with another player for those same resources. &lt;br /&gt;
&lt;br /&gt;
==How to Win==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Gain enough military resources to advance the military token to the opponent&#039;s edge of the board&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Collect six different science symbols&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Have the most victory points at the end&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
At the beginning of the game, each player chooses four wonders in a snaking draft. These wonders act like regular resource cards, but take more resources and give greater rewards. Each player starts the game with 7 coins.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
During your turn, select an available card. (To be available, a card must have no cards on top of it.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Construct a Building&#039;&#039;&#039;: This is the most common action. Doing this adds the card to your &amp;quot;city&amp;quot; and gives you the resources or bonuses on the card. Each card is different--mouse over or read the formal instructions to see what it does.&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Build a Wonder&#039;&#039;&#039;: You must have the necessary resources in your city or pay the remaining difference. The cards is &amp;quot;sacrificed&amp;quot; and tucked underneath one of your Wonders. You do not pay any costs or gain any benefits of the card. Any available card can be used. There are a total of 8 wonders between players, but only 7 can be built. After the 7th wonder is built, the 8th is discarded and cannot be built.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Discard for Money&#039;&#039;&#039;: You can choose any available card and discard it for 2 coins plus 1 for each yellow card in your city.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Construct a Building (Buying Cards)==&lt;br /&gt;
To buy a card and add it to your city, you must either have the same quantity and type of resources (symbols) in your city. If you are missing resources, you may pay 2 coins plus 1 extra for each of that resource your opponent has.&lt;br /&gt;
&lt;br /&gt;
BGA displays what the card&#039;s money cost is to you &#039;&#039;&#039;and&#039;&#039;&#039; your opponent at the bottom. A checkmark means it has no cost. &lt;br /&gt;
&lt;br /&gt;
Many cards alter the price you must pay for resources or allow you to buy for free if you have a previously claimed card. &lt;br /&gt;
&lt;br /&gt;
==End of Age (Round)==&lt;br /&gt;
When the last card is taken from the board, a new age begins. Cards from that age are dealt in a predefined pattern. The player closest to the Conflict pawn (player in most danger of being conquered) chooses which player starts the next round. If the Military token is in the middle, the player who took the last card chooses who starts the next round.&lt;br /&gt;
&lt;br /&gt;
==Types of Cards==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; | Type || Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:saddlebrown;&amp;quot; | &#039;&#039;&#039;Raw Materials&#039;&#039;&#039; || These are basic resources and primarily appear in Age I. They are needed to construct certain buildings or Wonders. Age III does not contain any of these kinds of cards. These cards are not spent or expire. As long as you have the card, you may use its resources on subsequent turns. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:lightgray;&amp;quot; | &#039;&#039;&#039;Manufactured Goods&#039;&#039;&#039; || These are advanced resources and primarily appear in Age II. They are needed to construct buildings or Wonders. Age III does not contain any of these kinds of cards. These cards are not spent or expire. As long as you have the card, you may use its resources on subsequent turns.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:dodgerblue;&amp;quot; | &#039;&#039;&#039;Civilian Buildings&#039;&#039;&#039; || These cards are worth victory points only.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:green;&amp;quot; | &#039;&#039;&#039;Scientific Buildings&#039;&#039;&#039; || These cards are worth victory points only, but also have symbols. Collect 6 different symbols and you automatically win the game. Collect 2 cards with the same symbol and you gain a Progress token which gives a bonus or beneficial effect.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:orange;&amp;quot; | &#039;&#039;&#039;Commercial Buildings&#039;&#039;&#039; || These cards give coins, produce resources, reduce the costs of missing resources, or gain victory points. For each yellow card, you gain 1 extra coin when you discard a card for money.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | &#039;&#039;&#039;Military Buildings&#039;&#039;&#039; || These cards move the military token. For each sword-and-shield symbol, the token moves that many spaces closer to your opponent&#039;s end. If it moves into a space with a penalty symbol, your opponent loses money. If it reaches the end, you automatically win the game. Otherwise, one player gains points at the end of the game for its position.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:purple;&amp;quot; | &#039;&#039;&#039;Guilds&#039;&#039;&#039; || Guilds are worth money and points based on how many of a particular card type or other quality in your city. The money is awarded immediately, but the points are only awarded at game end. These cards only appear in Age III.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scoring/End Of Game==&lt;br /&gt;
The game ends &#039;&#039;automatically&#039;&#039; if:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;A)&#039;&#039;&#039; A player conquers the other by moving the Conflict pawn on the military track to their end and gains &amp;quot;Military Supremacy&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;B)&#039;&#039;&#039; A player gains 6 different science symbols and gains &amp;quot;Scientific Supremacy&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game ends after the last card is drawn from Age III.&lt;br /&gt;
&lt;br /&gt;
Players earn victory points from &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Building cards (including Guilds)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Wonders&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Final position of the Conflict pawn&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Progress tokens&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Money (3 coins = 1 point)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins. In ties, the player with the most Civilian Building points wins.&lt;br /&gt;
&lt;br /&gt;
==Pantheon Expansion==&lt;br /&gt;
&lt;br /&gt;
Mythology tokens (1 of each pantheon) appear during Age I. Offering tokens appear during Age II. If you flip over cards with them, take the tokens.&lt;br /&gt;
&lt;br /&gt;
When you take a Mythology token, draw 2 Divinities from the corresponding deck, choose 1 to put in the Pantheon facedown and put the other on top of the deck.&lt;br /&gt;
&lt;br /&gt;
At the start of Age II, reveal all Divinities and place the Gate in the remaining empty space in the Pantheon.&lt;br /&gt;
&lt;br /&gt;
Starting from Age II, players can activate a card from the Pantheon instead of claiming a card. The cost can be reduced by discarding Offerings.&lt;br /&gt;
&lt;br /&gt;
During Age III, Grand Temples appear instead of Guilds, which can be build via linking if you have the corresponding Mythology token. At the end of the game, players score 5/12/21 points if they have 1/2/3 Grand Temples.&lt;br /&gt;
&lt;br /&gt;
====Divinities====&lt;br /&gt;
The Divinities&#039; cost is determined by their placement on the Pantheon board. They are kept in separate decks until they are placed on the board by picking up the corresponding pantheon token during Age I.&lt;br /&gt;
&lt;br /&gt;
The pantheons are as follows:&lt;br /&gt;
&lt;br /&gt;
Gate - white back&lt;br /&gt;
* &#039;&#039;&#039;Gate&#039;&#039;&#039;: Reveal the top Divinity from each deck, choosing one of them to activate for free. Its activation cost is double that of its space.&lt;br /&gt;
&lt;br /&gt;
Mesopotamian - green backs, science-related effects:&lt;br /&gt;
* &#039;&#039;&#039;Enki&#039;&#039;&#039;: When Enki is revealed, randomly draw 2 Progress tokens from those discarded at the beginning of the game. These tokens are placed face-up on Enki’s card. When you invoke Enki, choose one of these two Progress tokens and gain it. The other token is returned to the box with those discarded at the beginning of the game.&lt;br /&gt;
* &#039;&#039;&#039;Ishtar&#039;&#039;&#039;: Grants the Law scientific symbol.&lt;br /&gt;
* &#039;&#039;&#039;Nisaba&#039;&#039;&#039;: Place the Snake token on an opponent’s green card. Treat it as if you also have that symbol.&lt;br /&gt;
&lt;br /&gt;
Phoenician - yellow backs, economy-related effects&lt;br /&gt;
* &#039;&#039;&#039;Astarte&#039;&#039;&#039;: Place 7 coins from the bank on Astarte’s card. These are not part of your City’s Treasury, and so are thus protected against coin losses. It’s possible to spend them normally. At the end of the game, each coin still present on Astarte’s card is worth 1 victory point for you.&lt;br /&gt;
* &#039;&#039;&#039;Baal&#039;&#039;&#039;: Steal a brown or grey card built by your opponent, it is added to the cards of your City.&lt;br /&gt;
* &#039;&#039;&#039;Tanit&#039;&#039;&#039;: Take 12 coins from the bank.&lt;br /&gt;
&lt;br /&gt;
Greek - blue backs, wild-card effects&lt;br /&gt;
* &#039;&#039;&#039;Aphrodite&#039;&#039;&#039;: Worth 9 victory points.&lt;br /&gt;
* &#039;&#039;&#039;Hades&#039;&#039;&#039;: Choose one card from the discard pile and construct it for free in your City.&lt;br /&gt;
* &#039;&#039;&#039;Zeus&#039;&#039;&#039;: Put in the discard pile a card of your choice (face up or down) from the structure, as well as any tokens which may be present on that card.&lt;br /&gt;
&lt;br /&gt;
Egyptian - grey backs, wonder-related effects&lt;br /&gt;
* &#039;&#039;&#039;Anubis&#039;&#039;&#039;: Discard a card previously used to construct a Wonder (an opposing one or one of your own). The affected player doesn’t lose the instant effects previously granted by that Wonder (shields, coins, progress tokens, constructed or discarded card, replay effect). It is possible to rebuild this Wonder and thus apply its effects once again.&lt;br /&gt;
* &#039;&#039;&#039;Isis&#039;&#039;&#039;: Choose a card from the discard pile and construct one of your Wonders for free using that card.&lt;br /&gt;
* &#039;&#039;&#039;Ra&#039;&#039;&#039;: Steal an opponent’s Wonder which has not yet been constructed; it is added to your own Wonders.&lt;br /&gt;
&lt;br /&gt;
Roman - red backs, military-related effects&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;: Grants 2 shields.&lt;br /&gt;
* &#039;&#039;&#039;Minerva&#039;&#039;&#039;: Place the Minerva pawn on any space of the Military Track. If the Conflict pawn would enter the space which contains the Minerva pawn, it instead stops moving and its movement ends. Then discard the Minerva pawn.&lt;br /&gt;
* &#039;&#039;&#039;Neptune&#039;&#039;&#039;: Choose and discard a Military token without applying its effect. Then choose and apply the effect of another Military token (which is then discarded).&lt;br /&gt;
&lt;br /&gt;
====New Progress Tokens====&lt;br /&gt;
* &#039;&#039;&#039;Engineering&#039;&#039;&#039;: You can construct any building with a link by paying 1 coin.&lt;br /&gt;
* &#039;&#039;&#039;Mysticism&#039;&#039;&#039;: At the end of the game, you receive 2 points for each Mythology and Offering token in your possession.&lt;br /&gt;
* &#039;&#039;&#039;Poliorcetics&#039;&#039;&#039;: Each time you move the military token forward on the track, your opponent loses a coin for each space moved.&lt;br /&gt;
&lt;br /&gt;
== Agora Expansion ==&lt;br /&gt;
There is an additional way to win the game: Control all six chambers in the senate. This ends the game automatically.&lt;br /&gt;
&lt;br /&gt;
During your turn, you may trigger a prepared conspiracy before selecting one of the cards on the board to claim.&lt;br /&gt;
&lt;br /&gt;
When you claim a card, you can use it to prepare a conspiracy by putting the card underneath one of your conspiracies, instead of the other options.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players gain points for the senates they controlled (1-3 points).&lt;br /&gt;
&lt;br /&gt;
====Senators====&lt;br /&gt;
Black and White cards (with a grey back) are senators. Their cost are coins equal to your number of senators (0 if first). Then apply its effect as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Politician (White)&#039;&#039;&#039;: Take a number of senate actions (place influence in the section or move an influence) according to the number of blue cards you have (0-1: 1 action, 2-3: 2 actions, 4+: 3 actions).&lt;br /&gt;
* &#039;&#039;&#039;Conspirator (Black)&#039;&#039;&#039;: Put an influence in any chamber or conspire (draw 2 conspiracies, choose 1 and put the other on top or bottom of the deck).&lt;br /&gt;
&lt;br /&gt;
If you have more influences than your opponent in a chamber, you control the chamber and have the power of the decree in it. However, you lose it if your opponent has at least the same number of influences as you. If you are tied with your opponent, no one control the chamber.&lt;br /&gt;
&lt;br /&gt;
====New Progress Tokens====&lt;br /&gt;
* &#039;&#039;&#039;Corruption&#039;&#039;&#039;: From now on, you recruit all Senators (Politicians and Conspirators) for free.&lt;br /&gt;
* &#039;&#039;&#039;Organized Crime&#039;&#039;&#039;: When you conspire, keep both conspiracies in front of you.&lt;/div&gt;</summary>
		<author><name>Zilv</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=9400</id>
		<title>Gamehelpfleet</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfleet&amp;diff=9400"/>
		<updated>2021-09-16T13:24:22Z</updated>

		<summary type="html">&lt;p&gt;Zilv: license cards removed during setup added to License Cards section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://boardgamegeek.com/boardgame/121297/fleet Fleet] is a card game where players seek the most victory points by purchasing fishing licenses, launching boats, and hiring captains to gather fish.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game is played in rounds of five phases each. Each phase is played in turn order. At the end of a round the starting player token is passed to the next player and a new round begins.&lt;br /&gt;
&lt;br /&gt;
=== Phase One: License Auction ===&lt;br /&gt;
&lt;br /&gt;
Players may purchase a fishing license from the license auction, using the boat&lt;br /&gt;
cards from their hand as cash. Other players may attempt to out bid each other. The license is then placed in front of the winner.&lt;br /&gt;
&lt;br /&gt;
=== Phase Two: Launch Boats and Hire Captains ===&lt;br /&gt;
&lt;br /&gt;
Players may launch a boat from their hand (matching a fishing license they own)&lt;br /&gt;
by selecting it and paying (discarding) the launch cost using other boat cards&lt;br /&gt;
from their hand as cash.&lt;br /&gt;
&lt;br /&gt;
Players may then hire a captain by placing a boat card from their hand face down&lt;br /&gt;
on any of their available launched boats.&lt;br /&gt;
&lt;br /&gt;
=== Phase Three: Fishing ===&lt;br /&gt;
&lt;br /&gt;
Players gain a crate of fish from the supply on each of their captained boats&lt;br /&gt;
that is not already at capacity (4).&lt;br /&gt;
&lt;br /&gt;
=== Phase Four: Processing and Trading ===&lt;br /&gt;
&lt;br /&gt;
If able, a player may process one crate of fish per boat for later use. A player may then trade one crate of fish from their processed supply for a boat card.&lt;br /&gt;
&lt;br /&gt;
=== Phase Five: Draw ===&lt;br /&gt;
&lt;br /&gt;
Players draw two cards and discard one of the cards just drawn.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
&lt;br /&gt;
The game ends when either&lt;br /&gt;
* there are not enough license cards to completely refill the auction after Phase One, or&lt;br /&gt;
* the supply of fish crates runs out during Phase Three&lt;br /&gt;
In either case the game will end after Phase Three of that round. If the fish crates run our all players still receive credit for fish crates due to them.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
At the end of the game players score Victory Points (VP):&lt;br /&gt;
* +VP for all purchased license cards&lt;br /&gt;
* +VP for all launched boats&lt;br /&gt;
* +1VP for each fish crate on launched boats (&#039;&#039;not&#039;&#039; processed)&lt;br /&gt;
* Bonus VP from King Crab licenses&lt;br /&gt;
* +2VP for each Gone Fishin&#039; card in hand (if applicable)&lt;br /&gt;
&lt;br /&gt;
The player with the most VP wins. If tied, the player with the most launched boats wins. If still tied, then the player with the most fish crates on boats wins.&lt;br /&gt;
&lt;br /&gt;
== Boat Cards ==&lt;br /&gt;
&lt;br /&gt;
Boat cards in a player&#039;s hand can be used in many ways. They can be discarded as money, launched as a boat, or played upside down as a captain. The money value is shown as a number of coins in the bottom left. The cost to launch and victory points earned are shown in the upper left and right, respectively. And any boat can be used to captain any other boat.&lt;br /&gt;
&lt;br /&gt;
The deck includes 20 of each Shrimp, Lobster, and Processing Vessel and 12 of each Cod, Tuna, and King Crab.&lt;br /&gt;
&lt;br /&gt;
== License Cards ==&lt;br /&gt;
&lt;br /&gt;
Each fishing license not only allows a player to launch that type of boat, but it also provides a special bonus. These bonuses improve as players acquire additional copies of a license. There are four (4) of each license (&amp;quot;common&amp;quot;) except the Pub and King Crab, of which there are three (3) (&amp;quot;premium&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* In a 4 player game, all licenses are used.&lt;br /&gt;
* In a 3 player game, two common and two premium randomly selected licenses are removed during setup.&lt;br /&gt;
* In a 2 player game, six common and three premium randomly selected licenses are removed.&lt;br /&gt;
* In all cases, premium licenses are shuffled into the deck so that cannot appear before the third round.&lt;br /&gt;
&lt;br /&gt;
=== Shrimp License ===&lt;br /&gt;
&lt;br /&gt;
Each Shrimp license grants the player a discount on all future purchases.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| $1 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| $2 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| $3 off every purchase&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| $4 off every purchase&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cod License ===&lt;br /&gt;
&lt;br /&gt;
During the Launch Boats phase, the Cod licenses allows a player to launch one additional boat and gives a bonus draw. Cards are drawn after launching boats is complete (before hiring captains), and only if the player launched at least one boat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May launch 2 boats&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards (if launched)&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards (if launched)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lobster License ===&lt;br /&gt;
&lt;br /&gt;
During the Hire Captains phase, the Lobster licenses allows a player to hire one additional captain and gives a bonus draw depending on the number of captains a player has. Cards are drawn after hiring captains is complete.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May hire 2 captains&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card for 1-3 captains&lt;br /&gt;
+2 cards for 4+ captains&lt;br /&gt;
|-&lt;br /&gt;
| 2+&lt;br /&gt;
| +1 card for 1-2 captains&lt;br /&gt;
+2 cards for 3-6 captains&lt;br /&gt;
&lt;br /&gt;
+3 cards for 7+ captains&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tuna License ===&lt;br /&gt;
&lt;br /&gt;
During the Draw phase (V), the Tuna license allows the player to keep and/or draw additional cards. Additionally, if required to discard, the player may discard any card in hand instead of only those just drawn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May discard from hand&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Draw 2, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Draw 3, keep 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Draw 3, keep 3&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Draw 4, keep 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Processing Vessel License ===&lt;br /&gt;
&lt;br /&gt;
The Processing Vessel license is required for a player to participate in the Processing and Trading phase. Each license gives an additional draw bonus during trading.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Owned !! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Any&lt;br /&gt;
| May process and trade fish&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| +1 card from trade&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +3 cards from trade&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +4 cards from trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
N.B. A launched Processing Vessel is not required to process fish, just the license. Once purchased any boat can process fish.&lt;br /&gt;
&lt;br /&gt;
=== Fishermen&#039;s Pub ===&lt;br /&gt;
&lt;br /&gt;
The Fishermen&#039;s Pub is worth 10VP. It has NO boats or other bonuses.&lt;br /&gt;
&lt;br /&gt;
=== King Crab License ===&lt;br /&gt;
&lt;br /&gt;
There are three different King Crab licenses. Each gives a different bonus at the end of game worth up to 10VP.&lt;br /&gt;
&lt;br /&gt;
* +1VP for every 3 fish crates on boats&lt;br /&gt;
* +1VP for each captain&lt;br /&gt;
* +VP for different license types. There are seven (7) types; all King Crab licenses count as the same type. See table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;white-space:nowrap;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Different&lt;br /&gt;
Licenses&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| +2VP&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| +4VP&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| +5VP&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| +6VP&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| +8VP&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| +10VP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gone Fishin&#039; ==&lt;br /&gt;
&lt;br /&gt;
Gone Fishin&#039; is an optional feature taken from the Fleet: Arctic Bounty expansion. It allows players to Go Fishin&#039; instead of buying a license at auction. If a player passes the auction phase without buying a license they receive a Gone Fishin&#039; card. These cards have a value of $2 for future purchases, but they are not boats and cannot captain. At the end of the game any Gone Fishin&#039; cards still in a player&#039;s hand are worth +2VP.&lt;br /&gt;
&lt;br /&gt;
The game designer recommends playing with Gone Fishin&#039; enabled. It generally smooths out the game, especially in early rounds where money can be tight.&lt;/div&gt;</summary>
		<author><name>Zilv</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=8965</id>
		<title>Gamehelpsaintpetersburg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsaintpetersburg&amp;diff=8965"/>
		<updated>2021-07-29T16:24:15Z</updated>

		<summary type="html">&lt;p&gt;Zilv: Added passing of starting player markers at End of Round (and direction... am always forgetting).&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 roubles 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 rouble less for each card of the *same type* (but they always cost at least 1 rouble).&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 rouble 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 roubles 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 roubles 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 roubles 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 rouble.&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 rouble.&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 roubles&lt;br /&gt;
* -5 point penalty for each card in hand&lt;/div&gt;</summary>
		<author><name>Zilv</name></author>
	</entry>
</feed>