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	<title>Gamehelpriverbend - Revision history</title>
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	<updated>2026-11-13T07:38:23Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpriverbend&amp;diff=32590&amp;oldid=prev</id>
		<title>Jayadevhaddadi: Publish riverbend rules from repository GAMEHELP.wiki</title>
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		<updated>2026-11-13T06:27:50Z</updated>

		<summary type="html">&lt;p&gt;Publish riverbend rules from repository GAMEHELP.wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Riverbend ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Riverbend&amp;#039;&amp;#039;&amp;#039; is a tactical route-building and hydraulic strategy game for 2 to 4 players by Jayadev Haddadi. Players carve irrigation canals across a stepped river valley, directing precious alpine mountain water down terraces to turn their mills and fill fertile valley ponds.&lt;br /&gt;
&lt;br /&gt;
=== Components and Map ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Board&amp;#039;&amp;#039;&amp;#039; (table option &amp;#039;&amp;#039;Board size&amp;#039;&amp;#039;; Compact is the default):&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Compact&amp;#039;&amp;#039;&amp;#039;: 2 players 4x4 grid with 4 springs and 6 rounds; 3 players 4x5 grid with 5 springs and 6 rounds; 4 players 5x5 grid with 6 springs and 6 rounds.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Classic&amp;#039;&amp;#039;&amp;#039;: 2 players 5x5 (4 springs), 3 players 5x6 (5 springs), 4 players 6x6 (6 springs), always 6 rounds.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Map&amp;#039;&amp;#039;&amp;#039; (table option &amp;#039;&amp;#039;Map&amp;#039;&amp;#039;; Meadow is the default):&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Meadow (random springs)&amp;#039;&amp;#039;&amp;#039;: the springs are placed on random squares, never two side by side. A spring has elevation 5 and every other square is flat meadow of elevation 1 (so the tile numbers are not shown).&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;Valley (height map)&amp;#039;&amp;#039;&amp;#039;: the springs are placed on random squares and the other squares step down from them: elevation is 5 minus the distance to the nearest spring, never below 1 and never above 4.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Springs&amp;#039;&amp;#039;&amp;#039;: Clear mountain springs mark where streams originate. Each spring produces 4 water.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Watermills&amp;#039;&amp;#039;&amp;#039;: Each player controls 2 watermills in their player colour.&lt;br /&gt;
* Other table option: &amp;#039;&amp;#039;Flow Splitting&amp;#039;&amp;#039; (see below). The tile art is a personal preference.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
Score the most Victory Points over 6 rounds by positioning your mills along powerful torrents of rushing water.&lt;br /&gt;
&lt;br /&gt;
=== Turn Overview ===&lt;br /&gt;
&lt;br /&gt;
The game is played over 6 rounds. In each round, starting with the round&amp;#039;s first player, play proceeds clockwise. On your turn, you may take up to &amp;#039;&amp;#039;&amp;#039;2 actions of any kind&amp;#039;&amp;#039;&amp;#039; (0, 1 or 2) in any order and any mix:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dig + Dig&amp;#039;&amp;#039;&amp;#039;: Carve two streams.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dig + Mill&amp;#039;&amp;#039;&amp;#039;: Carve a stream, then place or relocate a watermill.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mill + Dig&amp;#039;&amp;#039;&amp;#039;: Place or relocate a watermill, then carve a stream.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mill + Mill&amp;#039;&amp;#039;&amp;#039;: Place or relocate two watermills.&lt;br /&gt;
&lt;br /&gt;
Each action happens as soon as you tap it. After your second action (or after &amp;#039;&amp;#039;&amp;#039;End turn&amp;#039;&amp;#039;&amp;#039;, which skips the second action) you get a &amp;#039;&amp;#039;&amp;#039;Confirm turn&amp;#039;&amp;#039;&amp;#039; step with an &amp;#039;&amp;#039;&amp;#039;Undo&amp;#039;&amp;#039;&amp;#039; button: Undo takes back everything you did this turn. With the table preference &amp;#039;&amp;#039;Confirm turn&amp;#039;&amp;#039; set to Off, the turn ends right after the second action. Before any action, &amp;#039;&amp;#039;&amp;#039;Pass turn&amp;#039;&amp;#039;&amp;#039; (with a confirmation) skips your whole turn. If you have no legal moves remaining, the turn can only be passed.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;round track&amp;#039;&amp;#039;&amp;#039; (top of the right column, above the board on a phone) shows the current round, and a flag in a player&amp;#039;s panel marks the first player of the round.&lt;br /&gt;
&lt;br /&gt;
==== The Actions ====&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Dig a Stream&amp;#039;&amp;#039;&amp;#039;: Carve a new channel from a watered tile to an orthogonally adjacent tile. The target may be dry or already watered: when a stream runs into a tile that already has water, the flows merge and continue together.&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;Gravity Rule&amp;#039;&amp;#039;&amp;#039;: Water can only flow downhill (to a lower elevation) or along flat ground (same elevation). Water never flows uphill, so nothing can flow into a spring except another spring.&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;Branching Limit&amp;#039;&amp;#039;&amp;#039;: A normal tile can branch into at most &amp;#039;&amp;#039;&amp;#039;3 outbound streams&amp;#039;&amp;#039;&amp;#039;. Springs may branch into at most &amp;#039;&amp;#039;&amp;#039;4 outbound streams&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;No Cycles or Backflow&amp;#039;&amp;#039;&amp;#039;: Water cannot flow in loops or back into an existing stream.&lt;br /&gt;
#* &amp;#039;&amp;#039;&amp;#039;Spring Link&amp;#039;&amp;#039;&amp;#039;: Digging a canal between two existing springs adds their water together (4 + 4 = 8).&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Place or Relocate a Watermill&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
#* If you have a mill in your reserve, place it onto any watered tile that does not already contain a watermill.&lt;br /&gt;
#* If both of your mills are already on the board, you may pick up one of your mills and relocate it to any other legal watered tile: click the target tile, then click which of your two mills moves there.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Skip&amp;#039;&amp;#039;&amp;#039;: You do not have to use both actions. Click &amp;#039;&amp;#039;&amp;#039;End turn&amp;#039;&amp;#039;&amp;#039; after your first action, or &amp;#039;&amp;#039;&amp;#039;Pass turn&amp;#039;&amp;#039;&amp;#039; to take no action at all.&lt;br /&gt;
&lt;br /&gt;
=== Water Flow and Splitting ===&lt;br /&gt;
&lt;br /&gt;
* Water always flows outward from the springs.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Splitting Rule&amp;#039;&amp;#039;&amp;#039;: When a canal splits into multiple downstream branches:&lt;br /&gt;
** Under the standard rule (&amp;#039;&amp;#039;Round-down&amp;#039;&amp;#039;), flow divides equally among all branches, rounded down (e.g. 5 flow splitting 2 ways yields 2 flow per branch; 1 flow is dispersed into irrigation).&lt;br /&gt;
** If the &amp;#039;&amp;#039;Oldest Branch&amp;#039;&amp;#039; table option is selected, the oldest dug canal receives any remainder.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dead Ends and Ponds&amp;#039;&amp;#039;&amp;#039;: Every watered tile shows a pond with the tile&amp;#039;s &amp;#039;&amp;#039;&amp;#039;total water&amp;#039;&amp;#039;&amp;#039; in a number (a spring shows its total too: 4, or more when springs are linked). The number on an arrow-shaped badge on a stream is the water flowing along that stream, and the arrow points the way it flows. A watered tile (not a spring) with no stream leaving it is a &amp;#039;&amp;#039;&amp;#039;dead end&amp;#039;&amp;#039;&amp;#039; (gold ring round its number). At each round&amp;#039;s scoring, a player whose watermill stands on a dead end earns a &amp;#039;&amp;#039;&amp;#039;+3 Delta Bonus&amp;#039;&amp;#039;&amp;#039; for that mill.&lt;br /&gt;
&lt;br /&gt;
=== Round Scoring ===&lt;br /&gt;
&lt;br /&gt;
At the end of each round (after all players have taken their turns):&lt;br /&gt;
# Each player earns Victory Points equal to the total water flow passing through the tiles occupied by their watermills.&lt;br /&gt;
# Each of their mills standing on a dead-end pond earns +3 more.&lt;br /&gt;
# The starter token rotates clockwise to the next player.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Tie-Breakers ===&lt;br /&gt;
&lt;br /&gt;
The game ends after the last round has been scored. The player with the highest total score wins.&lt;br /&gt;
&lt;br /&gt;
If players are tied, the winner is determined by the natural hierarchical tie-breaker:&lt;br /&gt;
# Most mill flow on the final board (the last round).&lt;br /&gt;
# Lowest elevation occupied by one of their watermills (closer to the fertile delta).&lt;br /&gt;
# Highest single-mill flow achieved.&lt;br /&gt;
# If still tied, victory is shared!&lt;/div&gt;</summary>
		<author><name>Jayadevhaddadi</name></author>
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