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Gamehelpinkwell

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ON YOUR TURN

You have two options:

1. Take Supplies

- Choose an inkwell and take all supplies from it.

- Supplies must be placed on matching spaces on your page during the same turn.

- Taking supplies from a diamond also gives you its Technique card. Add it to your Workspace.

- You must be able to place everything you take.

2. Turn Your Page

- Score your current page and receive a new one.

- Your turn ends.

PLACING & SCORING

- Cubes must go on matching spaces.

- Gold cubes can go anywhere.

- ? spaces accept any color.

- Cubes cannot be moved once placed.

- Completed illustrations score their indicated points.

- Incomplete illustrations score 0 points.

- Filling the multiplier space gives extra points for cubes of that color, including cubes on incomplete illustrations.

- Gold counts as every color and works with every multiplier.

TURNING THE PAGE

When you turn your page:

- Score completed illustrations, the multiplier, and your Workspace ability.

- Flip the current page face-down.

- Return your cubes to the appropriate supplies.

- Choose the next available page.

- If you chose to turn voluntarily, take a gold cube and immediately place it on the new page.

- Move your Techniques below your Workspace. They remain active, but your Workspace becomes available for new Techniques.

REFILLING THE BOARD

When an entire inkwell type is empty:

- Advance the Abbot.

- Add 1 common cube to each inkwell that still contains supplies.

- Refill completely empty inkwells and Technique spaces according to the setup rules.

TECHNIQUES

- Techniques are optional abilities that can alter gameplay.

- They may be used immediately unless specified otherwise.

- Some Techniques are one-time effects.

- Others remain active.

THE ABBOT

- When the Abbot crosses an arrow, players who have not yet turned the indicated page are forced to turn it on their next turn.

- Forced turns do not provide the bonus gold cube.

END GAME

- When someone turns their Page III, the end game begins.

- Players who have finished their pages score 3 points instead of taking another turn.

- They also advance the Abbot when possible.

- The game ends when everyone has turned their final page or the Abbot crosses the final arrow.

- The player with the highest score wins.

- Ties go to the player who turned their Page III first.