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Gamehelpraceforthechinesezodiac
Goal and quick start
Race your animal to the Heavenly Palace. Outwit your opponents and use your special ability to gain an edge!
Choose your animal, then pick a starting action to set your karma.
Each round:
- Choose an available action and an energy card from your hand.
- Check the karma cost and lock your secret plan.
- Reveal together! Use your action, rewards and animal ability to race ahead of your opponents.
- Recover your cards when needed, then plan your next move.
Actions, energy and karma
Played action/energy pairs remain in your played row until recovered. You cannot choose an action still in that row.
An action with a lower printed number than the preceding played action costs karma: one number lower costs 1; two or more lower costs 2. Higher or equal numbers cost nothing. Rabbit reduces that cost by 1, to a minimum of zero.
One energy card in hand means you must Strategise. Cards in hand and total cards owned are different: owned cards include energy in your played row. Recovering played energy can restore your options.
Players sharing an effective action add their energy to select its wheel sector. N means the number of players in that action group. Individual energy ranking also gives competition movement: 1 space for each lower-energy opponent at 4–5 players, or 2 spaces at 3 players. Equal energy gives no competition movement.
| Action | Main effect |
|---|---|
| 1 — Cheat | Only a sole highest-energy player receives the wheel reward. Everyone else retreats 1 space. |
| 2 — Help | Everyone receives the wheel's karma reward. The sole highest at 3–4 players also gains an energy-1 card; at 5 players, tied highest players receive this bonus too. |
| 3 — Run | Only the sole highest receives the wheel reward. Everyone else advances 1 space. |
| 4 — Rest | Everyone receives the wheel's energy-1-card reward. The sole highest at 3–4 players also gains 1 karma; at 5 players, tied highest players receive this bonus too. |
| 5 — Cooperate | All highest-energy players, including ties, receive the wheel reward. |
| 6 — Walk | Only the sole highest receives the wheel reward. Walk is unavailable with 3 players. |
| 7 — Repeat | Copies the preceding eligible action 1–6 and joins that action's group, using this round's energy. It cannot copy Strategise. Its printed number remains 7. |
| 8 — Strategise | Recovers played pairs except the leftmost. The sole highest at 3–4 players recovers that pair too; at 5 players all highest players do. The current Strategise pair is recovered. Apply competition and river effects as prompted. |
Competition movement is additional to the main action. A zero wheel reward does not cancel competition or animal abilities.
Exchanges and limits
An exchange symbol offers one optional exchange. Combine at least two lower-value hand cards into one higher card, or split one higher card into at least two lower cards. Total payment must cover the received value; excess is lost, not returned as change.
Receiving 4 requires owning a 3 or 4; receiving 5 requires a 4 or 5; receiving 6 requires a 5 and no owned 6. Played energy counts for these prerequisites, but payment comes from hand. You may own at most one energy-6 card.
You may own at most 12 energy cards and hold at most 8 karma. An exchange must fit the full receipt within the card limit. A karma-movement symbol lets you pay 2 karma to move 3 spaces.
In BGA, review an exchange before confirming it. Splitting can restore several playable energy cards. Consolidating everything into one card can be dangerous: follow any safeguard explanation shown by the interface.
The river and recovery
Land is spaces 1–18; the river is 19–36. Entering the river through an ordinary movement action does not itself require a card payment.
After Strategise and all its effects, a non-Dog player finishing in the river normally returns one energy card. If Strategise began in the river, retreating 8 spaces is an alternative and also recovers the remaining leftmost pair. The BGA adaptation applies continuation safeguards where necessary; follow its payment/retreat prompt.
Dog instead gains an energy-1 card when Strategising on land, or advances 1 space in the river without returning energy.
Animal abilities
| Animal | Ability reminder |
|---|---|
| Rat | Extra starting energy and karma; priority in a tied first-place finish. |
| Ox | Combining into energy 4 moves 1 space; combining into 5 or 6 moves 2. Splitting gives no movement. |
| Tiger | Combining costs one less energy. Declining an available exchange moves 1 space. |
| Rabbit | Reduces downward-action karma cost by 1. |
| Dragon | Adds 1 to a positive karma gain. May spend 1 karma as 2 energy during an exchange. |
| Snake | Moves 1 space per karma actually paid for a lower-numbered action. |
| Horse | Gains one extra step when sharing an action with a lower-energy player. At round end may retreat 1 space to gain an energy-1 card and 1 karma; not at Start or after finishing. |
| Goat | Sharing an action gives one optional bonus exchange per round, regardless of energy ranking. |
| Monkey | Sharing an action gives an energy-1 card, once per round and subject to the ownership limit. |
| Rooster | Sharing an action gives 1 karma, once per round and subject to the karma limit. |
| Dog | Special Strategise benefit described above; exempt from river payment. |
| Pig | At 3 players, qualifies with the uniquely lowest printed action. At 4–5, either unique highest or unique lowest qualifies. Choose an energy-1 card or 1 karma; at 5 players, moving 1 space is another choice. Repeat counts as 7. |
Where action and animal effects interact, use the effect-order choices offered by BGA. Caps, recovery and location can make the order matter.
Winning
When someone reaches the Heavenly Palace, finish resolving the round. Finishers rank before non-finishers. Among finishers, Rat has priority, then the lower printed action number, then more karma. Remaining identical ties share rank in this adaptation. Non-finishers rank by distance along the track.
BGA controls and adaptation notes
- Player aid gives an overview; Action card help explains individual actions.
- You can change a sealed plan only before everyone reveals. You cannot undo a revealed round.
- Effect-resolution ties on position use reverse Zodiac order: Pig, Dog, Rooster, Monkey, Goat, Horse, Snake, Dragon, Rabbit, Tiger, Ox, Rat. Track position takes priority. This does not replace energy competition rules.
- Layout and playback settings affect your view. Shared exchanges and other required decisions still need confirmation.
- Check hand count separately from owned count. Save a recovery route before your options shrink.
Official rules and further reading
This is an original learning summary, not a replacement for the complete rulebook.