<?xml version="1.0"?>
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	<id>https://tr.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=333-blue</id>
	<title>Board Game Arena - Kullanıcı katkıları [tr]</title>
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	<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/%C3%96zel:Katk%C4%B1lar/333-blue"/>
	<updated>2026-09-24T00:58:13Z</updated>
	<subtitle>Kullanıcı katkıları</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Multipleaccounts&amp;diff=2757</id>
		<title>Multipleaccounts</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Multipleaccounts&amp;diff=2757"/>
		<updated>2017-11-18T00:04:14Z</updated>

		<summary type="html">&lt;p&gt;333-blue: This is English version BGA, not Chinese&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Main Rule ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One BGA account = One person&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing from the same IP ==&lt;br /&gt;
&lt;br /&gt;
This is &#039;&#039;&#039;authorized&#039;&#039;&#039; to play at the same table from the same IP (internet address).&lt;br /&gt;
&lt;br /&gt;
The warning message &amp;quot;this player plays from the same internet address as another player&amp;quot; is a &#039;&#039;&#039;simple warning&#039;&#039;&#039;. It is a useful warning, because the other players have the right to know that there are players at their table that are able to discuss out of game.&lt;br /&gt;
&lt;br /&gt;
If you want to play from the same internet address as another person:&lt;br /&gt;
* The best option is not to play at the same table, or play at a table where you know everyone.&lt;br /&gt;
* If you play with strangers, make them comfortable with the fact you are 2 (or more) different people: don&#039;t discuss about the game outside the chatroom, don&#039;t collaborate (or do kingmaking) with your partner.&lt;br /&gt;
&lt;br /&gt;
When some of your opponents are playing from the same IP:&lt;br /&gt;
* You may politely refuse to play with them.&lt;br /&gt;
* You should be vigilant and check that they are not collaborating during the game.&lt;br /&gt;
* You don&#039;t have to report them until they are doing a concrete kingmaking action. If you report some players saying that &amp;quot;they are playing from the same IP&amp;quot; without any kingmaking proof, we will close your report.&lt;br /&gt;
&lt;br /&gt;
== Boosting your ELO by playing against yourself ==&lt;br /&gt;
&lt;br /&gt;
This is the most stupid and useless thing to do on BGA.&lt;br /&gt;
&lt;br /&gt;
Why? Because this is very easy to detect, and because the penalty is:&lt;br /&gt;
* all your secondary account are removed.&lt;br /&gt;
* your primary account is reset to 1500 ELO for all games.&lt;br /&gt;
&lt;br /&gt;
Why this is so easy to detect:&lt;br /&gt;
* When you start having a very good ELO, all other good players will look at you and your game history. In the game history, this is really easy to see how you manage to have a good ELO.&lt;br /&gt;
* In BGA, every game can be replayed. So if a game is suspect, anyone can replay it and check if this is a real game or a fake game.&lt;br /&gt;
* In addition to this, we are using some automatic methods and some technical information that allow us to check if &amp;quot;one person = one account&amp;quot;.&lt;br /&gt;
* Consequently, it happens that some players manage to do ELO boosting, but at the end they are all detected and reset to 1500. This is why this is a waste of time for everyone, and this is why this is useless.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of time to spend, please try to get better at this game and please do not try to cheat.&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Tips_dudo&amp;diff=2092</id>
		<title>Tips dudo</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Tips_dudo&amp;diff=2092"/>
		<updated>2016-12-11T12:07:09Z</updated>

		<summary type="html">&lt;p&gt;333-blue: Created page with &amp;quot;Try to guess your opponents, only call calza when you are really sure what they do! Maybe calling Dudo is a better opinion.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to guess your opponents, only call calza when you are really sure what they do! Maybe calling Dudo is a better opinion.&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2004</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2004"/>
		<updated>2016-09-27T11:25:24Z</updated>

		<summary type="html">&lt;p&gt;333-blue: /* Windmill */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elements of Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates are black marks that indicate your failure to pay debts (e.g., to feed your workers or pay the cost of an action). They have no effect on your score until game end.&lt;br /&gt;
&lt;br /&gt;
Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B (see City Watch below). They will only give pirates to players if they fail to pay a building cost in Phase C.&lt;br /&gt;
&lt;br /&gt;
== City Watch ==&lt;br /&gt;
Workers placed here have two uses:&lt;br /&gt;
* - In Phase B, send a worker from the City Watch home to make use of a pirate die.&lt;br /&gt;
* - In Phase D, send a worker from the City Watch home to gain 4 PP.&lt;br /&gt;
&lt;br /&gt;
== Windmill ==&lt;br /&gt;
Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.&lt;br /&gt;
&lt;br /&gt;
In addition, you may use the windmill to take one or more free actions during a turn:&lt;br /&gt;
&lt;br /&gt;
*DURING PHASES B, C, OR D&lt;br /&gt;
** Exchange 2 goods for 1 good of a different type. (Goods are wheat, sugar, wine.)&lt;br /&gt;
** Move up 1 step on the Windmill by discarding 2 wheat. (If you are already on the top step, gain 1 PP instead.)&lt;br /&gt;
&lt;br /&gt;
*DURING PHASES B OR C ONLY&lt;br /&gt;
** Move down 1 step to gain 1 bread or 3 reals. &lt;br /&gt;
***If you are already on the bottom step, lose 1 PP to take this action.&lt;br /&gt;
****Gaining only 1 bread or 1 real.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
Steward: a space to plant.&lt;br /&gt;
&lt;br /&gt;
Mayor: city spot.&lt;br /&gt;
&lt;br /&gt;
Commander: ship spot.&lt;br /&gt;
&lt;br /&gt;
Guild master: wood.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2002</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2002"/>
		<updated>2016-09-21T23:00:14Z</updated>

		<summary type="html">&lt;p&gt;333-blue: /* PHASE B: CHARACTER ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elements of Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates are black marks that indicate your failure to pay debts (e.g., to feed your workers or pay the cost of an action). They have no effect on your score until game end.&lt;br /&gt;
&lt;br /&gt;
Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B (see City Watch below). They will only give pirates to players if they fail to pay a building cost in Phase C.&lt;br /&gt;
&lt;br /&gt;
== City Watch ==&lt;br /&gt;
Workers placed here have two uses:&lt;br /&gt;
* - In Phase B, send a worker from the City Watch home to make use of a pirate die.&lt;br /&gt;
* - In Phase D, send a worker from the City Watch home to gain 4 PP.&lt;br /&gt;
&lt;br /&gt;
== Windmill ==&lt;br /&gt;
Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.&lt;br /&gt;
&lt;br /&gt;
In addition, you may use the windmill to take one or more free actions during a turn:&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B, C, OR D:&lt;br /&gt;
* - Exchange 2 goods for 1 good of a different type. (Goods are wheat, sugar, wine.)&lt;br /&gt;
* - Move up 1 step on the Windmill by discarding 2 wheat. (If you are already on the top step, gain 1 PP instead.)&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B OR C ONLY:&lt;br /&gt;
* - Move down 1 step to gain 1 bread or 2 reals. (If you are already on the bottom step, lose 1 PP to take this action.)&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
Steward: a space to plant.&lt;br /&gt;
&lt;br /&gt;
Mayor: city spot.&lt;br /&gt;
&lt;br /&gt;
Commander: ship spot.&lt;br /&gt;
&lt;br /&gt;
Guild master: wood.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2001</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2001"/>
		<updated>2016-09-21T13:56:56Z</updated>

		<summary type="html">&lt;p&gt;333-blue: /* PHASE B: CHARACTER ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elements of Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates are black marks that indicate your failure to pay debts (e.g., to feed your workers or pay the cost of an action). They have no effect on your score until game end.&lt;br /&gt;
&lt;br /&gt;
Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B (see City Watch below). They will only give pirates to players if they fail to pay a building cost in Phase C.&lt;br /&gt;
&lt;br /&gt;
== City Watch ==&lt;br /&gt;
Workers placed here have two uses:&lt;br /&gt;
* - In Phase B, send a worker from the City Watch home to make use of a pirate die.&lt;br /&gt;
* - In Phase D, send a worker from the City Watch home to gain 4 PP.&lt;br /&gt;
&lt;br /&gt;
== Windmill ==&lt;br /&gt;
Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.&lt;br /&gt;
&lt;br /&gt;
In addition, you may use the windmill to take one or more free actions during a turn:&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B, C, OR D:&lt;br /&gt;
* - Exchange 2 goods for 1 good of a different type. (Goods are wheat, sugar, wine.)&lt;br /&gt;
* - Move up 1 step on the Windmill by discarding 2 wheat. (If you are already on the top step, gain 1 PP instead.)&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B OR C ONLY:&lt;br /&gt;
* - Move down 1 step to gain 1 bread or 2 reals. (If you are already on the bottom step, lose 1 PP to take this action.)&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
Steward: a space to plant.&lt;br /&gt;
&lt;br /&gt;
Mayor: city spot.&lt;br /&gt;
&lt;br /&gt;
Commander: wood.&lt;br /&gt;
&lt;br /&gt;
Guild master: ship spot.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2000</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=2000"/>
		<updated>2016-09-21T13:53:30Z</updated>

		<summary type="html">&lt;p&gt;333-blue: /* PHASE B: CHARACTER ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elements of Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates are black marks that indicate your failure to pay debts (e.g., to feed your workers or pay the cost of an action). They have no effect on your score until game end.&lt;br /&gt;
&lt;br /&gt;
Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B (see City Watch below). They will only give pirates to players if they fail to pay a building cost in Phase C.&lt;br /&gt;
&lt;br /&gt;
== City Watch ==&lt;br /&gt;
Workers placed here have two uses:&lt;br /&gt;
* - In Phase B, send a worker from the City Watch home to make use of a pirate die.&lt;br /&gt;
* - In Phase D, send a worker from the City Watch home to gain 4 PP.&lt;br /&gt;
&lt;br /&gt;
== Windmill ==&lt;br /&gt;
Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.&lt;br /&gt;
&lt;br /&gt;
In addition, you may use the windmill to take one or more free actions during a turn:&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B, C, OR D:&lt;br /&gt;
* - Exchange 2 goods for 1 good of a different type. (Goods are wheat, sugar, wine.)&lt;br /&gt;
* - Move up 1 step on the Windmill by discarding 2 wheat. (If you are already on the top step, gain 1 PP instead.)&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B OR C ONLY:&lt;br /&gt;
* - Move down 1 step to gain 1 bread or 2 reals. (If you are already on the bottom step, lose 1 PP to take this action.)&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
Steward: a space to plant.&lt;br /&gt;
&lt;br /&gt;
Mayor: city spot.&lt;br /&gt;
&lt;br /&gt;
Commander: wood region.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=1973</id>
		<title>Gamehelploveletter</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=1973"/>
		<updated>2016-09-15T05:19:18Z</updated>

		<summary type="html">&lt;p&gt;333-blue: /* The People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Winning==&lt;br /&gt;
&lt;br /&gt;
A player wins the game after&lt;br /&gt;
winning a number of tokens based&lt;br /&gt;
on the number of players:&lt;br /&gt;
&lt;br /&gt;
*2 Players: 7 tokens (not allowed)&lt;br /&gt;
*3 Players: 5 tokens&lt;br /&gt;
*4 players: 4 tokens&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
*8: princess annette – If you discard the Princess—no matter how or why—she has tossed your letter into the fire. You are knocked out of the round.&lt;br /&gt;
*7: countess wilhelmina – Unlike other cards, which take effect when discarded, the text on the Countess applies while she is in your hand. In fact, she has no effect when you discard her. If you ever have the Countess and either the King or Prince in your hand, you must discard the Countess. You do not have to reveal the other card in your hand. Of course, you can also discard the Countess even if you do not have a royal family member in your hand. She likes to play mind games.&lt;br /&gt;
*6: king arnaud iv – When you discard King Arnaud IV, trade the card in your hand with the card held by another player of your choice. You cannot trade with a player who is out of the round, nor with someone protected by the Handmaid. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
*5: prince arnaud – When you discard Prince Arnaud, choose one player still in the round  (including yourself). That player discards his or her hand (do not apply its effect) and draws a new card. If the deck is empty, that player draws the card that was removed at the start of the round. If all other players are protected by the Handmaid, you must choose yourself.&lt;br /&gt;
*4: handmaid susannah – When you discard the Handmaid,  you are immune to the effects ofother players’ cards until the start of your next turn. If all players other than the player whose turn it is are protected by Susannah, the player must choose him- or herself if possible.&lt;br /&gt;
*3: baron talus – When discarded, choose one other player still in the round. You and that player secretly compare your hands. The player with the lower rank is knocked out of the round. In case of a tie, nothing happens. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
*2: priest tomas – When you discard the Priest,  you can look at one other player’s hand. Do not reveal the hand to all players.&lt;br /&gt;
*1: guard odette – When you discard the Guard, choose a player and name a card  (other than Guard). If that player has that card, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=1972</id>
		<title>Gamehelploveletter</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=1972"/>
		<updated>2016-09-15T05:18:01Z</updated>

		<summary type="html">&lt;p&gt;333-blue: /* Winning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Winning==&lt;br /&gt;
&lt;br /&gt;
A player wins the game after&lt;br /&gt;
winning a number of tokens based&lt;br /&gt;
on the number of players:&lt;br /&gt;
&lt;br /&gt;
*2 Players: 7 tokens (not allowed)&lt;br /&gt;
*3 Players: 5 tokens&lt;br /&gt;
*4 players: 4 tokens&lt;br /&gt;
&lt;br /&gt;
==The People==&lt;br /&gt;
*8: princess annette - If you discard the Princess—no matter how or why—she has tossed your letter into the fire. You are knocked out of the round.&lt;br /&gt;
*7: countess wilhelmina - Unlike other cards, which take effect when discarded, the text on the Countess applies while she is in your hand. In fact, she has no effect when you discard her. If you ever have the Countess and either the King or Prince in your hand, you must discard the Countess. You do not have to reveal the other card in your hand. Of course, you can also discard the Countess even if you do not have a royal family member in your hand. She likes to play mind games....&lt;br /&gt;
*6: king arnaud iv - When you discard King Arnaud IV, trade the card in your hand with the card held by another player of your choice. You cannot trade with a player who is out of the round, nor with someone protected by the Handmaid. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
*5: prince arnaud - When you discard Prince Arnaud, choose one player still in the round  (including yourself). That player discards his or her hand (do not apply its effect) and draws a new card. If the deck is empty, that player draws the card that was removed at the start of the round. If all other players are protected by the Handmaid, you must choose yourself.&lt;br /&gt;
*4: handmaid susannah - When you discard the Handmaid,  you are immune to the effects ofother players’ cards until the start of your next turn. If all players other than the player whose turn it is are protected by Susannah, the player must choose him- or herself if possible.&lt;br /&gt;
*3: baron talus - When discarded, choose one other player still in the round. You and that player secretly compare your hands. The player with the lower rank is knocked out of the round. In case of a tie, nothing happens. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
*2: priest tomas -  When you discard the Priest,  you can look at one other player’s hand. Do not reveal the hand to all players.&lt;br /&gt;
*1: guard odette - When you discard the Guard, choose a player and name a card  (other than Guard). If that player has that card, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmancala&amp;diff=1971</id>
		<title>Gamehelpmancala</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmancala&amp;diff=1971"/>
		<updated>2016-09-15T05:17:31Z</updated>

		<summary type="html">&lt;p&gt;333-blue: Created page with &amp;quot;A canceled game.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A canceled game.&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmetromaniab&amp;diff=1944</id>
		<title>Gamehelpmetromaniab</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmetromaniab&amp;diff=1944"/>
		<updated>2016-08-22T12:21:34Z</updated>

		<summary type="html">&lt;p&gt;333-blue: /* DESCRIPTION &amp;amp; OBJECTIVE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DESCRIPTION &amp;amp; OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Each player represents a subway-building company,&lt;br /&gt;
and will dig two subway lines across the city.&lt;br /&gt;
The goal is to connect important destinations – residential&lt;br /&gt;
areas, commercial areas, and entertainment areas – and to&lt;br /&gt;
provide them with subway stations.&lt;br /&gt;
Take advantage of other players lines (for example, stations&lt;br /&gt;
are built wherever two lines meet ; you can win points at the&lt;br /&gt;
end by sharing the quickest trip), and try also to deroute or&lt;br /&gt;
even block off your opponents at the right time, to keep them&lt;br /&gt;
from well completing their lines!&lt;br /&gt;
At the end of the game, the city government will run seven&lt;br /&gt;
&amp;quot;test trips&amp;quot; between designated destinations, placed by the&lt;br /&gt;
players themselves during the game.&lt;br /&gt;
For each test trip, the fastest connection between the two&lt;br /&gt;
points will be rewarded with Public Utility Points, and the&lt;br /&gt;
player whose subways have the most points wins!&lt;br /&gt;
&lt;br /&gt;
== GAME COMPONENTS &amp;amp; SET UP ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Board&#039;&#039;&#039;&lt;br /&gt;
To set up the board, take the four border pieces and put&lt;br /&gt;
them together. Take the six triangular &amp;quot;city&amp;quot; pieces, and&lt;br /&gt;
arrange them randomly within the border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counters&#039;&#039;&#039;&lt;br /&gt;
Each player takes a set of counters of a particular color.&lt;br /&gt;
Each has a score marker (showing a subway train),&lt;br /&gt;
which is placed on the gameboard on the &amp;quot;0&amp;quot; space&lt;br /&gt;
of the scoring track.&lt;br /&gt;
Each player also has counters for two subway lines:&lt;br /&gt;
one with a solid color, and another with a &amp;quot;striped&amp;quot; color.&lt;br /&gt;
Each line should have a Start marker (white arrow),&lt;br /&gt;
an End marker (black arrow), and eighteen triangular&lt;br /&gt;
Tunnel counters.&lt;br /&gt;
There are also twelve Destination markers. Each is marked&lt;br /&gt;
with a letter (A-F), and is paired with another Destination&lt;br /&gt;
marker. These will be the destinations that will be &amp;quot;tested&amp;quot;&lt;br /&gt;
after the building phase is complete. The summary of these&lt;br /&gt;
tests is in the upright corner of the board.&lt;br /&gt;
Finally, there are thirty &amp;quot;station&amp;quot; markers, which are set by the&lt;br /&gt;
side of the board, and are not controlled by any player.&lt;br /&gt;
The map is made up of smaller triangles, which are either&lt;br /&gt;
blank, have a destination symbol, or a lake/park. Along the&lt;br /&gt;
edge of the city are white arrows indicating where a subway&lt;br /&gt;
line starts, and black arrows indicating where they exit the city&lt;br /&gt;
&lt;br /&gt;
== THE COURSE OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Installation&#039;&#039;&#039;&lt;br /&gt;
Take the destination markers and shuffle them letter-sidedown.&lt;br /&gt;
With 4 players, each player takes one Residential, one&lt;br /&gt;
Commercial, and one Entertainment Destination at random.&lt;br /&gt;
That player then secretly looks at his markers. If two have&lt;br /&gt;
the same letter, he puts one back and draws a new one until&lt;br /&gt;
all three have different letters. When all the players have&lt;br /&gt;
their three Destination markers, they flip them letter-side-up&lt;br /&gt;
in front of them, visible for others.&lt;br /&gt;
With 3 players, each player takes one more Destination marker.&lt;br /&gt;
With 2 players, each player gets 6 Destination markers: one&lt;br /&gt;
player gets the Destinations A,B,C,D,E,F shown on the left of&lt;br /&gt;
the gameboard test Summary, the other player uses the ones&lt;br /&gt;
on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player turn&#039;&#039;&#039;&lt;br /&gt;
The most &amp;quot;urbane&amp;quot; player begins.&lt;br /&gt;
Play goes clockwise starting with the first player. On one&#039;s&lt;br /&gt;
turn, the player MUST do one and only one of the following:&lt;br /&gt;
- Dig 3 tunnels (to continue one or both of his lines) or&lt;br /&gt;
- Build an intermediate station (on one of his lines) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a line&#039;&#039;&#039;&lt;br /&gt;
Each player has two subway lines.&lt;br /&gt;
On his first turn, a player must, of course, begin a subway&lt;br /&gt;
line - but only one!&lt;br /&gt;
A subway line must start from an empty space with a white&lt;br /&gt;
arrow along the edge of the city. To start a line, place its first&lt;br /&gt;
tunnel, topped with its &amp;quot;start&amp;quot; marker, in any of these spaces.&lt;br /&gt;
Then continue normally the line in the city by digging the&lt;br /&gt;
remaining tunnels.&lt;br /&gt;
When you will begin your second subway line at any subsequent&lt;br /&gt;
turn, it must start on one of the &amp;quot;opposite&amp;quot; edges from&lt;br /&gt;
where your first line began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Digging tunnels&#039;&#039;&#039;&lt;br /&gt;
Subway lines are built in the city by placing Tunnels in the&lt;br /&gt;
triangular spaces. Only one tunnel may be placed in a space,&lt;br /&gt;
and must conform to the following:&lt;br /&gt;
- A line must always be built from its terminus; and never &amp;quot;branch off&amp;quot;&lt;br /&gt;
- A line may not be continued with an acute angle. EXCEPTION: when a line terminates at a station, it may be built out from that station at any angle, even acute.&lt;br /&gt;
- A line may never make a loop or double back on itself&lt;br /&gt;
If you choose to dig tunnels on your turn, you MUST place&lt;br /&gt;
3 tunnels (unless it is only possible to place fewer).&lt;br /&gt;
If you have two lines, you may distribute your 3 tunnels&lt;br /&gt;
between them as you wish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special areas&#039;&#039;&#039;&lt;br /&gt;
The start or end spaces (with an arrow) along the edges of&lt;br /&gt;
the city can only be used to start or end a line.&lt;br /&gt;
Tunnel counters may never be placed on the park or the lake.&lt;br /&gt;
When a player places a tunnel counter on top of a destination&lt;br /&gt;
area, the player must place immediatly one of his&lt;br /&gt;
Destination markers on that tunnel piece (of the appropriate&lt;br /&gt;
type, of course), letter-side up.&lt;br /&gt;
If a player does not have the appropriate marker, the player&lt;br /&gt;
may not place that tunnel piece on the destination.&lt;br /&gt;
Furthermore, each player may only place one destination&lt;br /&gt;
marker per turn, and two destinations of the same letter&lt;br /&gt;
cannot touch, either on an angle or on the side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stations&#039;&#039;&#039;&lt;br /&gt;
Most of the stations are created while digging tunnels.&lt;br /&gt;
A station is immediately placed when:&lt;br /&gt;
- The line being dug joins another line. In this case, a station is placed where the two lines meet up.&lt;br /&gt;
- The line, which was running alongside another line, splits off from it. In this case, a station is placed where the line splits off.&lt;br /&gt;
- When a line, running alongside another line, changes side, NO STATION is placed.&lt;br /&gt;
The player scores 1 point for each destination area on the&lt;br /&gt;
board that touches the station.&lt;br /&gt;
He continues to dig tunnels after placing a station, if he still&lt;br /&gt;
has some left to build. (i.e., building a station like this does&lt;br /&gt;
not stop your tunneling.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermediate stations&#039;&#039;&#039;&lt;br /&gt;
In lieu of digging tunnels, a player may use all his turn to&lt;br /&gt;
place one station anywhere on one of his lines, between two&lt;br /&gt;
preexisting stations. A starting or ending marker counts as a&lt;br /&gt;
station for this purpose.&lt;br /&gt;
Points are scored as for stations placed while digging tunnels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending lines&#039;&#039;&#039;&lt;br /&gt;
A line ends on a space with a black arrow. The player digs&lt;br /&gt;
his last tunnel on that space, topped with an &amp;quot;End Line&amp;quot;&lt;br /&gt;
counter.&lt;br /&gt;
A line may not end on the same edge as it started, nor on an&lt;br /&gt;
adjoining edge to that &amp;quot;start edge,&amp;quot; unless all the end spaces&lt;br /&gt;
on the allowed sides are already taken.&lt;br /&gt;
When a line ends, that player may immediately place an&lt;br /&gt;
intermediate station anywhere on the line. However, once a&lt;br /&gt;
line is completed (with this bonus station), the player may&lt;br /&gt;
never place an intermediate station on that line again&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of the building phase&#039;&#039;&#039;&lt;br /&gt;
Players continue building until one of the following occurs:&lt;br /&gt;
- A player has completed both of his lines&lt;br /&gt;
- A player places the last station available&lt;br /&gt;
- Five lines are either completed, or blocked and unable to be completed&lt;br /&gt;
Note : a line is blocked if it can no longer be extended, typically&lt;br /&gt;
because all the spaces at its end are already occupied,&lt;br /&gt;
forbidden, or has run out of tunnels.&lt;br /&gt;
Then all other players have one last turn to play.&lt;br /&gt;
After, scoring begins.&lt;br /&gt;
&lt;br /&gt;
== THE SCORING PHASE ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lines scoring&#039;&#039;&#039;&lt;br /&gt;
First, scores are adjusted as follows:&lt;br /&gt;
- Players who completed both of their lines lose no station points.&lt;br /&gt;
- Players who completed only one line lose half their station points (rounded down)&lt;br /&gt;
- Players who completed none of their lines lose all their station points.&lt;br /&gt;
Adjust the scoring markers accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test trip scoring&#039;&#039;&#039;&lt;br /&gt;
Each test trip runs between destination markers of the same&lt;br /&gt;
letter: A to A, then B to B, and so on. You can see the summary&lt;br /&gt;
of these trips in the upright corner of the board.&lt;br /&gt;
For each trip, determine the shortest route:&lt;br /&gt;
- a trip takes 1 minute to go from one station to another (no matter how many tunnel pieces are in between)&lt;br /&gt;
- and 3 minutes to change from one line to another.&lt;br /&gt;
A trip may have more than one fastest route.&lt;br /&gt;
Each player who has a line making up part of the fastest&lt;br /&gt;
route gets 3 points, plus a bonus of 3 points if he placed&lt;br /&gt;
one of the destination markers (i.e., if the marker is&lt;br /&gt;
on a tunnel piece of the player&#039;s color).&lt;br /&gt;
A player may only get points once for each test, even if the&lt;br /&gt;
player is involved in more than one route.&lt;br /&gt;
Players who are not involved in the fastest route never get&lt;br /&gt;
any point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impossible trips&#039;&#039;&#039;&lt;br /&gt;
Sometimes, a test run may be impossible.&lt;br /&gt;
If that is the case, a city investigation takes place to determine&lt;br /&gt;
the guilty party or parties:&lt;br /&gt;
- If the destination marker was never placed on the board, the guilty party is the player who didn&#039;t place the marker.&lt;br /&gt;
- If the marker was placed but nobody put a station touching it, the guilty party is the player who placed the destination.&lt;br /&gt;
- If the markers were both placed, but no route exists between the two, both players who placed the markers are guilty.&lt;br /&gt;
The guilty party or parties loose 6 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final test&#039;&#039;&#039;&lt;br /&gt;
The last test run is between the park and the lake. Determine&lt;br /&gt;
the fastest route, as always. Each player involved in the fastest&lt;br /&gt;
route gets 5 points.&lt;br /&gt;
Important note : if your score goes beyond 20 points, move&lt;br /&gt;
your marker normally, but place one of your tunnels near the&lt;br /&gt;
20 to show that. If your score goes below 0 point, place one&lt;br /&gt;
of your tunnels near the 0.&lt;br /&gt;
&lt;br /&gt;
== THE WINNER ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the player with the most points is&lt;br /&gt;
crowned King of the Subway - i.e., WINS.&lt;br /&gt;
If there is a tie, the winner is the player who finished the&lt;br /&gt;
most lines; if there is again a tie, the winner is the player who&lt;br /&gt;
placed the most tunnels.&lt;br /&gt;
If there is still a tie, litigation is the only possible solution.&lt;br /&gt;
&lt;br /&gt;
== SPECIAL RULES ==&lt;br /&gt;
&lt;br /&gt;
Two players&lt;br /&gt;
End of game: 3 lines finished and/or blocked ends the building&lt;br /&gt;
phase. The other conditions still unchanged.&lt;br /&gt;
Test trip scoring: the second version of the rules on this topic is not implemented on BGA.&lt;br /&gt;
&lt;br /&gt;
Three players&lt;br /&gt;
End of game: 4 lines finished and/or blocked ends the building&lt;br /&gt;
phase. The other conditions still unchanged.&lt;br /&gt;
Test trip scoring: same as with four players.&lt;br /&gt;
&lt;br /&gt;
== VARIANTS ==&lt;br /&gt;
&lt;br /&gt;
Unfair Municipality (3-4 players)&lt;br /&gt;
Each player keeps his destination markers letter-side-down&lt;br /&gt;
in front of him. The markers are only revealed when they are&lt;br /&gt;
placed on a destination area in the city.&lt;br /&gt;
&lt;br /&gt;
No Corruption (3-4 players)&lt;br /&gt;
Ah, everything is straight and clear… Because each player&lt;br /&gt;
takes pre-etablished destination markers and keeps them in&lt;br /&gt;
front of him, letter-face-up, of course!&lt;br /&gt;
&lt;br /&gt;
4 players&lt;br /&gt;
Player 1: A Residential, B Commercial, C Entertainment&lt;br /&gt;
Player 2: D Residential, A Commercial, E Entertainment&lt;br /&gt;
Player 3: F Residential, E Commercial, B Entertainment&lt;br /&gt;
Player 4: C Residential, D Commercial, F Entertainment&lt;br /&gt;
&lt;br /&gt;
3 players :&lt;br /&gt;
Player 1: A &amp;amp; D Residential, B Commercial, C Entertainment&lt;br /&gt;
Player 2: C Residential, A &amp;amp; E Commercial, F Entertainment&lt;br /&gt;
Player 3: F Residential, D Commercial, B &amp;amp; E Entertainment&lt;br /&gt;
&lt;br /&gt;
Metromania Official Rulebook, Spiel or Face&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Kullan%C4%B1c%C4%B1:333-blue&amp;diff=1943</id>
		<title>Kullanıcı:333-blue</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Kullan%C4%B1c%C4%B1:333-blue&amp;diff=1943"/>
		<updated>2016-08-22T12:20:41Z</updated>

		<summary type="html">&lt;p&gt;333-blue: Created page with &amp;quot;&amp;amp;nbsp;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Kullan%C4%B1c%C4%B1_mesaj:333-blue&amp;diff=1942</id>
		<title>Kullanıcı mesaj:333-blue</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Kullan%C4%B1c%C4%B1_mesaj:333-blue&amp;diff=1942"/>
		<updated>2016-08-22T12:20:20Z</updated>

		<summary type="html">&lt;p&gt;333-blue: Created page with &amp;quot;&amp;amp;nbsp;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmetromania&amp;diff=1941</id>
		<title>Gamehelpmetromania</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpmetromania&amp;diff=1941"/>
		<updated>2016-08-22T12:18:14Z</updated>

		<summary type="html">&lt;p&gt;333-blue: Redirected page to Gamehelpmetromaniab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Gamehelpmetromaniab]]&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpperudo&amp;diff=1918</id>
		<title>Gamehelpperudo</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpperudo&amp;diff=1918"/>
		<updated>2016-07-27T02:22:59Z</updated>

		<summary type="html">&lt;p&gt;333-blue: moved Gamehelpperudo to Gamehelpdudo over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gamehelpdudo]]&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpdudo&amp;diff=1917</id>
		<title>Gamehelpdudo</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpdudo&amp;diff=1917"/>
		<updated>2016-07-27T02:22:59Z</updated>

		<summary type="html">&lt;p&gt;333-blue: moved Gamehelpperudo to Gamehelpdudo over redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attention!!, there are a lot of variations of Perudo. The variation implemented on BGA has been the Asmodée version.&lt;br /&gt;
Unfortunately, for this version of the game there seems to be no online English rule book. The link on the game page links to another version of Perudo and consequently it discusses rules that are not implemented on this BGA version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whenever we use &#039;&#039;&#039;he&#039;&#039;&#039; it can also be read as &#039;&#039;&#039;she&#039;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Rules for Perudo (Asmodée version)==&lt;br /&gt;
===Goal of the Game===&lt;br /&gt;
&lt;br /&gt;
Be the last remaining with at least 1 die in play. If you succeed in being the last player standing, no matter how many dice you have, you win!&lt;br /&gt;
&lt;br /&gt;
===Set up===&lt;br /&gt;
Each player starts with 5 standard 6 sided dice, with numbers 1 through 6.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;1&amp;quot; is known as a &amp;quot;Paco&amp;quot;.  A Paco counts as a wild card or joker - it can count as any other number.  (On BGA, the Pacos are birds on the dice.)&lt;br /&gt;
&lt;br /&gt;
Based on the number of players, the game begins with a different number of dice in play at the start:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! No. Players&lt;br /&gt;
! No. Dice&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is important to note at the start of a game, since you&#039;ll be making guesses based on all the dice on the table.&lt;br /&gt;
&lt;br /&gt;
===Playing a Round===&lt;br /&gt;
All players roll their dice, and check to see what they rolled.&lt;br /&gt;
&lt;br /&gt;
The first player (randomly selected) starts with an opening bid; he calls a face value and a number of dice. &#039;&#039;&#039;This bid takes into account all of the dice on the table.&#039;&#039;&#039;  He can either try to make a educated guess and try to be really close to the truth, based on his own hand, or he can try to bluff and lure other players into losing a die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; An opening bid can never begin with a bid of pacos (ones), unless a player is Palifico (which will be explained later).&lt;br /&gt;
&lt;br /&gt;
After a bid is placed, the turn is passed on to the player on his left.  This player has 2 options:&lt;br /&gt;
 1. If he thinks that the last bid was wrong he can call &amp;quot;Dudo&amp;quot; (i doubt)&lt;br /&gt;
 2. If he thinks the last bid is reasonable, then he must increase the last bid.&lt;br /&gt;
&lt;br /&gt;
====Option 1: calling Dudo====&lt;br /&gt;
&lt;br /&gt;
As soon as Dudo is called all players reveal their dice. All dice that match the bid are counted, including Pacos.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The bid is correct&#039;&#039;&#039; if the number of dice, with the correct value, is higher or exactly the same as the bid.&amp;lt;br/&amp;gt;&lt;br /&gt;
In this case the player who called Dudo was wrong to have doubted and loses one die.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say Bob calls &amp;quot;Dudo&amp;quot; on Abe&#039;s bid of four fives (four dice with the number five showing).  When all the dice are revealed and counted up, there are 3 fives and 2 pacos.  This counts as 5 fives, so Abe was safe with his bid.  Bob loses a die for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The bid is false&#039;&#039;&#039; when the number of dice, with the correct value, is lower then the bid.&amp;lt;br/&amp;gt;&lt;br /&gt;
In this case the player who called Dudo was correct to doubt the bid and the player who placed the bid has to admit he was overstating things and loses one die.&lt;br /&gt;
&lt;br /&gt;
If Abe has called 6 fives instead of 3 in the same scenario, his bid is over the number of fives in play (only 5).  If this is the case, Abe loses a die instead.&lt;br /&gt;
&lt;br /&gt;
The moment a player loses his last die, that player is out of the game.&lt;br /&gt;
&lt;br /&gt;
====Option 2: increasing the bid====&lt;br /&gt;
&lt;br /&gt;
If a player does not want to call Dudo, he has to make a higher bid of his own.  To increase a bid a player has to choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
1. increase the number of dice, thus the value stays the same (ex. raising a bid of 2 threes with one of 3 threes)&lt;br /&gt;
&lt;br /&gt;
2. increase the value on the die, thus the number of dice stays the same (ex. raising a bid of 2 threes with a bid of 2 fours or 2 sixes)&lt;br /&gt;
&lt;br /&gt;
3. reset the value on the die by choosing Pacos.  To do this, the number of Pacos bid has to be at least half the number of dice currently bid, rounded up. (ex. replacing a bid of 5 sixes with 3 Pacos)&lt;br /&gt;
&lt;br /&gt;
4. raise the value from a Paco to another number.  To do this, the number of dice bid needs to be at least double the number of Pacos plus one. (ex. replacing a bid of 3 Pacos with 7 threes)&lt;br /&gt;
&lt;br /&gt;
Changing the bid to Pacos is a way to make lower die values reachable again, at the expense of quickly raising the number of dice being bid.&lt;br /&gt;
&lt;br /&gt;
Once a new bid has been established the turn is passed on to the next player to the left, and play continues until someone calls Dudo. When Dudo has been called and a player loses a die, the player that lost his die starts a new round. If the player that lost a die is out, the player to the left of the eliminated player starts the next round instead.&lt;br /&gt;
&lt;br /&gt;
===Palifico===&lt;br /&gt;
The moment a player has only one die remaining, this player has reached Palifico.  This triggers a special round.  During this round, Pacos no longer count as jokers, and an opening bid can be of Pacos. &#039;&#039;&#039;However&#039;&#039;&#039;: during this round the value on the dice cannot be increased during bids.  The value of the dice is locked in until someone calls Dudo.  After this round, the game returns to normal, regardless of whether the Palifico player still has one die left.&lt;br /&gt;
&lt;br /&gt;
===Optional rules===&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Calza!&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A player can call out a Calza (the bid is exact) before another player places a new bid or calls Dudo. Anyone around the table (except the player who made the bid) is allowed to call out Calza.&lt;br /&gt;
If the player that called out Calza was correct (the bid is exactly the same as the number of dice on the table) he regains one of his lost dice (if the player only had one die, then the next time they fall to having only one die will &#039;&#039;&#039;NOT&#039;&#039;&#039; trigger another Palifico round.  One per player per game.). However, if he was wrong, he loses a die. In either case the player who called out Calza will start the new round.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;The lost dice are visible&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
When the lost dice are visible the game is slightly easier as you do not need to memorize how many dice are still in the game, which helps to inform how high one can reasonably bid.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpdudo&amp;diff=1915</id>
		<title>Gamehelpdudo</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpdudo&amp;diff=1915"/>
		<updated>2016-07-27T01:54:43Z</updated>

		<summary type="html">&lt;p&gt;333-blue: moved Gamehelpdudo to Gamehelpperudo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Attention!!, there are a lot of variations of Perudo. The variation implemented on BGA has been the Asmodée version.&lt;br /&gt;
Unfortunately, for this version of the game there seems to be no online English rule book. The link on the game page links to another version of Perudo and consequently it discusses rules that are not implemented on this BGA version.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whenever we use &#039;&#039;&#039;he&#039;&#039;&#039; it can also be read as &#039;&#039;&#039;she&#039;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Rules for Perudo (Asmodée version)==&lt;br /&gt;
===Goal of the Game===&lt;br /&gt;
&lt;br /&gt;
Be the last remaining with at least 1 die in play. If you succeed in being the last player standing, no matter how many dice you have, you win!&lt;br /&gt;
&lt;br /&gt;
===Set up===&lt;br /&gt;
Each player starts with 5 standard 6 sided dice, with numbers 1 through 6.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;1&amp;quot; is known as a &amp;quot;Paco&amp;quot;.  A Paco counts as a wild card or joker - it can count as any other number.  (On BGA, the Pacos are birds on the dice.)&lt;br /&gt;
&lt;br /&gt;
Based on the number of players, the game begins with a different number of dice in play at the start:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! No. Players&lt;br /&gt;
! No. Dice&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is important to note at the start of a game, since you&#039;ll be making guesses based on all the dice on the table.&lt;br /&gt;
&lt;br /&gt;
===Playing a Round===&lt;br /&gt;
All players roll their dice, and check to see what they rolled.&lt;br /&gt;
&lt;br /&gt;
The first player (randomly selected) starts with an opening bid; he calls a face value and a number of dice. &#039;&#039;&#039;This bid takes into account all of the dice on the table.&#039;&#039;&#039;  He can either try to make a educated guess and try to be really close to the truth, based on his own hand, or he can try to bluff and lure other players into losing a die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; An opening bid can never begin with a bid of pacos (ones), unless a player is Palifico (which will be explained later).&lt;br /&gt;
&lt;br /&gt;
After a bid is placed, the turn is passed on to the player on his left.  This player has 2 options:&lt;br /&gt;
 1. If he thinks that the last bid was wrong he can call &amp;quot;Dudo&amp;quot; (i doubt)&lt;br /&gt;
 2. If he thinks the last bid is reasonable, then he must increase the last bid.&lt;br /&gt;
&lt;br /&gt;
====Option 1: calling Dudo====&lt;br /&gt;
&lt;br /&gt;
As soon as Dudo is called all players reveal their dice. All dice that match the bid are counted, including Pacos.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The bid is correct&#039;&#039;&#039; if the number of dice, with the correct value, is higher or exactly the same as the bid.&amp;lt;br/&amp;gt;&lt;br /&gt;
In this case the player who called Dudo was wrong to have doubted and loses one die.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, let&#039;s say Bob calls &amp;quot;Dudo&amp;quot; on Abe&#039;s bid of four fives (four dice with the number five showing).  When all the dice are revealed and counted up, there are 3 fives and 2 pacos.  This counts as 5 fives, so Abe was safe with his bid.  Bob loses a die for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The bid is false&#039;&#039;&#039; when the number of dice, with the correct value, is lower then the bid.&amp;lt;br/&amp;gt;&lt;br /&gt;
In this case the player who called Dudo was correct to doubt the bid and the player who placed the bid has to admit he was overstating things and loses one die.&lt;br /&gt;
&lt;br /&gt;
If Abe has called 6 fives instead of 3 in the same scenario, his bid is over the number of fives in play (only 5).  If this is the case, Abe loses a die instead.&lt;br /&gt;
&lt;br /&gt;
The moment a player loses his last die, that player is out of the game.&lt;br /&gt;
&lt;br /&gt;
====Option 2: increasing the bid====&lt;br /&gt;
&lt;br /&gt;
If a player does not want to call Dudo, he has to make a higher bid of his own.  To increase a bid a player has to choose one of the following options:&lt;br /&gt;
&lt;br /&gt;
1. increase the number of dice, thus the value stays the same (ex. raising a bid of 2 threes with one of 3 threes)&lt;br /&gt;
&lt;br /&gt;
2. increase the value on the die, thus the number of dice stays the same (ex. raising a bid of 2 threes with a bid of 2 fours or 2 sixes)&lt;br /&gt;
&lt;br /&gt;
3. reset the value on the die by choosing Pacos.  To do this, the number of Pacos bid has to be at least half the number of dice currently bid, rounded up. (ex. replacing a bid of 5 sixes with 3 Pacos)&lt;br /&gt;
&lt;br /&gt;
4. raise the value from a Paco to another number.  To do this, the number of dice bid needs to be at least double the number of Pacos plus one. (ex. replacing a bid of 3 Pacos with 7 threes)&lt;br /&gt;
&lt;br /&gt;
Changing the bid to Pacos is a way to make lower die values reachable again, at the expense of quickly raising the number of dice being bid.&lt;br /&gt;
&lt;br /&gt;
Once a new bid has been established the turn is passed on to the next player to the left, and play continues until someone calls Dudo. When Dudo has been called and a player loses a die, the player that lost his die starts a new round. If the player that lost a die is out, the player to the left of the eliminated player starts the next round instead.&lt;br /&gt;
&lt;br /&gt;
===Palifico===&lt;br /&gt;
The moment a player has only one die remaining, this player has reached Palifico.  This triggers a special round.  During this round, Pacos no longer count as jokers, and an opening bid can be of Pacos. &#039;&#039;&#039;However&#039;&#039;&#039;: during this round the value on the dice cannot be increased during bids.  The value of the dice is locked in until someone calls Dudo.  After this round, the game returns to normal, regardless of whether the Palifico player still has one die left.&lt;br /&gt;
&lt;br /&gt;
===Optional rules===&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;Calza!&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A player can call out a Calza (the bid is exact) before another player places a new bid or calls Dudo. Anyone around the table (except the player who made the bid) is allowed to call out Calza.&lt;br /&gt;
If the player that called out Calza was correct (the bid is exactly the same as the number of dice on the table) he regains one of his lost dice (if the player only had one die, then the next time they fall to having only one die will &#039;&#039;&#039;NOT&#039;&#039;&#039; trigger another Palifico round.  One per player per game.). However, if he was wrong, he loses a die. In either case the player who called out Calza will start the new round.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&#039;&#039;&#039;The lost dice are visible&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
When the lost dice are visible the game is slightly easier as you do not need to memorize how many dice are still in the game, which helps to inform how high one can reasonably bid.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpthejellymonsterlab&amp;diff=1914</id>
		<title>Gamehelpthejellymonsterlab</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpthejellymonsterlab&amp;diff=1914"/>
		<updated>2016-07-27T01:52:58Z</updated>

		<summary type="html">&lt;p&gt;333-blue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In The Jelly Monster Lab you are a scientist trying to make the best jelly monsters. In order to do it so, you need to move through the labs, trying to find the parts you need to make your monsters.&lt;br /&gt;
&lt;br /&gt;
At the beginning, every player starts with two experiments. Every experiment shows a monster made with a colored body (blue, red, pink or green), eyes (1, 2 or 3) and a mouth (happy or sad) and a lab where you must make it. The parts are spread out over the six labs, so you move to them, and grab the parts you need to make your monsters, but you cannot have more than 5 cards in your hand. To move cards to and from your hand, click on the card then click the arrows to the right of the &amp;quot;Your hand&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
Once you have your experiment card and the parts, move to the lab indicated by the experiment card and leave all there (the experiment card and the parts). When other player come to visit that lab, it&#039;ll find your monster and then, it will be yours.&lt;br /&gt;
&lt;br /&gt;
While you&#039;re moving through the labs, you&#039;re leaving trails in order to know which player has been the last visiting it. If you move to a lab with a trail, there may be a monster of the owner of the trail. In addition, you can&#039;t move to a lab you were the last visit, so you need to program your moves to have all the parts of the experiment before you arrive to the lab where you must leave it with all the parts in your hand.&lt;br /&gt;
&lt;br /&gt;
In any time, you may want to go to the center to pick up a new experiment and make new monsters. But you&#039;ll not be able to go to the center if you just came from there (your meeple shows laid down) and if you have the maximum cards in hand (five).&lt;br /&gt;
&lt;br /&gt;
When a player has 4 monsters done, the center is open to close the game. Any player who goes there, finishes the game.&lt;br /&gt;
&lt;br /&gt;
Every monster has an score on it, depending on how difficult is to find their parts. You can see how many parts are in the game of each type, and what are all the experiments in the guide card placed on the bottom left corner of the playboard.&lt;br /&gt;
&lt;br /&gt;
The player with the most score points win the game.&lt;br /&gt;
&lt;br /&gt;
Advice: If you have experiments, one side too low scored, or on the other side too difficult to find the parts, you can leave the experiment card in any lab, so other players can play with it, or maybe you can play with it in a later visit.&lt;br /&gt;
&lt;br /&gt;
*Sad: 8 cards (1 point)&lt;br /&gt;
*1: 6 cards (1 point)&lt;br /&gt;
*Blue: 4 cards (1 point)&lt;br /&gt;
*Happy: 4 cards (2 points)&lt;br /&gt;
*2: 4 cards (2 points)&lt;br /&gt;
*Red: 3 cards (2 points)&lt;br /&gt;
*Pink: 3 cards (2 points)&lt;br /&gt;
*3: 2 cards (3 points)&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=1907</id>
		<title>Gamehelpsaboteur</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=1907"/>
		<updated>2016-07-17T04:29:26Z</updated>

		<summary type="html">&lt;p&gt;333-blue: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==1==&lt;br /&gt;
=== Goal ===&lt;br /&gt;
&lt;br /&gt;
Get as many gold nuggets as possible during the three rounds of the game.&lt;br /&gt;
In order to do so,&lt;br /&gt;
&lt;br /&gt;
# if you are a &#039;&#039;&#039;gold digger&#039;&#039;&#039;, you must, in association with other gold diggers, build a path from the &#039;Start&#039; card to the treasure card which can be found among the three &#039;End&#039; cards&lt;br /&gt;
# if you are a &#039;&#039;&#039;saboteur&#039;&#039;&#039;, you must, in association with other saboteurs, prevent the gold diggers to get to the treasure.&lt;br /&gt;
&lt;br /&gt;
Your role (gold digger or saboteur) will be randomly selected at the start of each round.&lt;br /&gt;
&lt;br /&gt;
=== Rules summary ===&lt;br /&gt;
&lt;br /&gt;
On your turn, you must click on a card from your hand to select it, then play this card or discard it.&lt;br /&gt;
You can also rotate a &#039;Path&#039; card before playing it by clicking the &#039;rotate&#039; arrow that appears above the card.&lt;br /&gt;
&lt;br /&gt;
The cards are of several types:&lt;br /&gt;
&lt;br /&gt;
* &#039;Path&#039; card: you can play this card to extend the maze, provided it is compatible with the cards already in place. To do this, click the location where you want to put the card.&lt;br /&gt;
* &#039;Sabotage&#039; card: you can break another player&#039;s tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score). A player with a broken tool cannot play a Path card.&lt;br /&gt;
* &#039;Repair&#039; card: you can repair your, or another player&#039;s, broken tool of the type indicated. To do this, click the corresponding tool in the target player&#039;s panel (under the score), or click on the &#039;Sabotage&#039; card in front of you.&lt;br /&gt;
* &#039;Map&#039; card: you can play this card on any &#039;End&#039; card to discover whether or not the treasure lies there (you alone will get the information, other players will see nothing). Just click on the &#039;End&#039; card that you want to know. Then click on &amp;quot;I have seen it&amp;quot; button at the top.&lt;br /&gt;
* &#039;Rock fall&#039; card: this card lets you remove any &#039;Path&#039; card of the maze. Just click on the card you want to remove.&lt;br /&gt;
&lt;br /&gt;
=== Cards in play ===&lt;br /&gt;
&lt;br /&gt;
* 44 &#039;Path&#039; cards&lt;br /&gt;
* 9 &#039;Sabotage&#039; cards (three for each tool)&lt;br /&gt;
* 6 &#039;Repair a tool&#039; cards (two for each tool)&lt;br /&gt;
* 3 &#039;Repair a tool among these two&#039; cards (one for each combination of two tools)&lt;br /&gt;
* 5 &#039;Map&#039; cards (one less than in the box set, as requested by the game author)&lt;br /&gt;
* 3 &#039;Rock fall&#039; cards&lt;br /&gt;
* 28 &#039;Gold&#039; cards&lt;br /&gt;
** 16 with one gold nugget&lt;br /&gt;
** 8 with two gold nuggets&lt;br /&gt;
** 4 with three gold nuggets&lt;br /&gt;
&lt;br /&gt;
=== Roles ===&lt;br /&gt;
&lt;br /&gt;
Roles are randomly selected among a set that depends upon the number of players:&lt;br /&gt;
&lt;br /&gt;
* with 3 players: 1 saboteur and 3 gold diggers &lt;br /&gt;
* with 4 players: 1 saboteur and 4 gold diggers &lt;br /&gt;
* with 5 players: 2 saboteurs and 4 gold diggers  &lt;br /&gt;
* with 6 players: 2 saboteurs and 5 gold diggers &lt;br /&gt;
* with 7 players: 3 saboteurs and 5 gold diggers &lt;br /&gt;
* with 8 players: 3 saboteurs and 6 gold diggers &lt;br /&gt;
* with 9 players: 3 saboteurs and 7 gold diggers &lt;br /&gt;
* with 10 players: 4 saboteurs and 7 gold diggers&lt;br /&gt;
&lt;br /&gt;
=== Available variants ===&lt;br /&gt;
&lt;br /&gt;
The game author, &#039;&#039;&#039;Frederic Moyersoen&#039;&#039;&#039;, told us about some game variants, and we implemented all four of them. Please tell us which one is your favourite in the forum!&lt;br /&gt;
&lt;br /&gt;
Two variants are about gold sharing:&lt;br /&gt;
*&#039;&#039;&#039;Old Mine:&#039;&#039;&#039; the old mine was not as packed with gold... sometimes all you got for your digging was worthless stones. In this variant, some &#039;Gold&#039; cards do not yield any gold nuggets (among the 28 &#039;Gold&#039; cards, 4 are worth three nuggets, 8 are worth two nuggets, 10 are worth one nugget and 6 are worthless). So it is definitely best to get first to the treasure in order to be sure not to leave empty-handed!&lt;br /&gt;
*&#039;&#039;&#039;New mine:&#039;&#039;&#039; the new mine is more even to each gold digger. Instead of distributing as many &#039;Gold&#039; cards as the number of players - which benefits most to the gold digger that gets first to the treasure as he often gets two &#039;Gold&#039; cards - it distributes as many &#039;Gold&#039; cards as the number of gold diggers in play. Therefore, each gold digger will get only one &#039;Gold&#039; card (however, it is still best to be first go get to the treasure in order to get a card of higher value!)&lt;br /&gt;
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Two variants are about gameplay:&lt;br /&gt;
*&#039;&#039;&#039;Competitive:&#039;&#039;&#039; the gold diggers who have a &#039;Sabotage&#039; card (broken pickaxe, lamp or trolley) laid in front of them at the end of a round, do not receive a &#039;Gold&#039; card when their team wins the round. The &#039;Gold&#039; cards are distributed between the gold diggers who have no broken tool (saboteurs are not affected by this rule). Therefore, with this variant it can be interesting to sabotage some of your fellow gold diggers... but not too often, so as not to make your team lose!&lt;br /&gt;
*&#039;&#039;&#039;Selfish dwarf:&#039;&#039;&#039; one of the gold diggers will get a red jacket. This gold digger is a selfish dwarf: he can only win if he manages to complete the connection to the treasure himself. In this case, he gets four gold nuggets while the other players get nothing at all. If another gold digger completes the connection, the selfish dwarf takes no part in the treasure sharing (which is done with as many &#039;Gold&#039; cards as the number of players, selfish dwarf excluded)&lt;br /&gt;
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&#039;&#039;&#039;Have a good game !&#039;&#039;&#039;&lt;br /&gt;
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==2==&lt;/div&gt;</summary>
		<author><name>333-blue</name></author>
	</entry>
	<entry>
		<id>https://tr.doc.boardgamearena.com/index.php?title=Gamehelpxiangqi&amp;diff=1882</id>
		<title>Gamehelpxiangqi</title>
		<link rel="alternate" type="text/html" href="https://tr.doc.boardgamearena.com/index.php?title=Gamehelpxiangqi&amp;diff=1882"/>
		<updated>2016-07-15T12:13:17Z</updated>

		<summary type="html">&lt;p&gt;333-blue: Created page with &amp;quot;&amp;amp;nbsp;&amp;quot;&lt;/p&gt;
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		<author><name>333-blue</name></author>
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