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	<id>https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GreenMan</id>
	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-09-16T00:12:35Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpassyria&amp;diff=4670</id>
		<title>Gamehelpassyria</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpassyria&amp;diff=4670"/>
		<updated>2020-06-08T20:19:02Z</updated>

		<summary type="html">&lt;p&gt;GreenMan: /* Summary of the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Summary of the game ==&lt;br /&gt;
&lt;br /&gt;
=== GAME TURN ===&lt;br /&gt;
==== Farming====&lt;br /&gt;
# Sowing: the first player draws 5 Food cards twice and places them in order&amp;lt;br&amp;gt;&lt;br /&gt;
# Harvest: in turn order, each player chooses one of the 2-card columns&amp;lt;br&amp;gt;&lt;br /&gt;
# New turn order: depending on the columns that are chosen, a new turn order arises&amp;lt;br&amp;gt;&lt;br /&gt;
==== Expansion==== &lt;br /&gt;
Each player, in turn order, performs all of the actions below.&amp;lt;br&amp;gt;&lt;br /&gt;
# New huts: the player places a number of huts corresponding to the value of the Expansion of the current turn&amp;lt;br&amp;gt;&lt;br /&gt;
# Resupplying: using their cards, the player resupplies their huts&amp;lt;br&amp;gt;&lt;br /&gt;
# Famine: unsupplied huts are removed from the board&amp;lt;br&amp;gt;&lt;br /&gt;
# Wells: the player may place wells on the intersection of 3 hexagons on which they have huts&lt;br /&gt;
## You can’t build a well next to a ziggurat.&lt;br /&gt;
## Wells can’t be placed between the two rivers.&lt;br /&gt;
## Wells can’t be placed on top of other wells.&lt;br /&gt;
## Building a well is not mandatory.&lt;br /&gt;
## A player may build several wells in the same turn.&lt;br /&gt;
## Once a well is built, it remains in place until the end of the game.&lt;br /&gt;
## The stock of wells is limited, so you cannot build more wells than what the stock contains. &lt;br /&gt;
# Revenue &amp;amp; prestige: the player earns camels and scores points&amp;lt;br&amp;gt;&lt;br /&gt;
==== Actions==== &lt;br /&gt;
Each player, in turn order, spends their camels (totally or in part)&amp;lt;br&amp;gt;&lt;br /&gt;
# Build / extend a ziggurat &#039;&#039;(Cannot build on rivers or next to wells)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Create intrigue in Assur&amp;lt;br&amp;gt;&lt;br /&gt;
# Make an offering to the gods &#039;&#039;(Up to 3 camels)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Buy a Plow or Food card &#039;&#039;(You may never hold more than 1 Plow card. Only 1 Food card may be bought each turn)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
==== End of turn ==== &lt;br /&gt;
If this is not the end of a Reign, place a new Expansion card. Otherwise, a Flood takes place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FLOOD ===&lt;br /&gt;
Floods mark the end of a Reign. The first Reign ends after 2 game turns. The second and third Reigns end after 3 turns.&lt;br /&gt;
# Flooding: each hut located on the river is removed&amp;lt;br&amp;gt;&lt;br /&gt;
# Assur: the players count their influence and score points depending on the Expansion cards of the current Reign &#039;&#039;(If tied, most huts wins. If still tied, higher hut wins)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Dignitaries: the players score bonuses depending on the dignitaries on whose spaces they are placed &#039;&#039;(Higher: 1 to 8 points / Middle: a plow card / Lower: 1 camel per hut)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Offerings: the players multiply their position on the offerings tracks with the number of ziggurats they own on the board&amp;lt;br&amp;gt;&lt;br /&gt;
# Next reign : place the Bonus card (4-players); place a new Expansion card.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== END OF GAME ===&lt;br /&gt;
At the end of the 3rd Reign, players score 1 point per ziggurat tile, 1 point per Plow card and 1 point for each group of 2&lt;br /&gt;
remaining camels. &#039;&#039;(In case of a tie for first place, all tied players share victory)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== WITH 2 PLAYERS ===&lt;br /&gt;
Influence in Assur: the player with the most influence wins all points from Expansion cards. The second player wins nothing in the 1st Reign, and the value of the lowest card in the other 2 Reigns.&lt;/div&gt;</summary>
		<author><name>GreenMan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpthroughtheagesnewstory&amp;diff=4613</id>
		<title>Gamehelpthroughtheagesnewstory</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpthroughtheagesnewstory&amp;diff=4613"/>
		<updated>2020-06-04T20:48:14Z</updated>

		<summary type="html">&lt;p&gt;GreenMan: Created page with &amp;quot;== End Of Ages ==  === Ages I, II, and III === End when the last card of the current civil deck is dealt to the card row. The next age begins immediately: * Cards from ages ol...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== End Of Ages ==&lt;br /&gt;
&lt;br /&gt;
=== Ages I, II, and III ===&lt;br /&gt;
End when the last card of the current civil deck is dealt to the card row.&lt;br /&gt;
The next age begins immediately:&lt;br /&gt;
* Cards from ages older than the one that just ended (but not cards from the age that just ended) become antiquated:&lt;br /&gt;
** Players discard all antiquated cards from their hands.&lt;br /&gt;
** All antiquated leaders are removed from play.&lt;br /&gt;
** All antiquated unfinished wonders are removed from play. (Blue tokens on them are returned to the players&#039; blue banks.)&lt;br /&gt;
** All antiquated pacts are removed from play.&lt;br /&gt;
** Note: Other cards in play (technologies, colonies, completed wonders, exclusive and common tactics, declared wars) remain in play even if they are antiquated.&lt;br /&gt;
* Each player loses 2 yellow tokens.&lt;br /&gt;
* Shuffle the civil deck for the age that has begun. Place it on the current age board. It is now the current civil deck.&lt;br /&gt;
** Continue filling the card row if there are still empty spaces.&lt;br /&gt;
** If Age IV has begun, there is no new civil deck and the empty spaces will remain empty.&lt;br /&gt;
* Remove the military deck from the previous age. Shuffle the new age&#039;s military deck and place it on the current age board.&lt;br /&gt;
** If Age IV has begun, there is no new military deck. Drawing military cards is not possible in Age IV.&lt;br /&gt;
=== Age IV is the game-ending age. ===&lt;br /&gt;
* If Age IV starts, determine which round will be the last.&lt;br /&gt;
* This round is the last if Age IV begins during the starting player&#039;s turn.&lt;br /&gt;
* The next round will be the last if Age IV begins during any other player&#039;s turn.&lt;/div&gt;</summary>
		<author><name>GreenMan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4411</id>
		<title>Gamehelprallymangt</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelprallymangt&amp;diff=4411"/>
		<updated>2020-05-20T16:40:26Z</updated>

		<summary type="html">&lt;p&gt;GreenMan: Initial Start.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rounds ==&lt;br /&gt;
In Rallyman: GT, the order of play isn’t constant - it can, and will, change each round, depending on how the race progresses. To help you to keep track of rounds, we’ve split them into “white” rounds and “black” rounds. A game of Rallyman: GT is made up of alternating “white” and “black” rounds. Each player gets one turn each round. The Round marker has a white side and a black side, as do the Gear markers. Gear markers allow you to keep track of the speed of a vehicle in between turns. At the end of their turn each player puts down a Gear marker of the colour of the next round. This allows you to immediately tell who has already played their turn this round. This Round marker is there to remind you which round is in play and therefore which Gear markers indicate if a car has or hasn’t played yet. At the end of a round the Round marker is flipped over and a new one can begin.&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, you must first determine the order of play.&lt;br /&gt;
== Determining order of play ==&lt;br /&gt;
In Rallyman: GT, it’s all about speed! Even the smallest difference in your speed or positioning can mean going first in a round or not.&lt;br /&gt;
Going first gives you the chance to get ahead of your opponents and potentially out manoeuvre them, whereas going last can free up a lot of the track in front of you, giving you more options for your movement. Managing when you want to play in a round can open up some great opportunities during a race!&lt;br /&gt;
Order of play at the start of each round is determined by speed, then by the position of each car in case of a draw.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Order of priority: ===&lt;br /&gt;
SPEED &amp;gt; DISTANCE &amp;gt; POSITION&lt;br /&gt;
# Speed - Start by identifying the fastest car. The car with the highest Gear marker always plays first, no matter where they are on the track.&lt;br /&gt;
# Distance - If two or more cars are going at the same speed, then order of play is determined by how far along the track they are. The car furthest ahead plays first.&lt;br /&gt;
# Position - In case of a draw in terms of speed and distance, the car situated on the inside lane of the next corner plays first. A “corner” is a section of track with speed limitations&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Turn ==&lt;br /&gt;
During their turns, players will be using the dice available to them to move their car around the track, navigating turns and other drivers whilst pushing themselves as far as possible!&lt;br /&gt;
Once order of play has been established, each player takes their turn one after the other.&lt;br /&gt;
=== During their turn a player will do the following: ===&lt;br /&gt;
# Choose their dice.&lt;br /&gt;
# Roll their dice and move their car.&lt;br /&gt;
&lt;br /&gt;
== Choosing your dice ==&lt;br /&gt;
During their turn, players will use dice to accelerate, brake, and coast their way around the track. As long as you follow a few simple rules, you’re free to combine these dice as you please. Getting creative with your dice combinations is the key to getting ahead! During the game, a player can find all the information they need for their car on their Dashboard.&lt;/div&gt;</summary>
		<author><name>GreenMan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4410</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4410"/>
		<updated>2020-05-20T14:55:54Z</updated>

		<summary type="html">&lt;p&gt;GreenMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039; LIST OF POTION Effects &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; POTION OF Wisdom &#039;&#039; &lt;br /&gt;
Take one Ingredient of your choice from the&lt;br /&gt;
Dispenser. No Explosions are triggered.&lt;br /&gt;
Nothing’s out of reach if you think it through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; POTION OF MAGNETICAL Attraction &#039;&#039;&lt;br /&gt;
Take 2 adjacent Ingredients of different colors&lt;br /&gt;
from the same slide track of the Dispenser.&lt;br /&gt;
No Explosions are triggered.&lt;br /&gt;
I don’t think this is what they mean when they say&lt;br /&gt;
“magnetic personality”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; SANDS OF Time &#039;&#039; &lt;br /&gt;
Activate again the effect of 1 Potion you already used.&lt;br /&gt;
We can always learn from our past mistakes... but we&lt;br /&gt;
can gain even more from our past good moves!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; ELIXIR OF BLIND LOVE &#039;&#039; &lt;br /&gt;
Steal all the Ingredients from 1 opponent’s Pool.&lt;br /&gt;
Why bother with theft, when all you need to do is&lt;br /&gt;
unleash your dazzling charm?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; FILTER OF LAVAMANCING &#039;&#039;&lt;br /&gt;
Discard up to 5 Ingredients of 1 color from the&lt;br /&gt;
same slide track of the Dispenser back into the tank.&lt;br /&gt;
No Explosions are triggered.&lt;br /&gt;
Not exactly a surgical strike type of thing, but&lt;br /&gt;
undeniably powerful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; POTION OF PRISMATIC Joy &#039;&#039; &lt;br /&gt;
You can place all Ingredients in your Pool&lt;br /&gt;
on any holes of your incomplete Potions,&lt;br /&gt;
regardless of their color.&lt;br /&gt;
Marbles? Colors? Who cares... let’s party!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; BALM OF UTTERMOST Stickiness &#039;&#039; &lt;br /&gt;
Take 2 or more adjacent Ingredients of the same color&lt;br /&gt;
from the same slide track of the Dispenser.&lt;br /&gt;
No Explosions are triggered.&lt;br /&gt;
This stuff is stickier than molasses!&lt;br /&gt;
The thing is... how do you unstick this mess?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; ABYSSAL Draft &#039;&#039; &lt;br /&gt;
Take up to 1 Ingredient of each color from the bottom&lt;br /&gt;
row of the Dispenser slide tracks. You can only take 1&lt;br /&gt;
Ingredient from each slide track.&lt;br /&gt;
This is what is called “scraping the bottom of the&lt;br /&gt;
barrel”. A huge barrel.&lt;/div&gt;</summary>
		<author><name>GreenMan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4409</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4409"/>
		<updated>2020-05-20T14:54:37Z</updated>

		<summary type="html">&lt;p&gt;GreenMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039; LIST OF POTION Effects &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; POTION OF Wisdom &#039;&#039; &lt;br /&gt;
Take one Ingredient of your choice from the&lt;br /&gt;
Dispenser. No Explosions are triggered.&lt;br /&gt;
Nothing’s out of reach if you think it through.&lt;br /&gt;
&lt;br /&gt;
## POTION OF MAGNETICAL ATTRACTION&lt;br /&gt;
Take 2 adjacent Ingredients of different colors&lt;br /&gt;
from the same slide track of the Dispenser.&lt;br /&gt;
No Explosions are triggered.&lt;br /&gt;
I don’t think this is what they mean when they say&lt;br /&gt;
“magnetic personality”.&lt;br /&gt;
&lt;br /&gt;
## SANDS OF TIME&lt;br /&gt;
Activate again the effect of 1 Potion you already used.&lt;br /&gt;
We can always learn from our past mistakes... but we&lt;br /&gt;
can gain even more from our past good moves!&lt;br /&gt;
&lt;br /&gt;
## ELIXIR OF BLIND LOVE&lt;br /&gt;
Steal all the Ingredients from 1 opponent’s Pool.&lt;br /&gt;
Why bother with theft, when all you need to do is&lt;br /&gt;
unleash your dazzling charm?&lt;br /&gt;
&lt;br /&gt;
## FILTER OF LAVAMANCING&lt;br /&gt;
Discard up to 5 Ingredients of 1 color from the&lt;br /&gt;
same slide track of the Dispenser back into the tank.&lt;br /&gt;
No Explosions are triggered.&lt;br /&gt;
Not exactly a surgical strike type of thing, but&lt;br /&gt;
undeniably powerful.&lt;br /&gt;
&lt;br /&gt;
## POTION OF PRISMATIC JOY&lt;br /&gt;
You can place all Ingredients in your Pool&lt;br /&gt;
on any holes of your incomplete Potions,&lt;br /&gt;
regardless of their color.&lt;br /&gt;
Marbles? Colors? Who cares... let’s party!&lt;br /&gt;
&lt;br /&gt;
## BALM OF UTTERMOST STICKINESS&lt;br /&gt;
Take 2 or more adjacent Ingredients of the same color&lt;br /&gt;
from the same slide track of the Dispenser.&lt;br /&gt;
No Explosions are triggered.&lt;br /&gt;
This stuff is stickier than molasses!&lt;br /&gt;
The thing is... how do you unstick this mess?&lt;br /&gt;
&lt;br /&gt;
## ABYSSAL DRAFT&lt;br /&gt;
Take up to 1 Ingredient of each color from the bottom&lt;br /&gt;
row of the Dispenser slide tracks. You can only take 1&lt;br /&gt;
Ingredient from each slide track.&lt;br /&gt;
This is what is called “scraping the bottom of the&lt;br /&gt;
barrel”. A huge barrel.&lt;/div&gt;</summary>
		<author><name>GreenMan</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4408</id>
		<title>Gamehelppotionexplosion</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppotionexplosion&amp;diff=4408"/>
		<updated>2020-05-20T14:51:52Z</updated>

		<summary type="html">&lt;p&gt;GreenMan: Created page with &amp;quot; ### LIST OF POTION EFFECTS  ## POTION OF WISDOM Take one Ingredient of your choice from the Dispenser. No Explosions are triggered. Nothing’s out of reach if you think it t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
### LIST OF POTION EFFECTS&lt;br /&gt;
&lt;br /&gt;
## POTION OF WISDOM&lt;br /&gt;
Take one Ingredient of your choice from the&lt;br /&gt;
Dispenser. No Explosions are triggered.&lt;br /&gt;
Nothing’s out of reach if you think it through.&lt;br /&gt;
&lt;br /&gt;
## POTION OF MAGNETICAL ATTRACTION&lt;br /&gt;
Take 2 adjacent Ingredients of different colors&lt;br /&gt;
from the same slide track of the Dispenser.&lt;br /&gt;
No Explosions are triggered.&lt;br /&gt;
I don’t think this is what they mean when they say&lt;br /&gt;
“magnetic personality”.&lt;br /&gt;
&lt;br /&gt;
## SANDS OF TIME&lt;br /&gt;
Activate again the effect of 1 Potion you already used.&lt;br /&gt;
We can always learn from our past mistakes... but we&lt;br /&gt;
can gain even more from our past good moves!&lt;br /&gt;
&lt;br /&gt;
## ELIXIR OF BLIND LOVE&lt;br /&gt;
Steal all the Ingredients from 1 opponent’s Pool.&lt;br /&gt;
Why bother with theft, when all you need to do is&lt;br /&gt;
unleash your dazzling charm?&lt;br /&gt;
&lt;br /&gt;
## FILTER OF LAVAMANCING&lt;br /&gt;
Discard up to 5 Ingredients of 1 color from the&lt;br /&gt;
same slide track of the Dispenser back into the tank.&lt;br /&gt;
No Explosions are triggered.&lt;br /&gt;
Not exactly a surgical strike type of thing, but&lt;br /&gt;
undeniably powerful.&lt;br /&gt;
&lt;br /&gt;
## POTION OF PRISMATIC JOY&lt;br /&gt;
You can place all Ingredients in your Pool&lt;br /&gt;
on any holes of your incomplete Potions,&lt;br /&gt;
regardless of their color.&lt;br /&gt;
Marbles? Colors? Who cares... let’s party!&lt;br /&gt;
&lt;br /&gt;
## BALM OF UTTERMOST STICKINESS&lt;br /&gt;
Take 2 or more adjacent Ingredients of the same color&lt;br /&gt;
from the same slide track of the Dispenser.&lt;br /&gt;
No Explosions are triggered.&lt;br /&gt;
This stuff is stickier than molasses!&lt;br /&gt;
The thing is... how do you unstick this mess?&lt;br /&gt;
&lt;br /&gt;
## ABYSSAL DRAFT&lt;br /&gt;
Take up to 1 Ingredient of each color from the bottom&lt;br /&gt;
row of the Dispenser slide tracks. You can only take 1&lt;br /&gt;
Ingredient from each slide track.&lt;br /&gt;
This is what is called “scraping the bottom of the&lt;br /&gt;
barrel”. A huge barrel.&lt;/div&gt;</summary>
		<author><name>GreenMan</name></author>
	</entry>
</feed>