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	<id>https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SteveV</id>
	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-10-15T08:02:03Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
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	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpmartiandice&amp;diff=5695</id>
		<title>Gamehelpmartiandice</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpmartiandice&amp;diff=5695"/>
		<updated>2020-09-22T01:56:06Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* How to play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet “Earth”, and to scoop up as many of the inhabitants as you can manage. We are interested in samples of the Chicken, Cow, and Human populations, so that we can determine which of them is actually in charge. The Earthlings might manage to put up a feeble defense, but surely nothing that a small taste of your Death Rays can’t handle. Make Mars proud... be the first Martian to fill your abduction quota!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== How to play ==&lt;br /&gt;
&lt;br /&gt;
# Roll all of the available dice. If there are no available dice, proceed to Scoring.&lt;br /&gt;
# Set aside all Tanks, adding them to any Tanks set aside earlier this turn.&lt;br /&gt;
# From the remaining dice:&lt;br /&gt;
## choose one type (Chickens, Cows, Humans, or Death Rays) and set aside all dice of that type. &lt;br /&gt;
### Chickens, Cows, or Humans &#039;&#039;&#039;&#039;&#039;may not be chosen if you have already set that type aside this turn.&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
### Death Rays &#039;&#039;&#039;may always be chosen&#039;&#039;&#039;, and are added to any Death Rays set aside earlier this turn. &lt;br /&gt;
## If you cannot set aside any dice based on these restrictions, your turn is over; proceed to Scoring.&lt;br /&gt;
# You may choose to end your turn and proceed to Scoring, or return to step 1 to continue rolling.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
First, compare the number of Tanks set aside to the number of Death Rays set aside. If there are more Tanks than Death Rays, you must flee without any abductees; you score zero points for the round, regardless of how many other dice you set aside. If you set aside at least as many Death Rays as Tanks, then you have successfully fended off the Earthling military and will score points for your abductees as follows:&lt;br /&gt;
* 1 Point for each Human, each Cow, and each Chicken that you set aside.&lt;br /&gt;
* 3 bonus points if you set aside at least one of all three Earthling types.&lt;br /&gt;
Record your score and pass the dice to the next player.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
&lt;br /&gt;
The game end is triggered when one player reaches a total score of 25 points or more. Once this&lt;br /&gt;
happens, the round is completed so that all players have had the same number of turns. At the end&lt;br /&gt;
of that round, the player with the most points wins the game! In the case of a tie, each tied player&lt;br /&gt;
rolls 6 of the Martian Dice, and the player who rolls more Death Rays wins!&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5228</id>
		<title>Gamehelpsaboteur</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5228"/>
		<updated>2020-08-08T07:49:19Z</updated>

		<summary type="html">&lt;p&gt;SteveV: Sab 2 variant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 from getting 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 &#039;&#039;&#039;in secret&#039;&#039;&#039;.&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;
End of a round&lt;br /&gt;
* A path is created that connects to the gold goal card and gold is distributed among the gold diggers.&lt;br /&gt;
* No more cards are available to draw and every player has passed with no action.  Saboteurs split the gold.&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;
With variant Saboteur 2: Gold-diggers counter-attack!&lt;br /&gt;
* 3 Path cards with green doors - blocking Blue Gold Diggers&lt;br /&gt;
* 3 Path cards with blue doors - blocking Green Gold Diggers&lt;br /&gt;
* 2 &#039;Bridge&#039; Path cards - two straight paths that are not connected&lt;br /&gt;
* 4 &#039;Ladder&#039; Path cards - Allows additional paths to the gold&lt;br /&gt;
* Path cards with crystals - scores for the Geologist&lt;br /&gt;
* 4 &#039;Theft&#039; cards - played on self, allows you to steal a gold from another player after the round&lt;br /&gt;
* 3 &#039;Hands Off&#039; cards - remove a theft card from another player before the round is over&lt;br /&gt;
* 2 &#039;Swap Your Hand&#039; cards - exchanges hands with another player&lt;br /&gt;
* 2 &#039;Inspection&#039; cards - Inspect another player&#039;s Role card&lt;br /&gt;
* 2 &#039;Swap Your Hats&#039; cards - choose any player (including yourself) to discard their current Role card and draw a replacement&lt;br /&gt;
* 3 &#039;Trapped!&#039; cards - Traps another player, they cannot play Path cards and if still Trapped at the end of the round do not collect gold&lt;br /&gt;
* 4 &#039;Free at last!&#039; cards - remove &#039;Trapped!&#039; card from a player&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 (note that one card will be left out):&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;
&#039;&#039;&#039;Saboteur 2: Gold-diggers counter-attack!&#039;&#039;&#039; new roles:&lt;br /&gt;
* 4 each &#039;Blue Gold Diggers&#039; and &#039;Green Gold Diggers&#039;&lt;br /&gt;
** unless doors block the gold, they are all 1 team&lt;br /&gt;
** if a door blocks the gold, only that color wins&lt;br /&gt;
* 1 &#039;The Boss&#039; - wins whenever the Green and/or the Blue Team wins, but always gets one Gold Piece less than them&lt;br /&gt;
** &#039;&#039;Sole winner if the gold is reached but behind &#039;&#039;&#039;both&#039;&#039;&#039; a blue &#039;&#039;&#039;and&#039;&#039;&#039; green door&#039;&#039; &#039;&#039;&#039;&#039;&#039;[unsure if this is true...]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* 2 &#039;The Geologist&#039; - is after the valuable crystals in the tunnels. For each visible crystal, receives 1 Gold Piece regardless of a Gold Digger or Saboteur win.&lt;br /&gt;
* 1 &#039;The Profiteer&#039; - always wins, no matter if The Gold-Diggers or The Saboteurs are successful. However, when the treasure is divided, gets two fewer Gold Pieces than the others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two variants are about gold sharing&#039;&#039;&#039;:&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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two variants are about gameplay&#039;&#039;&#039;:&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;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5227</id>
		<title>Gamehelpsaboteur</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5227"/>
		<updated>2020-08-08T07:29:55Z</updated>

		<summary type="html">&lt;p&gt;SteveV: Sab 2 additional cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 from getting 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 &#039;&#039;&#039;in secret&#039;&#039;&#039;.&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;
End of a round&lt;br /&gt;
* A path is created that connects to the gold goal card and gold is distributed among the gold diggers.&lt;br /&gt;
* No more cards are available to draw and every player has passed with no action.  Saboteurs split the gold.&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;
With variant Saboteur 2: Gold-diggers counter-attack!&lt;br /&gt;
* 3 Path cards with green doors - blocking Blue Gold Diggers&lt;br /&gt;
* 3 Path cards with blue doors - blocking Green Gold Diggers&lt;br /&gt;
* 2 &#039;Bridge&#039; Path cards - two straight paths that are not connected&lt;br /&gt;
* 4 &#039;Ladder&#039; Path cards - Allows additional paths to the gold&lt;br /&gt;
* Path cards with crystals - scores for the Geologist&lt;br /&gt;
* 4 &#039;Theft&#039; cards - played on self, allows you to steal a gold from another player after the round&lt;br /&gt;
* 3 &#039;Hands Off&#039; cards - remove a theft card from another player before the round is over&lt;br /&gt;
* 2 &#039;Swap Your Hand&#039; cards - exchanges hands with another player&lt;br /&gt;
* 2 &#039;Inspection&#039; cards - Inspect another player&#039;s Role card&lt;br /&gt;
* 2 &#039;Swap Your Hats&#039; cards - choose any player (including yourself) to discard their current Role card and draw a replacement&lt;br /&gt;
* 3 &#039;Trapped!&#039; cards - Traps another player, they cannot play Path cards and if still Trapped at the end of the round do not collect gold&lt;br /&gt;
* 4 &#039;Free at last!&#039; cards - remove &#039;Trapped!&#039; card from a player&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 (note that one card will be left out):&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;
&lt;br /&gt;
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;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5226</id>
		<title>Gamehelpsaboteur</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsaboteur&amp;diff=5226"/>
		<updated>2020-08-08T06:58:28Z</updated>

		<summary type="html">&lt;p&gt;SteveV: /* Goal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 from getting 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 &#039;&#039;&#039;in secret&#039;&#039;&#039;.&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;
End of a round&lt;br /&gt;
* A path is created that connects to the gold goal card and gold is distributed among the gold diggers.&lt;br /&gt;
* No more cards are available to draw and every player has passed with no action.  Saboteurs split the gold.&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 (note that one card will be left out):&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;
&lt;br /&gt;
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;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppresident&amp;diff=5205</id>
		<title>Gamehelppresident</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppresident&amp;diff=5205"/>
		<updated>2020-08-06T03:42:35Z</updated>

		<summary type="html">&lt;p&gt;SteveV: important update for Joker as Trump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
The goal of the President is to be the first to get rid off all of the cards in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
&lt;br /&gt;
Number of players : 4-8 players.&lt;br /&gt;
&lt;br /&gt;
President is played with a standard 52-card deck and 2 Jokers. Following this hierarchy (highest value to lowest) : Joker,2,A,K,Q,J,10,9,8,7,6,5,4,3.&lt;br /&gt;
&lt;br /&gt;
Cards are dealt one at a time clockwise until all cards have been dealt. Some players may have more cards than others.&lt;br /&gt;
&lt;br /&gt;
A player can play a single card or a set of cards of equal rank : &lt;br /&gt;
*Double – a pair of cards of the same value (ex. 2 Kings).&lt;br /&gt;
*Triple – three cards of the same value (ex. 3 fours).&lt;br /&gt;
*Quadruple – four cards of the same value (ex. 4 sevens).&lt;br /&gt;
&lt;br /&gt;
The first player of the round sets how many cards should be played for the entire pile.&lt;br /&gt;
*Player 1 : plays 1 five, then all others players must play one card until this pile is over.&lt;br /&gt;
*Player 1 : plays 2 nines, then all others players must play two cards until this pile is over.&lt;br /&gt;
&lt;br /&gt;
The next player must play the same number of cards than the previous player. &lt;br /&gt;
To play, the next player must play a higher rank card (or group of cards : double, triple or quadruple).&amp;lt;br&amp;gt;&lt;br /&gt;
*A Joker is a &amp;quot;trump&amp;quot; card and wins any hand no matter the size of the set (ex: 1 Joker beats four 2&#039;s)&lt;br /&gt;
Or pass if he can not play.&lt;br /&gt;
Or pass even if he can, therefore will not be able to play anymore during this pile.&lt;br /&gt;
&lt;br /&gt;
If a player played his last card, and no other player can play (or pass even if he can play). The next player available clockwise will start next pile.&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
&lt;br /&gt;
The game will continue until there is a single player left with at least a card in his hand.&lt;br /&gt;
&lt;br /&gt;
The first player to get rid off all of his cards will become the &#039;&#039;President&#039;&#039; in the following round. &lt;br /&gt;
The second player to get rid off all of his cards will become the &#039;&#039;Prime-Minister&#039;&#039; in the following round.&lt;br /&gt;
The before last player to get rid off all of his cards will become the &#039;&#039;Peasant&#039;&#039; in the following round.&lt;br /&gt;
The last player to get rid off all of his cards will become the &#039;&#039;Beggar&#039;&#039; in the following round.&lt;br /&gt;
Any other players will be considered neutral and will become &#039;&#039;Citizen(s)&#039;&#039; in the following round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before next round starts :&lt;br /&gt;
The &#039;&#039;Beggar&#039;&#039; must give his two highest cards to the &#039;&#039;President&#039;&#039;. And the &#039;&#039;President&#039;&#039; must give back 2 cards of his choice to the &#039;&#039;Beggar&#039;&#039;.&lt;br /&gt;
The &#039;&#039;Peasant&#039;&#039; must give his highest card to the &#039;&#039;Prime-Minister&#039;&#039;. And the &#039;&#039;Prime-Minister&#039;&#039; must give back 1 card of his choice to the &#039;&#039;Peasant&#039;&#039;.&lt;br /&gt;
Any &#039;&#039;Citizen(s)&#039;&#039; do not exchange cards.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Beggar&#039;&#039; will be the first player to start the next round.&lt;br /&gt;
&lt;br /&gt;
=== Revolution ===&lt;br /&gt;
&lt;br /&gt;
When a player plays four cards of the same rank, the hierarchy of all the cards are reversed. For example, if 3,4,5,6,7,8,9,10,J,Q,K,A,2 is the typical order of power (from left to right), after the revolution the order of power 2,A,K,Q,J,10,9,8,7,6,5,4,3. If another revolution is played, the order would switch back to normal.&lt;br /&gt;
&lt;br /&gt;
== Optional rules ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skip&#039;&#039;&#039; - When a player plays the same number of cards of the same rank as the previous player, that skips the next person who would have played. For example, playing a 7 on top of another 7, or a pair of 4s on another pair of 4s, the next player is skipped. You can&#039;t skip with the best card (2 or 3 in case of revolution and jokers).&lt;br /&gt;
&lt;br /&gt;
== Points ==&lt;br /&gt;
&lt;br /&gt;
Each player starts with a credit of 50 points. &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;President&#039;&#039; scores 5 points.&lt;br /&gt;
*The &#039;&#039;Prime-Minister&#039;&#039; scores 0 point.&lt;br /&gt;
*The &#039;&#039;Citizen&#039;&#039; loses 5 points.&lt;br /&gt;
*The &#039;&#039;Peasant&#039;&#039; loses 10 points.&lt;br /&gt;
*The  &#039;&#039;Beggar&#039;&#039; loses 15 points.&lt;br /&gt;
&lt;br /&gt;
Game ends when a player reaches 0 point or less.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=5201</id>
		<title>Gamehelpsolo</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=5201"/>
		<updated>2020-08-06T02:40:43Z</updated>

		<summary type="html">&lt;p&gt;SteveV: lousy format the 1st try&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Solo is a simple game where you must play every card in your hand before any other player does Every card is worth a specific amount of points, and at the end of each round the total number of points is subtracted from the total you started with at the beginning of the round, unless you won the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special cards ==&lt;br /&gt;
&lt;br /&gt;
Swap cards (Direct): Allows you to choose a player to switch your entire hand with their hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Swap cards (Rotation):The gray swap cards card rotates every player&#039;s hand according to the order of play. So if it the order of play is counter clockwise cards are swapped counterclockwise and vice versa. Any card can be played after this card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip: Skips the next player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plus Two: Gives the player next in the turn order 2 cards. Can be played of a active (Meaning its just been played and its targeting you) plus two to make the next player draw 4. (1 +2= 2, 2 +2= 4, 3 +2= 6, etc) aka stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild: Allows you to change the color &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild Plus Four: Allows you to change the color while also making the next player draw 4 cards. like a plus 2 you can stack on this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing cards ==&lt;br /&gt;
&lt;br /&gt;
In order to play any card except for Swap cards (Rotation), and both types of wild cards cards must match the number/symbol or color of the previous card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Jumping In ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF a player that is Not directly before you in the turn order plays the same color and number/symbol (EX: They play a blue 4 and you have a blue 4) You can play that card. Any players in between you and the previous player are skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before you perform any move that would leave you with one card in your hand you must call solo. If you do not and you do perform a move that would leave you with one card you will be forced to draw two cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
* face value - 1-9&lt;br /&gt;
* 10 - Change Direction&lt;br /&gt;
* 20 - Skip&lt;br /&gt;
* 30 - Draw Two, Swap Cards with Another Player&lt;br /&gt;
* 40 - Swap Cards in Turn, Choose a Color&lt;br /&gt;
* 50 - Draw 4 + Choose a Colo&lt;br /&gt;
&lt;br /&gt;
== Unimplemented Rules ==&lt;br /&gt;
&lt;br /&gt;
The linked rulebook is newer than the BGA implementation of the game, and reflects at least one revision to the rules.  In particular, the “Triple +” rule mentioned in the rulebook is not supported on BGA.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=5200</id>
		<title>Gamehelpsolo</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpsolo&amp;diff=5200"/>
		<updated>2020-08-06T02:38:29Z</updated>

		<summary type="html">&lt;p&gt;SteveV: added scoring so this is shown elsewhere than the PDF download&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Solo is a simple game where you must play every card in your hand before any other player does Every card is worth a specific amount of points, and at the end of each round the total number of points is subtracted from the total you started with at the beginning of the round, unless you won the round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special cards ==&lt;br /&gt;
&lt;br /&gt;
Swap cards (Direct): Allows you to choose a player to switch your entire hand with their hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Swap cards (Rotation):The gray swap cards card rotates every player&#039;s hand according to the order of play. So if it the order of play is counter clockwise cards are swapped counterclockwise and vice versa. Any card can be played after this card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skip: Skips the next player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plus Two: Gives the player next in the turn order 2 cards. Can be played of a active (Meaning its just been played and its targeting you) plus two to make the next player draw 4. (1 +2= 2, 2 +2= 4, 3 +2= 6, etc) aka stacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild: Allows you to change the color &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild Plus Four: Allows you to change the color while also making the next player draw 4 cards. like a plus 2 you can stack on this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playing cards ==&lt;br /&gt;
&lt;br /&gt;
In order to play any card except for Swap cards (Rotation), and both types of wild cards cards must match the number/symbol or color of the previous card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Jumping In ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF a player that is Not directly before you in the turn order plays the same color and number/symbol (EX: They play a blue 4 and you have a blue 4) You can play that card. Any players in between you and the previous player are skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Solo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before you perform any move that would leave you with one card in your hand you must call solo. If you do not and you do perform a move that would leave you with one card you will be forced to draw two cards.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
face value - 1-9&lt;br /&gt;
10 - Change Direction&lt;br /&gt;
20 - Skip&lt;br /&gt;
30 - Draw Two, Swap Cards with Another Player&lt;br /&gt;
40 - Swap Cards in Turn, Choose a Color&lt;br /&gt;
50 - Draw 4 + Choose a Colo&lt;br /&gt;
&lt;br /&gt;
== Unimplemented Rules ==&lt;br /&gt;
&lt;br /&gt;
The linked rulebook is newer than the BGA implementation of the game, and reflects at least one revision to the rules.  In particular, the “Triple +” rule mentioned in the rulebook is not supported on BGA.&lt;/div&gt;</summary>
		<author><name>SteveV</name></author>
	</entry>
</feed>