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	<id>https://be.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tecmes</id>
	<title>Board Game Arena - Уклад удзельніка [be]</title>
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	<updated>2026-09-29T11:16:43Z</updated>
	<subtitle>Уклад удзельніка</subtitle>
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	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5864</id>
		<title>Gamehelpteotihuacan</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5864"/>
		<updated>2020-10-13T15:56:02Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: /* Eclipse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Basics===&lt;br /&gt;
Your Workers are Dice. Don&#039;t roll them! The numbers show their level.&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
On each board, you can choose from three actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect Cocoa:&#039;&#039;&#039; gain cocoa equal to the number of dice colours present plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.&lt;br /&gt;
# &#039;&#039;&#039;Main action:&#039;&#039;&#039; pay Cocoa equal to the number of the dice colours present, then activate the benefit of the location (collect resources, build the pyramid, etc., check the &amp;quot;?&amp;quot; on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).&lt;br /&gt;
# &#039;&#039;&#039;Worship:&#039;&#039;&#039; place your Worker in the coloured box to one side on each board. If another  Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn&#039;t count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. &lt;br /&gt;
&lt;br /&gt;
===Unlocking Workers===&lt;br /&gt;
Two methods:&lt;br /&gt;
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free&lt;br /&gt;
&lt;br /&gt;
2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.&lt;br /&gt;
&lt;br /&gt;
===Ascension===&lt;br /&gt;
When a Worker levels up to six pips, it immediately &amp;quot;ascends&amp;quot;. Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.&lt;br /&gt;
===Eclipse===&lt;br /&gt;
The Eclipse counter (white disc) moves one step after each player has played once (and also when Ascending).&lt;br /&gt;
When the white disc reaches the black disc on the turn counter, this triggers an Eclipse. This triggers a VP count according to multiple parameters after everyone has played once. This is not the game end (yet).&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
The game ends after three eclipses or after the pyramid is completed, with each player getting (at least) one final turn.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://boardgamegeek.com/filepage/166248/official-rules Official Ruless (via BGG)]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5863</id>
		<title>Gamehelpteotihuacan</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5863"/>
		<updated>2020-10-13T15:54:01Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Basics===&lt;br /&gt;
Your Workers are Dice. Don&#039;t roll them! The numbers show their level.&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
On each board, you can choose from three actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect Cocoa:&#039;&#039;&#039; gain cocoa equal to the number of dice colours present plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.&lt;br /&gt;
# &#039;&#039;&#039;Main action:&#039;&#039;&#039; pay Cocoa equal to the number of the dice colours present, then activate the benefit of the location (collect resources, build the pyramid, etc., check the &amp;quot;?&amp;quot; on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).&lt;br /&gt;
# &#039;&#039;&#039;Worship:&#039;&#039;&#039; place your Worker in the coloured box to one side on each board. If another  Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn&#039;t count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. &lt;br /&gt;
&lt;br /&gt;
===Unlocking Workers===&lt;br /&gt;
Two methods:&lt;br /&gt;
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free&lt;br /&gt;
&lt;br /&gt;
2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.&lt;br /&gt;
&lt;br /&gt;
===Ascension===&lt;br /&gt;
When a Worker levels up to six pips, it immediately &amp;quot;ascends&amp;quot;. Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.&lt;br /&gt;
===Eclipse===&lt;br /&gt;
When the white disc reached the black disc on the turn counter. This triggers a VP count according to multiple parameters after everyone has played once. This is not the game end (yet).&lt;br /&gt;
===Game End===&lt;br /&gt;
The game ends after three eclipses or after the pyramid is completed, with each player getting (at least) one final turn.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://boardgamegeek.com/filepage/166248/official-rules Official Ruless (via BGG)]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5862</id>
		<title>Gamehelpteotihuacan</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5862"/>
		<updated>2020-10-13T15:49:37Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Basics===&lt;br /&gt;
Your Workers are Dice.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t roll them (!).  The numbers show their level - e.g., Level 1 (1 pip shown) is less powerful than Level 4 (4 pips shown).&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
On each board, you can choose from three actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect Cocoa:&#039;&#039;&#039; gain cocoa equal to the number of dice colours present plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.&lt;br /&gt;
# &#039;&#039;&#039;Main action:&#039;&#039;&#039; pay Cocoa equal to the number of the dice colours present, then activate the benefit of the location (collect resources, build the pyramid, etc., check the &amp;quot;?&amp;quot; on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).&lt;br /&gt;
# &#039;&#039;&#039;Worship:&#039;&#039;&#039; place your Worker in the coloured box to one side on each board. If another  Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn&#039;t count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. &lt;br /&gt;
&lt;br /&gt;
===Unlocking Workers===&lt;br /&gt;
Two methods:&lt;br /&gt;
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free&lt;br /&gt;
&lt;br /&gt;
2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.&lt;br /&gt;
&lt;br /&gt;
===Ascension===&lt;br /&gt;
When a Worker levels up to six pips, it immediately &amp;quot;ascends&amp;quot;. Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.&lt;br /&gt;
===Eclipse===&lt;br /&gt;
When the white disc reached the black disc on the turn counter. This triggers a VP count according to multiple parameters after everyone has played once. This is not the game end (yet).&lt;br /&gt;
===Game End===&lt;br /&gt;
The game ends after three eclipses or after the pyramid is completed, with each player getting (at least) one final turn.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://boardgamegeek.com/filepage/166248/official-rules Official Ruless (via BGG)]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5861</id>
		<title>Gamehelpteotihuacan</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5861"/>
		<updated>2020-10-13T14:43:38Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your Workers are Dice.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t roll them (!).  The numbers show their level - e.g., Level 1 (1 pip shown) is less powerful than Level 4 (4 pips shown).&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.&lt;br /&gt;
&lt;br /&gt;
On each board, you can choose from three actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect Cocoa:&#039;&#039;&#039; gain cocoa equal to the number of dice colours present plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.&lt;br /&gt;
# &#039;&#039;&#039;Main action:&#039;&#039;&#039; pay Cocoa equal to the number of the dice colours present, then activate the benefit of the location (collect resources, build the pyramid, etc., check the &amp;quot;?&amp;quot; on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).&lt;br /&gt;
# &#039;&#039;&#039;Worship:&#039;&#039;&#039; place your Worker in the coloured box to one side on each board. If another  Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn&#039;t count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. &lt;br /&gt;
&lt;br /&gt;
*Unlocking Workers: two methods:&lt;br /&gt;
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free&lt;br /&gt;
&lt;br /&gt;
2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.&lt;br /&gt;
&lt;br /&gt;
*Ascension: When a Worker levels up to six pips, it immediately &amp;quot;ascends&amp;quot;. Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.&lt;br /&gt;
&lt;br /&gt;
*Eclipse: When the white disc reached the black disc on the turn counter. This triggers a VP count according to multiple parameters after everyone has played once. This is not the game end (yet).&lt;br /&gt;
&lt;br /&gt;
*Game End: The game ends after three eclipses or after the pyramid is completed, with each player getting (at least) one final turn.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://boardgamegeek.com/filepage/166248/official-rules Official Ruless (via BGG)]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5859</id>
		<title>Gamehelpteotihuacan</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5859"/>
		<updated>2020-10-12T22:06:39Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your Workers are Dice.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t roll them (!).  The numbers show their level - e.g., Level 1 (1 pip shown) is less powerful than Level 4 (4 pips shown).&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.&lt;br /&gt;
&lt;br /&gt;
On each board, you can choose from three actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect Cocoa:&#039;&#039;&#039; gain cocoa equal to the number of dice colours present plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.&lt;br /&gt;
# &#039;&#039;&#039;Main action:&#039;&#039;&#039; pay Cocoa equal to the number of the dice colours present, then activate the benefit of the location (collect resources, build the pyramid, etc., check the &amp;quot;?&amp;quot; on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).&lt;br /&gt;
# &#039;&#039;&#039;Worship:&#039;&#039;&#039; place your Worker in the coloured box to one side on each board. If another  Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn&#039;t count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. &lt;br /&gt;
&lt;br /&gt;
*Unlocking Workers: two methods:&lt;br /&gt;
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free&lt;br /&gt;
2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.&lt;br /&gt;
&lt;br /&gt;
*Ascension: When a Worker levels up to six pips, it immediately &amp;quot;ascends&amp;quot;. Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.&lt;br /&gt;
&lt;br /&gt;
*Game End: The game ends after three eclipses (caused by the white marker reaching the black marker) or after the pyramid is completed, with each player getting (at least) one final turn.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://boardgamegeek.com/filepage/166248/official-rules Official Ruless (via BGG)]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5858</id>
		<title>Gamehelpteotihuacan</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpteotihuacan&amp;diff=5858"/>
		<updated>2020-10-12T21:56:18Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: precisions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your Workers are Dice.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t roll them (!).  The numbers show their level - e.g., Level 1 (1 pip shown) is less powerful than Level 4 (4 pips shown).&lt;br /&gt;
&lt;br /&gt;
On your turn, you take one Worker (die) and move it clockwise one, two, or three boards around the perimeter.&lt;br /&gt;
&lt;br /&gt;
On each board, you can choose from three actions:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Collect Cocoa:&#039;&#039;&#039; gain cocoa equal to the number of dice colours present plus one. Place your worker in the general area (i.e., not the Worship space) of the board. Cocoa is used to pay for other actions.&lt;br /&gt;
# &#039;&#039;&#039;Main action:&#039;&#039;&#039; pay Cocoa equal to the number of the dice colours present, then activate the benefit of the location (collect resources, build the pyramid, etc., check the &amp;quot;?&amp;quot; on the area for help). Then you can usually level up your Worker(s) according to the symbols (bluish die) shown. The Palace board has no main action space (the general area is used for collecting cocoa and ascensions).&lt;br /&gt;
# &#039;&#039;&#039;Worship:&#039;&#039;&#039; place your Worker in the coloured box to one side on each board. If another  Worker is already present in the worship space, pay 1 Cocoa and unlock it. You gain either the top (temple track advancement) or bottom (discovery tile) benefit, or you can pay an additional Cocoa to gain both. Your Worker is now locked (cannnot be played, and doesn&#039;t count for Cocoa count). The Palace board has three Worship spaces, each with a mandatory benefit (you may pay one Cocoa to gain a discovery tile as well). The Technology board and the Pyramid board have no worship spaces. &lt;br /&gt;
&lt;br /&gt;
Unlocking Workers: two methods:&lt;br /&gt;
1 - Instead of taking a normal turn, you may unlock all of your locked Workers for free&lt;br /&gt;
2 - You may pay 3 cocoa to unlock all locked Workers during a normal turn.&lt;br /&gt;
&lt;br /&gt;
Ascension: When a Worker levels up to six pips, it immediately &amp;quot;ascends&amp;quot;. Reset the die to 1 and place it in the general area of the Palace board, move your marker up one space on the Avenue of the Dead (burial track), gain an ascension benefit (they appear around the reserved dice to the right of the pyramid), and advance the white/light marker toward the black/eclipse marker.&lt;br /&gt;
&lt;br /&gt;
Game End: The game ends after three eclipses (caused by the white marker reaching the black marker) or after the pyramid is completed, with each player getting (at least) one final turn.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://boardgamegeek.com/filepage/166248/official-rules Official Ruless (via BGG)]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/filepage/177055/yet-another-teotihuacan-player-aid Quick Reference Player guide]&amp;lt;p&amp;gt;&lt;br /&gt;
[https://boardgamegeek.com/video/257192/teotihuacan-city-gods/teotihuacan-how-play How to play video (34 minutes)]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5379</id>
		<title>Gamehelppi</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5379"/>
		<updated>2020-08-27T00:37:03Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;P.I. (Private Investigator) is a simple deductive game consisting of 3 mini-games.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
Each player has three cases that they need to solve.&lt;br /&gt;
&lt;br /&gt;
You win by getting the most points for solving the three cases.&lt;br /&gt;
&lt;br /&gt;
To solve a case you need to show: The criminal, the location of the criminal and the type of the crime.&lt;br /&gt;
&lt;br /&gt;
Each player solves their own unique case each in round. The player on your right has the cards which show the elements of the case you are solving.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
Each turn you can do one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Use an investigator on a location (You only have 5 for the entire mini-game), or pick an evidence card, or attempt to solve the case.&lt;br /&gt;
&lt;br /&gt;
=== Using an Investigator ===&lt;br /&gt;
&lt;br /&gt;
Using an investigator on a location tells you the number of tiles matching your case in or near that location (either the criminal, the location or the crime) discs and cubes are placed on the investigator as follows:&lt;br /&gt;
&lt;br /&gt;
* Disc:  An element is in this investigator&#039;s location.&lt;br /&gt;
* Cube: An element is in a location that is adjacent to this investigator&#039;s location.&lt;br /&gt;
Which element is present is not indicated.&lt;br /&gt;
&lt;br /&gt;
* Note: You only have 5 Investigators and they are &#039;one use&#039; only for all three rounds of the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Example Results ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Examples &lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Exact Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Adjacent Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Components Used&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 3 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 3 discs / 0 cube, All matching cards are on that location, how lucky!  &lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 2 discs / 1 cube &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 2 Adjacent&lt;br /&gt;
| 1 disc / 2 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 3 Adjacent&lt;br /&gt;
| 0 disc / 3 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 2 disc / 0 cubes &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 1 disc / 1 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 1 disc / 0 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 0 disc / 0 cubes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Using Evidence Cards ===&lt;br /&gt;
&lt;br /&gt;
Using an evidence card allows you to investigate one particular element of your case, it will only tell you the matching cards that are the same type as the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
* Disc: If the Evidence card matches one of your Case cards, a disc is placed on the matching tile.&lt;br /&gt;
* Cube: If the case card&#039;s tile is in an adjacent location to the evidence card&#039;s tile then a cube will be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
==== Additional Rules With Using Evidence Cards====&lt;br /&gt;
&lt;br /&gt;
* If you already have a disc/cube on one of your Investigator counters and it corresponds with the selected Evidence card then the disc/cube is moved from the investigator counter to the tile matching the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
* If a disc/cube is placed then it must be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
* If no disc/cube is placed then you place the Evidence card in front of your position to remind you that no information was gained.&lt;br /&gt;
&lt;br /&gt;
* If you do place a disc/cube then you discard the card.&lt;br /&gt;
&lt;br /&gt;
=== Attempt to Solve the Case ===&lt;br /&gt;
&lt;br /&gt;
Finally you can attempt to solve the case, click on a criminal, a location and a crime type.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re right, then you get points according to how many players solve their cases before you (7 for first, 5 for second, 3 for third and 1 for fourth).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wrong, then you lose 2 points.&lt;br /&gt;
&lt;br /&gt;
The rules seem to imply that you can try to solve only once, and then the round&#039;s over for you. On BGA, that&#039;s not the case, you can try again, but you accrue the VP penalties (and lose time). If everyone has solved but you, you get 0 points (and penalties you have accrued).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
The game consists of 3 rounds, players are attempting to solve one case in every round.&lt;br /&gt;
&lt;br /&gt;
Each round is composed of phases where each player takes a turn playing one action (beginning with the starting player)&lt;br /&gt;
&lt;br /&gt;
== Solving a case ==&lt;br /&gt;
Once a player solves a case for the first time in that round, (in phase 6 of the current round for example,) they get 7 points, and &#039;&#039;each&#039;&#039; subsequent player who solves their case in the same phase (phase 6 in our example) &#039;&#039;also&#039;&#039; gets 7 points.&lt;br /&gt;
&lt;br /&gt;
Once the phase ends, if there are at least two players who didn&#039;t solve the case yet, then the game continues, but on the phase the next player&lt;br /&gt;
solves the case they get 2 less points and that goes for all players who solve the case in that same phase.&lt;br /&gt;
&lt;br /&gt;
This continues on and on, until only 1 (or 0) player remains.&lt;br /&gt;
&lt;br /&gt;
That player won&#039;t gain any points, and the next round starts.&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5325</id>
		<title>Gamehelppi</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5325"/>
		<updated>2020-08-20T16:54:55Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;P.I. (Private Investigator) is a simple deductive game consisting of 3 mini-games.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
Each player has three cases that they need to solve.&lt;br /&gt;
&lt;br /&gt;
You win by getting the most points for solving the three cases.&lt;br /&gt;
&lt;br /&gt;
To solve a case you need to show: The criminal, the location of the criminal and the type of the crime.&lt;br /&gt;
&lt;br /&gt;
Each player solves their own unique case each in round. The player on your right has the cards which show the elements of the case you are solving.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
Each turn you can do one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Use an investigator on a location (You only have 5 for the entire mini-game), or pick an evidence card, or attempt to solve the case.&lt;br /&gt;
&lt;br /&gt;
=== Using an Investigator ===&lt;br /&gt;
&lt;br /&gt;
Using an investigator on a location tells you the number of tiles matching your case in or near that location (either the criminal, the location or the crime) discs and cubes are placed on the investigator as follows:&lt;br /&gt;
&lt;br /&gt;
* Disc:  An element is in this investigator&#039;s location.&lt;br /&gt;
* Cube: An element is in a location that is adjacent to this investigator&#039;s location.&lt;br /&gt;
Which element is present is not indicated.&lt;br /&gt;
&lt;br /&gt;
* Note: You only have 5 Investigators and they are &#039;one use&#039; only for all three rounds of the entire game.&lt;br /&gt;
&lt;br /&gt;
=== Example Results ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Examples &lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Exact Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Adjacent Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Components Used&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 3 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 3 discs / 0 cube, All matching cards are on that location, how lucky!  &lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 2 discs / 1 cube &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 2 Adjacent&lt;br /&gt;
| 1 disc / 2 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 3 Adjacent&lt;br /&gt;
| 0 disc / 3 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 2 disc / 0 cubes &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 1 disc / 1 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 1 disc / 0 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 0 disc / 0 cubes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Using Evidence Cards ===&lt;br /&gt;
&lt;br /&gt;
Using an evidence card allows you to investigate one particular element of your case, it will only tell you the matching cards that are the same type as the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
* Disc: If the Evidence card matches one of your Case cards, a disc is placed on the matching tile.&lt;br /&gt;
* Cube: If the case card&#039;s tile is in an adjacent location to the evidence card&#039;s tile then a cube will be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
==== Additional Rules With Using Evidence Cards====&lt;br /&gt;
&lt;br /&gt;
* If you already have a disc/cube on one of your Investigator counters and it corresponds with the selected Evidence card then the disc/cube is moved from the investigator counter to the tile matching the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
* If a disc/cube is placed then it must be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
* If no disc/cube is placed then you place the Evidence card in front of your position to remind you that no information was gained.&lt;br /&gt;
&lt;br /&gt;
* If you do place a disc/cube then you discard the card.&lt;br /&gt;
&lt;br /&gt;
=== Attempt to Solve the Case ===&lt;br /&gt;
&lt;br /&gt;
Finally you can attempt to solve the case, click on a criminal, a location and a crime type.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re right, then you get points according to how many players solve their cases before you (7 for first, 5 for second, 3 for third and 1 for fourth).&lt;br /&gt;
&lt;br /&gt;
If you&#039;re wrong, then you lose 2 points.&lt;br /&gt;
&lt;br /&gt;
The rules seem to imply that you can try to solve only once, and then the round&#039;s over for you. At least on BGA, that&#039;s not quite the case: provided you&#039;re not the last (or maybe the two last??), you can try again, but you accrue the VP penalties (and lose time).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
The game consists of 3 rounds, players are attempting to solve one case in every round.&lt;br /&gt;
&lt;br /&gt;
Each round is composed of phases where each player takes a turn playing one action (beginning with the starting player)&lt;br /&gt;
&lt;br /&gt;
== Solving a case ==&lt;br /&gt;
Once a player solves a case for the first time in that round, (in phase 6 of the current round for example,) they get 7 points, and &#039;&#039;each&#039;&#039; subsequent player who solves their case in the same phase (phase 6 in our example) &#039;&#039;also&#039;&#039; gets 7 points.&lt;br /&gt;
&lt;br /&gt;
Once the phase ends, if there are at least two players who didn&#039;t solve the case yet, then the game continues, but on the phase the next player&lt;br /&gt;
solves the case they get 2 less points and that goes for all players who solve the case in that same phase.&lt;br /&gt;
&lt;br /&gt;
This continues on and on, until only 1 (or 0) player remains.&lt;br /&gt;
&lt;br /&gt;
That player won&#039;t gain any points, and the next round starts.&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpk2&amp;diff=5310</id>
		<title>Gamehelpk2</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpk2&amp;diff=5310"/>
		<updated>2020-08-18T20:59:40Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: Clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules Overview==&lt;br /&gt;
&lt;br /&gt;
===General Summary===&lt;br /&gt;
* You have two climbers (a smooth one and a squiggly one, to keep them straight). You win by getting them both as high as possible, and then no dying, over 18 turns (6 weather boards)&lt;br /&gt;
* Each card you play either lets you MOVE (green number, self explanatory) or ACCLIMATIZE (blue number, increase the buffer between you and icy death) one climber.&lt;br /&gt;
&lt;br /&gt;
===Score===&lt;br /&gt;
* Each climber has a score equal to the highest score he attains (written on the board)&lt;br /&gt;
* His score drops to 1 if he dies&lt;br /&gt;
* Scores are added up after turn 18&lt;br /&gt;
* You do NOT have to go back to base camp to keep your score, just remain alive until turn 18, however life at higher altitude is harsh!&lt;br /&gt;
&lt;br /&gt;
===Moving===&lt;br /&gt;
* Each space on the mountain either has a gold number on its upper right, or is blank (implying a gold number of 1). This is the amount of movement points you need to move onto that space.&lt;br /&gt;
* Cards in your hand with GREEN numbers (no idea why they didn&#039;t make it gold as well) give your climbers these movement points. Some have a single, all-purpose number, others have a smaller number you can use to move any direction and a larger number you can ONLY use to move down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You can combine movement cards but not divide them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* For example, if you have a two cards of value 1, you CAN combine them to give one of your climbers 2 movement points.&lt;br /&gt;
* However, if you have a card of value 3, you CANNOT split it to give one climber 1 point and the other one 2. &lt;br /&gt;
&lt;br /&gt;
===Acclimatization===&lt;br /&gt;
* Each of your climbers has an acclimatization value, which you can see next to your figures at the top right of the screen&lt;br /&gt;
* Many spaces on the mountain have a BLUE (good) or RED (bad) number on their bottom left. These increase or decrease your acclimatization if you end movement on those spaces.&lt;br /&gt;
* You can also play cards with BLUE numbers to increase a climber&#039;s acclimatization.&lt;br /&gt;
* This is important because if your acclimatization drops to zero, that climber dies and loses all his/her points&lt;br /&gt;
&lt;br /&gt;
===Other Stuff: Risk, Tents, and Weather===&lt;br /&gt;
* &#039;&#039;&#039;Risk:&#039;&#039;&#039; Each turn, whoever chooses movement cards with the highest sum has to take a Risk token. You get to choose which token, from a pool of three, so it is sometimes minimal. But these tokens will reduce your movement or acclimatization.&lt;br /&gt;
** The penalty can only be applied to a climber who was moved/acclimatized by a card this turn.&lt;br /&gt;
** Moral of the story, you want to move fast, but not faster than everyone else.&lt;br /&gt;
* &#039;&#039;&#039;Tents:&#039;&#039;&#039; Each climber has one tent (so, two per team). You can pitch this tent on any space by re-paying the movement point cost on that space (e.g., a space with a Gold 2 requires 2 movement points to pitch a tent). Tents give their climber +1 acclimatization at the end of each turn in which they are on that space.&lt;br /&gt;
* &#039;&#039;&#039;Weather:&#039;&#039;&#039; Across the top of the board you can see the weather and the forecast, a little way out.&lt;br /&gt;
** Good weather has no effect&lt;br /&gt;
** Bad weather reduces acclimatization and/or movement, but only if you are at a certain elevation or elevation band on the mountain. &lt;br /&gt;
** Hover the mouse to see the important details, you can&#039;t read the elevation just from the picture (and you usually can&#039;t read it at all if using a tap interface device)&lt;br /&gt;
&lt;br /&gt;
==Turn Summary==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Card Selection&#039;&#039;&#039;&lt;br /&gt;
# Each player selects three cards for the round, which they will use during the action phase&lt;br /&gt;
# Choices are made secretly and then revealed simultaneously&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mechanics:&#039;&#039; Highlight 3 of your 6 cards, then confirm at top of page&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Risk Tokens&#039;&#039;&#039;&lt;br /&gt;
# The player with the most movement points (summed) must take a risk token&lt;br /&gt;
# In case of a tie, no one takes a risk token&lt;br /&gt;
# A new risk token will then be revealed, so three are always available&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mechanics:&#039;&#039; The game will automatically assign the most favorable token to the correct player&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action Phase&#039;&#039;&#039;&lt;br /&gt;
# Select cards, one at a time or multiple at a time, and which climber to apply them to&lt;br /&gt;
:::* Acclimatization cards will be applied automatically, and will raise the selected climbers acclimatization level&lt;br /&gt;
:::* Movement cards will allow you to move (click on a highlighted space on the mountain), apply risk penalties, or pitch a tent (buttons at top of screen)&lt;br /&gt;
# If they gained elevation, each climber&#039;s newly gained victory points are marked on the victory point track&lt;br /&gt;
# Note the influence of weather on movement (only in winter weather)!&lt;br /&gt;
# There are stacking limits (number of climbers a space can hold) at each elevation based upon the number of players.  See the diagrams on the right.  &lt;br /&gt;
:::* These limits only apply at the END of your move. In other words, you can move through a space that is full, but cannot stop there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acclimatization Check&#039;&#039;&#039;&lt;br /&gt;
# Add/subtract acclimatization:&lt;br /&gt;
::* Add/Subtract for blue or red acclimatization numbers on each climber&#039;s current space&lt;br /&gt;
::* A tent of the player&#039;s color adds +1 to acclimatization&lt;br /&gt;
::* Subtract acclimatization resulting from the current weather, if in the affected altitude zone&lt;br /&gt;
::* If you use less than the played movement, this can reduce the Risk you&#039;ve incurred, if any&lt;br /&gt;
::* If acclimatization exceeds 6, it is reduced back to 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If acclimatization drops below 1, the climber dies, losing any VP gained but 1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Turn&#039;&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
# The starting player marker passes to the left (on BGA, down)&lt;br /&gt;
# The weather marker moves to the next space. If this puts the marker onto the second tile, a new forecast is added.&lt;br /&gt;
# Draw 3 cards to have 6 again. If draw pile is empty, players will play their final three cards before reshuffling and drawing to 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cardlist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Total: 18 cards&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Acclimatization cards (Blue)&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-spacing: 2px; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 50pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | Points&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;width: 50pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | Quantity&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | Total: 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;li&amp;gt;Movement cards (Green)&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-spacing: 2px; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 50pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | Points&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;width: 50pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | Quantity&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | Total: 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;li&amp;gt;Rope cards (Green)&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border-spacing: 2px; border: 1px solid darkgray;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;width: 50pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | Points&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 2|3&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1|3&lt;br /&gt;
| style=&amp;quot;width: 20pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1|2&lt;br /&gt;
| style=&amp;quot;width: 50pt; text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | Quantity&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align: center; border-spacing: 2px; border: 1px solid darkgray;&amp;quot; | Total: 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelplox&amp;diff=5287</id>
		<title>Gamehelplox</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelplox&amp;diff=5287"/>
		<updated>2020-08-16T18:42:08Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: Slight shortening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lords Of Xidit Rules (EN): [[https://boardgamegeek.com/filepage/104981/lords-xidit-english-rules]]&lt;br /&gt;
&lt;br /&gt;
This a hidden move programming game, similar to RoboRally.&lt;br /&gt;
&lt;br /&gt;
The goal is to gather all kinds of fighter classes on &amp;quot;recruiting&amp;quot; cities (grey background disk) and defeat monsters threatening the towns (white background disk).  To defeat a monster you need to have all classes of fighters shown at the bottom of the disk.&lt;br /&gt;
&lt;br /&gt;
When a round (year) starts, each player programs his move board with six of :&lt;br /&gt;
 - a colour of path to follow&lt;br /&gt;
 - a white and green symbol to perform an action at the location&lt;br /&gt;
 - a yellow x to wait at the location&lt;br /&gt;
&lt;br /&gt;
The order are then executed in clockwise order, one order at a time, always starting with the starting player (At the end of the round (year) the start player token moves one to the left.)&lt;br /&gt;
&lt;br /&gt;
All orders must be followed if possible.&lt;br /&gt;
If a player programs a move then they must move if that colour path leads into/out of the city they are in.&lt;br /&gt;
&lt;br /&gt;
If a player programs a white and green action on a grey disk city, they take the weakest unit left on the disk (orange &amp;lt; green &amp;lt; grey &amp;lt; white &amp;lt; purple).  However, a player can only recruit one unit from each city in a round (year).&lt;br /&gt;
Units are peasant militia (orange), archers (green), infantry (grey), clerics (white) and battle mages (purple).&lt;br /&gt;
&lt;br /&gt;
If a player programs a white and green action on a white disk (monsters) city, they must defeat the monster if they have the units necessary to fight it (shown at the bottom of the tile) and return those units to the barracks.  They then take two of the three rewards on offer - Wealth (gold tokens), Reputation (placing bard tokens in neighbouring areas) or Influence (placing pieces on sorcerers&#039; towers).&lt;br /&gt;
&lt;br /&gt;
If a player programs a yellow X to wait at the location they do nothing when that order is resolved.&lt;br /&gt;
&lt;br /&gt;
Empty grey recruiting disks and defeated white monster tiles are replaced immediately by the next in line, which can be seen to the right of the board, thus allowing players to plan ahead.&lt;br /&gt;
&lt;br /&gt;
At the end of Game Years 4, 8 and 12 there is a military census and players can reveal units that they currently have, with the player(s) who reveal the most of each type of unit gaining a reward.  This is resolved one unit type at a time, from weakest to strongest (orange &amp;lt; green &amp;lt; grey &amp;lt; white &amp;lt; purple).&lt;br /&gt;
&lt;br /&gt;
The game ends after the military census at the end of game year 12.&lt;br /&gt;
&lt;br /&gt;
There are now three assessments carried out to determine the winner of the game.  The order of these assessments is determined randomly at the start of the game and can be seen to the right of the board (there are three tracks, each of which will have one of the blue, yellow or pink tokens at the bottom of it).&lt;br /&gt;
&lt;br /&gt;
For the first assessment, the person with the least is eliminated from contention (two players are eliminated in a 5-player game).&lt;br /&gt;
&lt;br /&gt;
For the second and third assessments, the person with the least is eliminated from contention, meaning only one player will remain at the end of the third assessment and they have won the game.&lt;br /&gt;
&lt;br /&gt;
Wealth assessment (yellow token) - add up gold tokens held in hand.&lt;br /&gt;
&lt;br /&gt;
Influence assessment (blue token) - count the number of pieces for each player in the sorcerers&#039; towers on the board.&lt;br /&gt;
&lt;br /&gt;
Reputation assessment (pink token) - resolve each area of the board and the central bastion, awarding points to the player with the most and the second most bard tokens in that area.  Add up all of the points that each player earns in this way.&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5241</id>
		<title>Gamehelppi</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5241"/>
		<updated>2020-08-10T14:51:08Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;P.I. (Private Investigator) is a simple deductive game consisting of 3 mini-games.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
= Objective =&lt;br /&gt;
&lt;br /&gt;
Each player has three cases that they need to solve.&lt;br /&gt;
&lt;br /&gt;
You win by getting the most points for solving the three cases.&lt;br /&gt;
&lt;br /&gt;
== To solve a case you need to show: ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  The criminal&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull;  The location of the criminal&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull;  The type of the crime&lt;br /&gt;
&lt;br /&gt;
Each player solves their own unique case each in round. The player on your right has the cards which show the elements of the case you are solving.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Actions =&lt;br /&gt;
&lt;br /&gt;
== Each turn you can do one of the following actions: ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; Use an investigator on a location (You only have 5 for the entire game)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull; Pick an evidence card&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull; Attempt to solve the case&lt;br /&gt;
&lt;br /&gt;
== Using an Investigator ==&lt;br /&gt;
&lt;br /&gt;
Using an investigator on a location tells you the number of tiles matching your case in or near that location (either the criminal, the location or the crime) discs and cubes are placed on the investigator as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; &#039;&#039;&#039;Disc :&#039;&#039;&#039; An element is &#039;&#039;&#039;in&#039;&#039;&#039; this investigator&#039;s location&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull; &#039;&#039;&#039;Cube :&#039;&#039;&#039; An element is in a location that is &#039;&#039;&#039;adjacent to&#039;&#039;&#039; this investigator&#039;s location&lt;br /&gt;
&lt;br /&gt;
Which element is present is not indicated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You only have 5 Investigators and they are &#039;one use&#039; only for all three rounds of the entire game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Example Results ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Examples &lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Exact Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Adjacent Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Components Used&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 3 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 3 discs / 0 cube, All matching cards are on that location, how lucky!  &lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 2 discs / 1 cube &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 2 Adjacent&lt;br /&gt;
| 1 disc / 2 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 3 Adjacent&lt;br /&gt;
| 0 disc / 3 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 2 disc / 0 cubes &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 1 disc / 1 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 1 disc / 0 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 0 disc / 0 cubes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Evidence Cards ==&lt;br /&gt;
&lt;br /&gt;
Using an evidence card allows you to investigate one particular element of your case, it will only tell you the matching cards that are the &#039;&#039;&#039;same type&#039;&#039;&#039; as the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  &#039;&#039;&#039;Disc :&#039;&#039;&#039; If the Evidence card matches one of your Case cards, a disc is placed on the matching tile.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull;  &#039;&#039;&#039;Cube :&#039;&#039;&#039; If the case card&#039;s tile is in an adjacent location to the evidence card&#039;s tile then a cube will be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules With Using Evidence Cards===&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If you already have a disc/cube on one of your Investigator counters and it corresponds with the selected Evidence card then the disc/cube is moved from the investigator counter to the tile matching the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If a disc/cube is placed then it must be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If no disc/cube is placed then you place the Evidence card in front of your position to remind you that no information was gained.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If you do place a disc/cube then you discard the card.&lt;br /&gt;
&lt;br /&gt;
== Solving the Case ==&lt;br /&gt;
&lt;br /&gt;
Finally you can attempt to solve the case, click on a criminal, a location and a crime type.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re right, then you get points &lt;br /&gt;
&lt;br /&gt;
If you&#039;re wrong, then you lose 2 points&lt;br /&gt;
&lt;br /&gt;
You can try to solve only once. So if you get it wrong, you don&#039;t just take a penalty and try again later. You&#039;re done for this mini-game. (Note: this doesn&#039;t seem to be the case, at least on BGA. Seems you can keep on trying, but you get the dire penalty nonetheless, and also lose time)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Phases =&lt;br /&gt;
&lt;br /&gt;
The game consists of 3 &#039;&#039;&#039;Rounds&#039;&#039;&#039;, players are attempting to solve one case in every round.&lt;br /&gt;
&lt;br /&gt;
Each round is composed of &#039;&#039;&#039;Phases&#039;&#039;&#039; where each player takes a turn playing one action (beginning with the starting player)&lt;br /&gt;
&lt;br /&gt;
== Solving a case ==&lt;br /&gt;
Once a player solves a case for the first time in that round, (in phase 6 of the current round for example,) they get 7 points, and &#039;&#039;each&#039;&#039; subsequent player who solves their case in the same phase (phase 6 in our example) &#039;&#039;also&#039;&#039; gets 7 points.&lt;br /&gt;
&lt;br /&gt;
Once the phase ends, if there are at least two players who didn&#039;t solve the case yet, then the game continues, but on the phase the next player&lt;br /&gt;
solves the case they get 2 less points and that goes for all players who solve the case in that same phase.&lt;br /&gt;
&lt;br /&gt;
This continues on and on, until only 1 (or 0) player remains.&lt;br /&gt;
&lt;br /&gt;
That player won&#039;t gain any points, and the next round starts.&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=5210</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=5210"/>
		<updated>2020-08-06T21:12:23Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Your dice are citizens or workers, depending on where they are.&lt;br /&gt;
When in the Citizenry (the square area with the stick-figure), they are citizens. &lt;br /&gt;
They become &amp;quot;workers&amp;quot; when placed in the &amp;quot;cup&amp;quot;, the cup-like area to the left of the citizens reserve.&lt;br /&gt;
As workers, you will be able to make them do stuff.&lt;br /&gt;
&lt;br /&gt;
They come in various colors, white being the basic one.&lt;br /&gt;
Each has various faces, which corresponds to actions. Their color is also important.&lt;br /&gt;
The dice will also be used to represent production.&lt;br /&gt;
&lt;br /&gt;
Warning: the BGA version is coded to play fast. It will do a lot of actions automatically when they do not require choices. So you might be surprised the first times...&lt;br /&gt;
&lt;br /&gt;
== The 5 phases ==&lt;br /&gt;
&lt;br /&gt;
The black strip at the top represents the 5 phases, each being an action.&lt;br /&gt;
Each player will (secretly)  choose and activate ONE phase. The other phases will not be played (except with 2PL, where a third will be randomly determined). So with 3PL, only three phases will be played.&lt;br /&gt;
&lt;br /&gt;
You start by rolling all you *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.&lt;br /&gt;
To activate a phase, click on a die and on the phase. That die will be placed on that phase. The action on the die does NOT have to match!&lt;br /&gt;
&lt;br /&gt;
Note: everyone has a free Dictate ability. First, choose your phase. Then click on a die you don&#039;t need, and click Dictate. This will allow you to move any one other die to any column (presumably the one you activated...)&lt;br /&gt;
Dice with a wild face (*) can be reassigned freely.&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase&#039;s action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face/Phase&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Repeated for each die spent.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add a die to a settled, non-gray world.&lt;br /&gt;
|Maximum of 1 die on each world. See &amp;quot;Consume&amp;quot; for importance of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a settled world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on.&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a settled world. Get 1 VP.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of turn: manage and recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die.&lt;br /&gt;
This is the only use of your money, so you rarely need to keep money.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game setup ==&lt;br /&gt;
&lt;br /&gt;
Each player receives a random double tile with a special ability, and a random starter tile next to it.&lt;br /&gt;
Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which. &lt;br /&gt;
&lt;br /&gt;
You also start with 5 white dice.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
When anyone has 12 tiles built, or if all VP chips are used up.&lt;br /&gt;
&lt;br /&gt;
== Watch out! ==&lt;br /&gt;
&lt;br /&gt;
If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
[[Tips_rollforthegalaxy | Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=5209</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=5209"/>
		<updated>2020-08-06T21:11:28Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: Rewrite, adding stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Your dice are citizens or workers, depending on where they are.&lt;br /&gt;
When in the Citizenry (the square area with the stick-figure), they are citizens. &lt;br /&gt;
They become &amp;quot;workers&amp;quot; when placed in the &amp;quot;cup&amp;quot;, the cup-like area to the left of the citizens reserve.&lt;br /&gt;
As workers, you will be able to make them do stuff.&lt;br /&gt;
&lt;br /&gt;
They come in various colors, white being the basic one.&lt;br /&gt;
Each has various faces, which corresponds to actions. Their color is also important.&lt;br /&gt;
The dice will also be used to represent production.&lt;br /&gt;
&lt;br /&gt;
== The 5 phases ==&lt;br /&gt;
&lt;br /&gt;
The black strip at the top represents the 5 phases, each being an action.&lt;br /&gt;
Each player will (secretly)  choose and activate ONE phase. The other phases will not be played (except with 2PL, where a third will be randomly determined). So with 3PL, only three phases will be played.&lt;br /&gt;
&lt;br /&gt;
You start by rolling all you *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.&lt;br /&gt;
To activate a phase, click on a die and on the phase. That die will be placed on that phase. The action on the die does NOT have to match!&lt;br /&gt;
&lt;br /&gt;
Note: everyone has a free Dictate ability. First, choose your phase. Then click on a die you don&#039;t need, and click Dictate. This will allow you to move any one other die to any column (presumably the one you activated...)&lt;br /&gt;
Dice with a wild face (*) can be reassigned freely.&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase&#039;s action(s) and sent back to Citizenry. Any dice under phases not chosen, or unused ones, go back into your cup, automatically.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face/Phase&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Repeated for each die spent.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add a die to a settled, non-gray world.&lt;br /&gt;
|Maximum of 1 die on each world. See &amp;quot;Consume&amp;quot; for importance of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a settled world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on.&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a settled world. Get 1 VP.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of turn: manage and recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die.&lt;br /&gt;
This is the only use of your money, so you rarely need to keep money.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game setup ==&lt;br /&gt;
&lt;br /&gt;
Each player receives a random double tile with a special ability, and a random starter tile next to it.&lt;br /&gt;
Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which. &lt;br /&gt;
&lt;br /&gt;
You also start with 5 white dice.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
When anyone has 12 tiles built, or if all VP chips are used up.&lt;br /&gt;
&lt;br /&gt;
== Watch out! ==&lt;br /&gt;
&lt;br /&gt;
If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
[[Tips_rollforthegalaxy | Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=5208</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=5208"/>
		<updated>2020-08-06T20:09:35Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Your dice are citizens or workers, depending on where they are.&lt;br /&gt;
When in the Citizenry (the square area with the stick-figure), they are citizens. &lt;br /&gt;
They become &amp;quot;workers&amp;quot; when placed in the &amp;quot;cup&amp;quot;, the cup-like area to the left of the citizens reserve.&lt;br /&gt;
As workers, you will be able to make them do stuff.&lt;br /&gt;
&lt;br /&gt;
They come in various colors, white being the basic one.&lt;br /&gt;
Each has various faces, which corresponds to actions. Their color is also important.&lt;br /&gt;
The dice will also be used to represent production.&lt;br /&gt;
&lt;br /&gt;
== The 5 phases ==&lt;br /&gt;
&lt;br /&gt;
The black strip at the top represents the 5 phases, each being an action.&lt;br /&gt;
Each player will (secretly)  choose and activate ONE phase. The other phases will not be played (except with 2PL, where a third will be randomly determined). So with 3PL, only three phases will be played.&lt;br /&gt;
&lt;br /&gt;
You start by rolling all you *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.&lt;br /&gt;
To activate a phase, click on a die and on the phase. That die will be placed on that phase. The action on the die does NOT have to match!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: everyone has a free Dictate ability. First, choose your phase. Then click on a die you don&#039;t need, and click Dictate. This will allow you to move any one other die to any column (presumably the one you activated...)&lt;br /&gt;
Dice with a wild face (*) can be reassigned freely.&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase&#039;s action(s). Any dice under phases not chosen, or unused ones, go back into your cup, automatically.&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face/Phase&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Repeated for each die spent.&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add a die to a settled, non-gray world.&lt;br /&gt;
|Maximum of 1 die on each world. See &amp;quot;Consume&amp;quot; for importance of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a settled world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on.&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a settled world. Get 1 VP.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End of turn: manage and recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice were sent back to your citizenry. During this phase you can reactivate them as worker by paying 1$ per die.&lt;br /&gt;
This is the only use of your money, so you rarely need to keep money.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
You can also freely retrieve any dice that are stuck on developments or worlds, to reassign them later.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game setup ==&lt;br /&gt;
&lt;br /&gt;
Each player receives a random double tile with a special ability, and a random starter tile next to it.&lt;br /&gt;
Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which. &lt;br /&gt;
&lt;br /&gt;
You also start with 5 white dice.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
When anyone has 12 tiles built, or if all VP chips are used up.&lt;br /&gt;
&lt;br /&gt;
== Watch out! ==&lt;br /&gt;
&lt;br /&gt;
If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
[[Tips_rollforthegalaxy | Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=5207</id>
		<title>Gamehelprollforthegalaxy</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelprollforthegalaxy&amp;diff=5207"/>
		<updated>2020-08-06T20:05:21Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
Your dice are citizens or workers, depending on where they are.&lt;br /&gt;
When in the Citizenry (the square area with the stick-figure), they are citizens. &lt;br /&gt;
They become &amp;quot;workers&amp;quot; when placed in the &amp;quot;cup&amp;quot;, the cup-like area to the left of the citizens reserve.&lt;br /&gt;
As workers, you will be able to make them do stuff.&lt;br /&gt;
&lt;br /&gt;
They come in various colors, white being the basic one.&lt;br /&gt;
Each has various faces, which corresponds to actions. Their color is also important.&lt;br /&gt;
The dice will also be used to represent production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Start of the Game ==&lt;br /&gt;
&lt;br /&gt;
Each player receives a random double tile with a special ability, and a random starter tile next to it. Then you receive two tiles from the shared supply, to form your unbuilt tile stacks. Each tile has two faces: a development or a world. For the first two tiles, one must be a world, the other a development, and you choose which is which. &lt;br /&gt;
&lt;br /&gt;
In addition to the dice from their starter tiles, each player begins with 5 white dice: 3 in the cup, and two in the citizenry. Dice in the citizenry must be bought back before they can be used.&lt;br /&gt;
&lt;br /&gt;
== The 5 phases ==&lt;br /&gt;
&lt;br /&gt;
The black strip at the top represents the 5 phases, each being an action.&lt;br /&gt;
Each player will (secretly)  choose and activate ONE phase. The other phases will not be played (except with 2PL, where a third will be randomly determined). So with 3PL, only three phases will be played.&lt;br /&gt;
&lt;br /&gt;
You start by rolling all you *Worker* dice (those in the cup). They are automatically assigned to the phase matching the face rolled.&lt;br /&gt;
To activate a phase, click on a die and on the phase. That die will be placed on that phase. The action on the die does NOT have to match!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: everyone has a free Dictate ability. First, choose your phase. Then click on a die you don&#039;t need, and click Dictate. This will allow you to move any one other die to any column (presumably the one you activated...)&lt;br /&gt;
Dice with a wild face (*) can be reassigned freely.&lt;br /&gt;
&lt;br /&gt;
== Perform actions ==&lt;br /&gt;
&lt;br /&gt;
Next, phases happen in order. Dice you have under each chosen phase (and the die on the black strip) will be used to perform that phase&#039;s action(s). Any dice under phases not chosen go back into your cup, automatically.&lt;br /&gt;
&lt;br /&gt;
Explore: you can either collect $2 or scout new tiles. Each tile can become either a development or a world tile, and is put on the bottom of the corresponding unbuilt tile stack in the order they are chosen.&lt;br /&gt;
To replace unwanted tiles while scouting, first select them all and click &amp;quot;Abandon tile(s)&amp;quot;. You must then use your Scout action to draw the replacement tiles, plus one extra tile. The abandoned tiles are afterward returned to the pool.&lt;br /&gt;
&lt;br /&gt;
Development and Settle: place the workers on undevelopped stacks. The cost (number of dice) in the upper-left corner is also the worth, in Victory Points, of the development or world once it is built.&lt;br /&gt;
&lt;br /&gt;
Produce: add dice to the worlds you have settled, representing a resource to be used in Shipping.&lt;br /&gt;
Ship: spend a die to retrieve a die from a world to either Trade for money or Consume for Victory Points. The latter is worth 1VP, +1 if the resource die matches the planet color, +1 if the Ship die matches the color.&lt;br /&gt;
&lt;br /&gt;
== Phase Summaries ==&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 |&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Face/Phase&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Action&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Scout&lt;br /&gt;
|Discard 0 or more tiles, then draw that many plus 1.&lt;br /&gt;
|Repeated once for each die spent.&lt;br /&gt;
|-&lt;br /&gt;
|Explore&lt;br /&gt;
|Stock&lt;br /&gt;
|Get 2 Money &lt;br /&gt;
|(max 10 money)&lt;br /&gt;
|-&lt;br /&gt;
|Develop&lt;br /&gt;
|Develop&lt;br /&gt;
|Add a die to a development. Automatically built if it has enough dice during develop.&lt;br /&gt;
|(Possibly several developments per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Settle&lt;br /&gt;
|Settle&lt;br /&gt;
|Add a die to a world. Automatically built if it has enough dice during settle.&lt;br /&gt;
|(Possibly several world per round.)&lt;br /&gt;
|-&lt;br /&gt;
|Produce&lt;br /&gt;
|Produce&lt;br /&gt;
|Add a die to a settled, non-gray world.&lt;br /&gt;
|Maximum of 1 die on each world. See &amp;quot;Consume&amp;quot; for discussion of color.&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Trade&lt;br /&gt;
|Remove another die on a settled world; gain money equal to the &#039;&#039;&#039;world color&#039;&#039;&#039; it is on.&lt;br /&gt;
|Blue = 3, Brown = 4, Green = 5, Yellow = 6&lt;br /&gt;
|-&lt;br /&gt;
|Ship&lt;br /&gt;
|Consume&lt;br /&gt;
|Remove another die on a settled world. Get +1 victory point.&lt;br /&gt;
|Bonus 1 (+1 VP): If the die removed from the planet is purple or matches the planet&#039;s color.&lt;br /&gt;
Bonus 2 (+1 VP): If the ship die used is purple or matches the planet&#039;s color&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recruit citizens ==&lt;br /&gt;
&lt;br /&gt;
All used dice go into your citizenry (your personal dice pool) -- you will have to spend 1 money per die to buy them back.&lt;br /&gt;
If you spend all your money, you get 1 money at the end of the round.&lt;br /&gt;
&lt;br /&gt;
You can also retrieve any dice that are stuck on developments or worlds at this point, or leave them there for the next round.&lt;br /&gt;
&lt;br /&gt;
If everyone has fewer than 12 tiles built (players start with 3 tiles) and not all the VP chips are used up, then another round is played.&lt;br /&gt;
&lt;br /&gt;
== Watch out! ==&lt;br /&gt;
&lt;br /&gt;
If you happen to have the Alien Archeology starting tile/ability, ($4 instead of $2 when stocking using a yellow die,) note that the first die used in the Explore phase will always be a yellow die, if possible, regardless of the die you select. Be sure to stock first to get the $4, then scout afterward.&lt;br /&gt;
&lt;br /&gt;
== Die Side Summary ==&lt;br /&gt;
[[File:Home.png||||Home (White) - 2 Explore, 1 Develop, 1 Settle, 1 Produce, 1 Ship]]&lt;br /&gt;
&lt;br /&gt;
[[File:Military.png||||Military (Red) - 1 Explore, 2 Develop, 2 Settle, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Consumption.png||||Consumption (Purple) - 1 Explore, 1 Develop, 3 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Novelty.png||||Novelty (Blue) - 1 Explore, 2 Produce, 2 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:RareElement.png||||Rare Element (Brown) - 1 Explore, 2 Develop, 1 Produce, 1 Ship, 1 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:Genes.png||||Genes (Green) - 1 Explore, 2 Settle, 1 Produce, 2 Wild]]&lt;br /&gt;
&lt;br /&gt;
[[File:AlienTechnology.png||||Alien Technology (Yellow) - 1 Develop, 1 Settle, 1 Produce, 3 Wild]]&lt;br /&gt;
&lt;br /&gt;
== Strategy Tips ==&lt;br /&gt;
[[Tips_rollforthegalaxy | Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5171</id>
		<title>Gamehelppi</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelppi&amp;diff=5171"/>
		<updated>2020-08-03T21:33:32Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: Solving precision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;P.I. (Private Investigator) is a simple deductive game consisting of 3 mini-games.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
= Objective =&lt;br /&gt;
&lt;br /&gt;
Each player has three cases that they need to solve.&lt;br /&gt;
&lt;br /&gt;
You win by getting the most points for solving the three cases.&lt;br /&gt;
&lt;br /&gt;
== To solve a case you need to show: ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  The criminal&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull;  The location of the criminal&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull;  The type of the crime&lt;br /&gt;
&lt;br /&gt;
Each player solves their own unique case each in round. The player on your right has the cards which show the elements of the case you are solving.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= Actions =&lt;br /&gt;
&lt;br /&gt;
== Each turn you can do one of the following actions: ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; Use an investigator on a location (You only have 5 for the entire game)&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull; Pick an evidence card&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull; Attempt to solve the case&lt;br /&gt;
&lt;br /&gt;
== Using an Investigator ==&lt;br /&gt;
&lt;br /&gt;
Using an investigator on a location tells you the number of tiles matching your case in or near that location (either the criminal, the location or the crime) discs and cubes are placed on the investigator as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; &#039;&#039;&#039;Disc :&#039;&#039;&#039; An element is &#039;&#039;&#039;in&#039;&#039;&#039; this investigator&#039;s location&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull; &#039;&#039;&#039;Cube :&#039;&#039;&#039; An element is in a location that is &#039;&#039;&#039;adjacent to&#039;&#039;&#039; this investigator&#039;s location&lt;br /&gt;
&lt;br /&gt;
Which element is present is not indicated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You only have 5 Investigators and they are &#039;one use&#039; only for all three rounds of the entire game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Example Results ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Examples &lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;Exact Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Adjacent Cards&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Components Used&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 3 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 3 discs / 0 cube, All matching cards are on that location, how lucky!  &lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 2 discs / 1 cube &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 2 Adjacent&lt;br /&gt;
| 1 disc / 2 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 3 Adjacent&lt;br /&gt;
| 0 disc / 3 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 2 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 2 disc / 0 cubes &lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 1 Adjacent&lt;br /&gt;
| 1 disc / 1 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 1 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 1 disc / 0 cubes&lt;br /&gt;
|- &lt;br /&gt;
| 0 Exact&lt;br /&gt;
| 0 Adjacent&lt;br /&gt;
| 0 disc / 0 cubes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Evidence Cards ==&lt;br /&gt;
&lt;br /&gt;
Using an evidence card allows you to investigate one particular element of your case, it will only tell you the matching cards that are the &#039;&#039;&#039;same type&#039;&#039;&#039; as the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull;  &#039;&#039;&#039;Disc :&#039;&#039;&#039; If the Evidence card matches one of your Case cards, a disc is placed on the matching tile.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;amp;bull;  &#039;&#039;&#039;Cube :&#039;&#039;&#039; If the case card&#039;s tile is in an adjacent location to the evidence card&#039;s tile then a cube will be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
=== Additional Rules With Using Evidence Cards===&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If you already have a disc/cube on one of your Investigator counters and it corresponds with the selected Evidence card then the disc/cube is moved from the investigator counter to the tile matching the selected evidence card.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If a disc/cube is placed then it must be placed on the tile.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If no disc/cube is placed then you place the Evidence card in front of your position to remind you that no information was gained.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;bull; If you do place a disc/cube then you discard the card.&lt;br /&gt;
&lt;br /&gt;
== Solving the Case ==&lt;br /&gt;
&lt;br /&gt;
Finally you can attempt to solve the case, click on a criminal, a location and a crime type.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re right, then you get points &lt;br /&gt;
&lt;br /&gt;
If you&#039;re wrong, then you lose 2 points&lt;br /&gt;
&lt;br /&gt;
You can try to solve only once. So if you get it wrong, you don&#039;t just take a penalty and try again later. You&#039;re done for this mini-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Phases =&lt;br /&gt;
&lt;br /&gt;
The game consists of 3 &#039;&#039;&#039;Rounds&#039;&#039;&#039;, players are attempting to solve one case in every round.&lt;br /&gt;
&lt;br /&gt;
Each round is composed of &#039;&#039;&#039;Phases&#039;&#039;&#039; where each player takes a turn playing one action (beginning with the starting player)&lt;br /&gt;
&lt;br /&gt;
== Solving a case ==&lt;br /&gt;
Once a player solves a case for the first time in that round, (in phase 6 of the current round for example,) they get 7 points, and &#039;&#039;each&#039;&#039; subsequent player who solves their case in the same phase (phase 6 in our example) &#039;&#039;also&#039;&#039; gets 7 points.&lt;br /&gt;
&lt;br /&gt;
Once the phase ends, if there are at least two players who didn&#039;t solve the case yet, then the game continues, but on the phase the next player&lt;br /&gt;
solves the case they get 2 less points and that goes for all players who solve the case in that same phase.&lt;br /&gt;
&lt;br /&gt;
This continues on and on, until only 1 (or 0) player remains.&lt;br /&gt;
&lt;br /&gt;
That player won&#039;t gain any points, and the next round starts.&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpkrosmasterarena&amp;diff=5103</id>
		<title>Gamehelpkrosmasterarena</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpkrosmasterarena&amp;diff=5103"/>
		<updated>2020-07-28T18:40:57Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: Some English fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[BASIC RULES]&lt;br /&gt;
&lt;br /&gt;
Krosmaster Arena is a strategy game where your goal is to eliminate the opposing Krosmasters without losing yours.&lt;br /&gt;
&lt;br /&gt;
To win, you will have to put the GG counter (the number of stars under your opponent&#039;s nickname) at zero.&lt;br /&gt;
&lt;br /&gt;
There are 3 methods to do this:&lt;br /&gt;
&lt;br /&gt;
- Kill an opposing Krosmaster to steal his Level in GG. The level of a Kros is equivalent to its value in combat. It is indicated on the card of each figurine.&lt;br /&gt;
&lt;br /&gt;
- Double the tension jets to make everyone lose 1GG. Dice rolled at the start of the player&#039;s turn, granting a power to a Krosmaster during a turn or giving you coins in exchange (Kamas).&lt;br /&gt;
&lt;br /&gt;
- Buy 1GG from your opponent by spending 12 Kamas, once placed on a Demon Box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the start each player has 6GG, plus a wild (neutral) GG which will always be lost first.&lt;br /&gt;
&lt;br /&gt;
Each team must be made up of 3 to 8 Krosmasters, totalling 12 levels. They vary from 1 (weak) to 6 (strong).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Krosmaster has its own characteristics.&lt;br /&gt;
&lt;br /&gt;
- Name: The maximum number of duplicates in a team depends on its name color: 1x Gold, 2x White, 3x Black.&lt;br /&gt;
&lt;br /&gt;
- Level: A Krosmaster&#039;s combat power.&lt;br /&gt;
&lt;br /&gt;
- Initiative (flash): Defines the order of play within your team. The highest total Initiative of a team determines the 1st player.&lt;br /&gt;
&lt;br /&gt;
- Movement Pts (MP): Number of spaces a Krosmaster can move each turn.&lt;br /&gt;
&lt;br /&gt;
- Life Pts (LP): Number of wounds a Krosmaster can take before being knocked out.&lt;br /&gt;
&lt;br /&gt;
- Action Points (AP): Used to cast spells and / or perform actions (pick up a coin, buy, ...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each also has Spells with very specific effects (attack, heal, boost, debuff, placement, summon, ...)&lt;br /&gt;
&lt;br /&gt;
- Range: Either Personal (self), Melee (adjacent), or composed of a minimum and maximum OP. Most spells require a line of sight, which means no obstacle between the caster and its target (tree or Krosmaster). The bushes are not obstacles. A Green Range can be modified (+ 1PO by mounting on a Cashier for example), while the Red Range is not.&lt;br /&gt;
&lt;br /&gt;
- Damage: The color indicates the Element (Air, Water, Fire, Earth, Neutral, Care or Nothing)&lt;br /&gt;
&lt;br /&gt;
- Cost: Mainly in AP, but may also require the use of MPor self-injury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some powers are specific to Krosmasters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the Demon Boxes you can spend your Kamas in order to equip Boosts or Equipment on your Krosmasters, making them more resistant, fast or powerful. Do not neglect this aspect of the game, it is almost impossible to win without using Kamas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[STRATEGIC ADVICE]&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if the player opposite has more than 150 ELO points, you can certainly ask him for advice. The spirit of the Krosmaster community is cordial, and the game is both exciting and complex. It will be a pleasure for us to accompany you in your first games ^^ Contact persons recommended for any questions: [Neuros] [Achille127] [Percimou]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are some ways to start:&lt;br /&gt;
&lt;br /&gt;
- Play &amp;quot;placers&amp;quot; (King Mint, Grougalorasalar, Khan Karkass, ...) BEFORE your &amp;quot;batters&amp;quot; (Sphincter Cell, Dragon Pig, Joris Swashbuckler), so that they can reach opposing Kros. One of the key elements to surprise the enemy is movement.&lt;br /&gt;
&lt;br /&gt;
- Pay attention to your basic diversity. The more you have different Elements within your team, the more often the RD will be profitable for you.&lt;br /&gt;
&lt;br /&gt;
- It will often happen that you are surprised and reached when you think you are safe. Don&#039;t worry, it&#039;s the kind of thing that comes with experience. We count like this: PM + PO + potential investment + potential R&amp;amp;D. If in doubt, be careful, but do not stay at the bottom of the map the whole game so far ^^ Krosmaster is a game of exchange and frank melee, do not forget;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You probably know enough to discover the game, so good luck!&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
	<entry>
		<id>https://be.doc.boardgamearena.com/index.php?title=Gamehelpkrosmasterarena&amp;diff=5102</id>
		<title>Gamehelpkrosmasterarena</title>
		<link rel="alternate" type="text/html" href="https://be.doc.boardgamearena.com/index.php?title=Gamehelpkrosmasterarena&amp;diff=5102"/>
		<updated>2020-07-28T18:33:25Z</updated>

		<summary type="html">&lt;p&gt;Tecmes: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[BASIC RULES]&lt;br /&gt;
&lt;br /&gt;
Krosmaster Arena is a strategy game where your goal is to eliminate the opposing Krosmasters without losing yours.&lt;br /&gt;
&lt;br /&gt;
To win, you will have to put the GG counter (the number of stars under your opponent&#039;s nickname) at zero.&lt;br /&gt;
&lt;br /&gt;
There are 3 methods to do this:&lt;br /&gt;
&lt;br /&gt;
- Kill an opposing Krosmaster to steal his Level in GG. The level of a Kros is equivalent to its value in combat. It is indicated on the card of each figurine.&lt;br /&gt;
&lt;br /&gt;
- Double the tension jets to make everyone lose 1GG. Dice rolled at the start of the player&#039;s turn, granting a power to a Krosmaster during a turn or giving you coins in exchange (Kamas).&lt;br /&gt;
&lt;br /&gt;
- Buy 1GG from your opponent by spending 12 Kamas, once placed on a Demon Box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the start each player has 6GG, plus a wild (neutral) GG which will always be lost first.&lt;br /&gt;
&lt;br /&gt;
Each team must be made up of 3 to 8 Krosmasters, totalling 12 levels. They vary from 1 (weak) to 6 (strong).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each Krosmaster has its own characteristics.&lt;br /&gt;
&lt;br /&gt;
- Name: The maximum number of duplicates in a team depends on its name color: 1x Gold, 2x White, 3x Black.&lt;br /&gt;
&lt;br /&gt;
- Level: Efficiency in combat of a Krosmaster. But the loss of a strong Krosmaster will be all the more damaging.&lt;br /&gt;
&lt;br /&gt;
- Initiative (flash): Defines the order of play within your team. The highest total Initiative of a team designates the 1st player.&lt;br /&gt;
&lt;br /&gt;
- Movement Pts (PM): Number of spaces that a Krosmaster can cover per turn.&lt;br /&gt;
&lt;br /&gt;
- Life Pts (PV): Number of wounds that a Krosmaster can take before being knocked out.&lt;br /&gt;
&lt;br /&gt;
- Action Points (PA): Number of points used to cast spells and / or perform actions (pick up a coin, buy, ...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each also has Spells with very specific effects (attack, heal, boost, debuff, placement, summon, ...)&lt;br /&gt;
&lt;br /&gt;
- Range: Either Personal (target = launcher), or Melee (adjacent target), or composed of a minimum and maximum OP. Most spells require a line of sight, which means no obstacle between the caster and its target (tree or Krosmaster). The bushes are not bothersome. A Green Range can be modified (+ 1PO by mounting on a Cashier for example), while the Red Range is not.&lt;br /&gt;
&lt;br /&gt;
- Effect: Described by the spell itself.&lt;br /&gt;
&lt;br /&gt;
- Damage: Number = number of basic damage the spell inflicts. Color = Element of striking the spell (Air, Water, Fire, Earth, Neutral, Care or Nothing)&lt;br /&gt;
&lt;br /&gt;
- Cost: Mainly in PA, but may also require the use of PM or self-injury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, there are generic Powers (Critical, Resistance, ...) or specific to Krosmasters. Their effects are described on the card itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the Demon Boxes you can spend your Kamas in order to equip Boosts or Equipment on your Krosmasters, making them more resistant, fast or powerful. Do not neglect this aspect of the game, it is almost impossible to win without using Kamas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[STRATEGIC ADVICE]&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if the player opposite has more than 150 ELO points, you can certainly ask him for advice. The spirit of the Krosmaster community is cordial, and the game is both exciting and complex. It will be a pleasure for us to accompany you in your first games ^^ Contact persons recommended for any questions: [Neuros] [Achille127] [Percimou]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are some ways to start:&lt;br /&gt;
&lt;br /&gt;
- Play &amp;quot;placers&amp;quot; (King Mint, Grougalorasalar, Khan Karkass, ...) BEFORE your &amp;quot;batters&amp;quot; (Sphincter Cell, Dragon Pig, Joris Swashbuckler), so that they can reach opposing Kros. One of the key elements to surprise the enemy is movement.&lt;br /&gt;
&lt;br /&gt;
- Pay attention to your basic diversity. The more you have different striking elements within your team, the more often the RD will be profitable for you.&lt;br /&gt;
&lt;br /&gt;
- It will often happen that you are surprised to be reached when you think you are safe with a character. Don&#039;t worry, it&#039;s the kind of thing that comes with experience. We count like this: PM + PO + potential investment + potential R&amp;amp;D. If in doubt, be careful, but do not stay at the bottom of the map the whole game so far ^^ Krosmaster is a game of exchange and frank melee, do not forget;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You probably know enough to discover the game, so good luck!&lt;/div&gt;</summary>
		<author><name>Tecmes</name></author>
	</entry>
</feed>