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	<id>https://ms.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Senatorhung</id>
	<title>Board Game Arena - Sumbangan pengguna [ms]</title>
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	<updated>2026-10-04T21:47:34Z</updated>
	<subtitle>Sumbangan pengguna</subtitle>
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	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1992</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1992"/>
		<updated>2016-09-18T08:13:35Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location)&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
** Choose action(s) from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Build (add 1 blueprint from your hand to either the front half or the back half of your automobile)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Dismantle (remove 1 part from your automobile and discard it)&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Upgrade (replace ANY NUMBER of parts on your automobile with parts of the same type and colour from your hand)&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1991</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1991"/>
		<updated>2016-09-18T08:08:06Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1990</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1990"/>
		<updated>2016-09-18T08:07:42Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&amp;lt;BR?&lt;br /&gt;
&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1967</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1967"/>
		<updated>2016-09-10T03:36:03Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1966</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1966"/>
		<updated>2016-09-10T01:20:03Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;BR&amp;gt;&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1965</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1965"/>
		<updated>2016-09-10T01:19:49Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  # Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  # Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  # Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1964</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1964"/>
		<updated>2016-09-10T01:19:21Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least ONE Gear;&amp;lt;BR&amp;gt;&lt;br /&gt;
  # at least TWO Axles; and&amp;lt;BR&amp;gt;&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1963</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1963"/>
		<updated>2016-09-10T01:19:02Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  # at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  # at least ONE Gear;&lt;br /&gt;
  # at least TWO Axles; and&lt;br /&gt;
  # exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1962</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1962"/>
		<updated>2016-09-09T11:42:34Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE engine (consists of a motor and at least one fuel tank of the same color);&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE Gear;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least TWO Axles; and/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; exactly ONE steering mechanism./LI&amp;gt;&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1961</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1961"/>
		<updated>2016-09-09T11:42:09Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&amp;lt;/LI&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&amp;lt;/LI&amp;gt;&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; ** at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  &amp;lt;LI&amp;gt; ** at least ONE Gear;&lt;br /&gt;
  &amp;lt;LI&amp;gt; ** at least TWO Axles; and&lt;br /&gt;
  &amp;lt;LI&amp;gt; ** exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1960</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1960"/>
		<updated>2016-09-09T11:39:34Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;** Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;** Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;** Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; ** at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  &amp;lt;LI&amp;gt; ** at least ONE Gear;&lt;br /&gt;
  &amp;lt;LI&amp;gt; ** at least TWO Axles; and&lt;br /&gt;
  &amp;lt;LI&amp;gt; ** exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1959</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1959"/>
		<updated>2016-09-09T11:39:09Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;** Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;** Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;** Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE Gear;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least TWO Axles; and&lt;br /&gt;
  &amp;lt;LI&amp;gt; exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1958</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1958"/>
		<updated>2016-09-09T01:37:07Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST action token placed in this location provides for 3 workshop actions.  The SECOND action token placed in this location provides for 2 workshop actions.  Every further action token at this location will only allow 1 workshop action.  The last player to place an action token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE Gear;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least TWO Axles; and&lt;br /&gt;
  &amp;lt;LI&amp;gt; exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1957</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1957"/>
		<updated>2016-09-09T01:35:35Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. The FIRST to select this location will be allowed 3 workshop actions.  The SECOND to select this location will be allowed 2 workshop actions.  Every further selection of this location will only allow 1 workshop action.  The last player to place a token here will be the first player to act in the next round.&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE Gear;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least TWO Axles; and&lt;br /&gt;
  &amp;lt;LI&amp;gt; exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1956</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1956"/>
		<updated>2016-09-09T01:32:36Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Patent Office actions are wasted.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.  You can only hold a maximum of 5 blueprints in hand, so if you already have 5 blueprints, any further Junk Yard actions are wasted.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE Gear;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least TWO Axles; and&lt;br /&gt;
  &amp;lt;LI&amp;gt; exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1955</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1955"/>
		<updated>2016-09-09T01:29:34Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
&lt;br /&gt;
You start out building your automobile in 2 sections - the front and the back.  At the end of the game, the 2 sections will be joined together. &lt;br /&gt;
&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE Gear;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least TWO Axles; and&lt;br /&gt;
  &amp;lt;LI&amp;gt; exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Building Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
* There are bonus points at the end of the game for each player for their longest contiguous chain of parts of the same colour.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1954</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1954"/>
		<updated>2016-09-09T01:20:28Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least:&lt;br /&gt;
&amp;lt;UL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE engine (consists of a motor and at least one fuel tank of the same color);&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least ONE Gear;&lt;br /&gt;
  &amp;lt;LI&amp;gt; at least TWO Axles; and&lt;br /&gt;
  &amp;lt;LI&amp;gt; exactly ONE steering mechanism.&lt;br /&gt;
&amp;lt;/UL&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Further Notes:&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it (3 above, 1 on either side).&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1953</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1953"/>
		<updated>2016-09-09T01:17:09Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* ROUND SEQUENCE AND PHASES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office (Location #3) and Junk Yard (Location #4).&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (a motor and at least one fuel tank of the same color), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1952</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1952"/>
		<updated>2016-09-09T01:15:46Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley (Location #2): *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office (Location #3): Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard (Location #4): Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop (Location #5): Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (a motor and at least one fuel tank of the same color), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1951</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1951"/>
		<updated>2016-09-09T01:12:26Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
** Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (a motor and at least one fuel tank of the same color), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1950</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1950"/>
		<updated>2016-09-09T01:12:05Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: *WARNING* The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
Choose 1 action from the following. &lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (a motor and at least one fuel tank of the same color), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1949</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=1949"/>
		<updated>2016-09-09T01:10:55Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players.&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
&amp;lt;OL&amp;gt;&lt;br /&gt;
  &amp;lt;LI&amp;gt;Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
  &amp;lt;LI&amp;gt;Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&amp;lt;/OL&amp;gt;&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (a motor and at least one fuel tank of the same color), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1838</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1838"/>
		<updated>2016-05-21T09:11:36Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Link to english rules:&lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/720402/Palaces%20of%20Carrara.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own building types in this fashion, but once you have scored a type, you can not score that again. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any object not included in the purple &#039;Object&#039; objective is worth 1 vp (expansion games only).&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1837</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1837"/>
		<updated>2016-05-21T09:11:08Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Link to english rules:&lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/720402/Palaces%20of%20Carrara.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own building types in this fashion, but once you have scored a type, you can not score that again. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any object not included in the purple &#039;Object&#039; objective is worth 1 vp.&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1836</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1836"/>
		<updated>2016-05-21T09:10:29Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Link to english rules:&lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/720402/Palaces%20of%20Carrara.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own building types in this fashion, but once you have scored a type, you can not score that again. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any object not included in the #2 purple &#039;Object&#039; objective is worth 1 vp.&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1835</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1835"/>
		<updated>2016-05-21T09:09:42Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Link to english rules:&lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/720402/Palaces%20of%20Carrara.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own building types in this fashion, but once you have scored a type, you can not score that again. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect an extra 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any object not included in the #2 purple &#039;Object&#039; objective is worth 1 vp.&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1834</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1834"/>
		<updated>2016-05-21T09:08:41Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Link to english rules:&lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/720402/Palaces%20of%20Carrara.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own buildings in this fashion, but once you have scored a building or type, you can not score that spot again. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect an extra 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any object not included in the #2 purple &#039;Object&#039; objective is worth 1 vp.&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1833</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1833"/>
		<updated>2016-05-21T09:06:43Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Link to english rules:&lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/720402/Palaces%20of%20Carrara.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.  If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own buildings in this fashion. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect an extra 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any object not included in the #2 purple &#039;Object&#039; objective is worth 1 vp.&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1832</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1832"/>
		<updated>2016-05-21T09:05:17Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Link to english rules:&lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/720402/Palaces%20of%20Carrara.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city (on your own player board) where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own buildings in this fashion. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect an extra 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any object not included in the #2 purple &#039;Object&#039; objective is worth 1 vp.&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1831</id>
		<title>Gamehelpcarrara</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpcarrara&amp;diff=1831"/>
		<updated>2016-05-21T09:02:48Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Link to english rules:&lt;br /&gt;
&lt;br /&gt;
https://dl.dropboxusercontent.com/u/720402/Palaces%20of%20Carrara.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a total of 42 blocks, 7 of each of 6 colours: white, yellow, red, green, blue, and black.  &lt;br /&gt;
&lt;br /&gt;
There are a total of 30 buildings, in 6 different types, with block costs of 1, 2, 3, 4, and 5.  For expansion games, there are an additional 6 buildings, with block costs of 8.  They are separated into land (green-coloured) and city (gold-coloured):&lt;br /&gt;
# villa (land): produces coat of arms objects&lt;br /&gt;
# castle (land): produces flag objects&lt;br /&gt;
# cathedral (city): produces cup objects&lt;br /&gt;
# porta (city): produces gate objects&lt;br /&gt;
# library (city): produces book objects&lt;br /&gt;
# palaces (city): produces crown objects&lt;br /&gt;
&lt;br /&gt;
5 of each of these types of objects can be acquired via scoring of cities.  1 of each type can ONLY be purchased for 10 coins from the board after a player&#039;s turn action.&lt;br /&gt;
&lt;br /&gt;
There are 6 cities on the board where buildings can be built.  The buildings can only be built with a sufficient number of blocks that each city will accept.&lt;br /&gt;
# Livornoa: only white blocks&lt;br /&gt;
# Pisa: white or yellow blocks&lt;br /&gt;
# Lucca: white, yellow, or red blocks&lt;br /&gt;
# Viareggio: white, yellow, red, or green blocks&lt;br /&gt;
# Massa: white, yellow, red, green, or blue blocks&lt;br /&gt;
# Lerici: white, yellow, red, green, blue, or black blocks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard vs. Expansion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;standard&#039; game should be considered as a learning setup only since the game becomes one of block buying efficiency.  Here are the limitations in the standard game: &lt;br /&gt;
# turning the block buying wheel is MANDATORY;&lt;br /&gt;
# there is no separate scoring spot for land or city buildings;&lt;br /&gt;
# 8.block buildings and their bonus scoring tiles are not available;&lt;br /&gt;
# you can not upgrade existing buildings; AND&lt;br /&gt;
# 3 fixed objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In an expansion game, there are 4 objective categories.  There are 6 brown &#039;top&#039; objectives, 8 purple &#039;object&#039; objectives, 9 gray &#039;building&#039; objectives, and 8 green &#039;bonus vps&#039; objectives.  In order for a player to declare the end of the game, they must meet the minimum requirements of the first 3 objectives.  The fourth objective is only scored for bonus points at the end of the game.  Some objectives are scaled for the number of players.  Because of the number of objectives, and how they interact with each other, each game can require very different strategies, leading to excellent game replayability.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each turn, a player can do 1 of 3 things: &lt;br /&gt;
# buy blocks;&lt;br /&gt;
# build a building; OR &lt;br /&gt;
# score a city or building type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Blocks&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each game, there is 1 block of each colour in the first segment of the block wheel, with costs for each colour indicated on the outer rim.  A player choosing to buy blocks may choose to turn the wheel one segment to decrease the cost before buying (this turn action is MANDATORY in the standard game).  As the wheel is spun, each block becomes progressively cheaper by 1 coin, so that by the final segment, white blocks cost 1 coin, and every other block colour can be purchased for free.  After the wheel is spun, a number of blocks are supplied to the first segment until the total number of blocks on the wheel is 11.  If the wheel is NOT spun, no new blocks are supplied.&lt;br /&gt;
&lt;br /&gt;
Each player starts with 20 coins.  After choosing to spin the wheel (or not), the active player can buy as many blocks from a single segment as they wish, as long as they have sufficient coins.  Remember, spinning the wheel gives you access to cheaper blocks, but your opponents can also spin on their turns so any blocks you do not buy will get cheaper for them.  If there are any blocks remaining in the final (cheapest) segment when the wheel is spun, they remain on the wheel and spin back into the &#039;first&#039; segment.&lt;br /&gt;
&lt;br /&gt;
If, after spinning the wheel, a player does not have enough coins to buy ANY available block, they get 2 coins from the bank which ends their turn.  If the wheel is empty and there are no blocks remaining in the supply, players must either build or score instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Building Buildings&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Randomly selected, 9 of the 30 basic buildings are placed on the main board.  For expansion games, the 6 8.block buildings are also made available beside the board.  To build an available building, you first select the one you want, then click above the city where you wish to build it.  You then choose which blocks you wish to use to build the building, keeping in mind the block colour restrictions for each city.  Blocks used to build in this way are returned to the supply.  Another building from the supply (if available), is placed in the empty space on the main board.&lt;br /&gt;
&lt;br /&gt;
In expansion games, when you build an 8.block building, you can choose ANY 1 of the 8 bonus scoring tiles, regardless of the city that you built in or the building type.  The ones for the cities of Livornoa, Pisa, and Lucca add +1 vp and +1 coin to the base scoring for each of those cities.  The ones for the cities of Viareggio, Massa, and Lerici all add +1 vp to the base scoring for each of those cities.  The ones for land and city buildings double the vps or coins received when using those scoring spaces.  &lt;br /&gt;
&lt;br /&gt;
Also only in expansion games, you can upgrade an existing building in a city by paying the difference in block costs between the existing building and the more expensive new building (of any type) that you wish to put in its place.  So, to upgrade a 1.block building to a 3.block building, you need to spend 2 blocks, keeping in mind the block colour restriction for the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Scoring&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player starts with 6 scoring meeples.&lt;br /&gt;
&lt;br /&gt;
To score a city, you must have sufficient buildings built in that city.  For the cities of Livornoa, Pisa, and Lucca, only 2 buildings are required before those cities can be scored.  For the cities of Viareggio, Massa, and Lerici, 3 buildings must be built before they can be scored.  You can build more buildings in a city than the minimum before scoring that city, but each city can only be scored ONCE during the game.  So, after one player scores a city, they place one of their scoring meeples on that city on the main board, and every other player is blocked from scoring that city.  &lt;br /&gt;
&lt;br /&gt;
When a city is scored, each building in the city generates an object as long as there are objects of that type in the pool (excludes the 6 objects on the main board, which can only be purchased).  As well, each scored city provides a separate bonus, either vps or coins (or both for expansion games after building an 8.block building), with the base score of the city multiplied by the number of blocks used to build the buildings in that city.  &lt;br /&gt;
&lt;br /&gt;
*So, if you had the 1.block palace, 2.block castle, and 3.block library when you scored viareggio, you would collect 1 crown object, 1 flag object, and 1 book object, along with 1+2+3 (building blocks) * 2 (coins per block basic viareggio bonus) = 12 coins from the bank.  &lt;br /&gt;
&lt;br /&gt;
Instead of scoring a city, you can choose to score one of the 6 building types, as long as you have built at least 1 of the buildings matching that type.  Each building will provide the city score bonus that they are in (including block building multipliers), plus generate an object (if available).  Place a scoring meeple on your board to match the type that you are scoring.  Opponents can NOT block you from scoring your own buildings in this fashion. &lt;br /&gt;
&lt;br /&gt;
For expansion games, you can also score city buildings for coins (with building block multiplier) or land buildings for vps (with building block multiplier).&lt;br /&gt;
&lt;br /&gt;
Also for expansion games, after an 8.block building is built, a bonus tile can be placed on the player board.  Every subsequent scoring will take into account the extra bonuses for that city or type.  &lt;br /&gt;
&lt;br /&gt;
If you have used all 6 of your scoring meeples, you can no longer take the scoring action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Buying Objects&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After each player&#039;s action, they have the option to puchase one of the 6 available objects on the main board (1 of each type) for 10 coins.  If there are no remaining objects on the board, then no objects may be purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A player can CHOOSE to declare the game end if they successfully meet or exceed the requirements for the first 3 objectives.  If they do so, they collect an extra 5 vp for the declaration.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
If no one can or wants to declare the game end, the game ends when all 30 of the buildings on the main board have been built.  Each other player who has not yet played that turn (look to who has the first player marker) will get a final turn to act.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any object not included in the #2 purple &#039;Object&#039; objective is worth 1 vp.&lt;br /&gt;
&lt;br /&gt;
Coins are worth 1 vp for every 5 coins (unless you have the &#039;Top&#039; brown objective that gives a different value).&lt;br /&gt;
&lt;br /&gt;
Each player will get vps for any objective cards that they match.&lt;br /&gt;
&lt;br /&gt;
Tiebreaker: The player with the most remaining purchased blocks, regardless of colour.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpsplits&amp;diff=1830</id>
		<title>Gamehelpsplits</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpsplits&amp;diff=1830"/>
		<updated>2016-05-21T07:14:24Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The object of the game is to be the player who occupies the most spaces on the pasture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building the Pasture and Initial Placement&#039;&#039;&#039;:&lt;br /&gt;
Each player begins with 4 diamond-shaped pasture tiles.  The first player places one of their pasture tiles on the board.  The other players place one of their pasture tiles in turn, with each new tile connecting to the existing pasture on at least one side.  This continues until each player has placed all 4 of their pasture tiles.&lt;br /&gt;
&lt;br /&gt;
Then, again starting with the first player, each player places their entire stack of 16 sheep on any unoccupied pasture along the OUTSIDE border. &lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Games can be won and lost in this phase !  The first player tends to start with an advantage as they have first placement AND first move.  You may build the board differently depending on whether you are the first player or one of the subsequent players.  In considering initial placement, think about who will act before you and what their likely first move will be.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playing the Game&#039;&#039;&#039;:&lt;br /&gt;
On your turn, your move consists of splitting a stack of your own sheep into two parts, moving part of the stack in a straight line as far as it can go before hitting another sheep or the border (sheep can not jump over other sheep or gaps).  &lt;br /&gt;
&lt;br /&gt;
Click on the stack you wish to split.  Then, click on the desired destination pasture space.  This will split your herd in two halves.  Click on the original or destination space to adjust the amount of sheep you want in each herd.  You MUST leave at least one sheep on the space on which the original stack was standing.&lt;br /&gt;
&lt;br /&gt;
When you are happy with the split, click the &#039;Validate&#039; option at the top of the game screen.&lt;br /&gt;
&lt;br /&gt;
Play continues with each player splitting any one of their stacks.  A stack is blocked when it is surrounded by opponents&#039; pieces or the edge, and can no longer be split and moved.&lt;br /&gt;
&lt;br /&gt;
*Strategy Tip: Watching out for your biggest herd is usually a sound strategy to start with.  Watch out for chokepoints that can be easily closed off leaving you without enough room to spread the rest of your herd.  Try not to block yourself in and count your sheep carefully !&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending and Winning the Game&#039;&#039;&#039;:&lt;br /&gt;
When all your sheep are blocked, you are eliminated from the game.  The game ends when only one player can still split a herd.&lt;br /&gt;
&lt;br /&gt;
The winner is the player who succeeds in controlling the most pasture spaces.&lt;br /&gt;
&lt;br /&gt;
In the case of a tie, the winner is the player who has the largest number of contiguous pasture spaces occupied by their herd of sheep.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpnautilus&amp;diff=1810</id>
		<title>Gamehelpnautilus</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpnautilus&amp;diff=1810"/>
		<updated>2016-04-14T09:43:07Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Object of the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the six rounds of the game, place your divers in order to gain the upper hand in the five great domains that are Science, Exploration, Navigation, Engineering and War. &lt;br /&gt;
&lt;br /&gt;
The player who has won in the most domains will be declared the winner at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setup&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gameboard is placed between the two players.&lt;br /&gt;
&lt;br /&gt;
The Diver cards are shuffled then placed in a pile at the front of the Nautilus, face down.&lt;br /&gt;
&lt;br /&gt;
The special cards are shuffled then placed in a pile at the back of the Nautilus, face down.&lt;br /&gt;
&lt;br /&gt;
The Domain cards are shuffled. Five of them are placed faceup on the five empty spaces of the game board. &lt;br /&gt;
&lt;br /&gt;
The remaining cards form the draw pile which is placed next to the game board, face down.&lt;br /&gt;
&lt;br /&gt;
One of players gets the Nemo token, thus becoming the first player of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparation of the Round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before starting a round, each player gets 5 Diver cards, which they look at secretly.&lt;br /&gt;
&lt;br /&gt;
Then the first player draws two special cards. &lt;br /&gt;
&lt;br /&gt;
After having looked at them, the player keeps one and gives the other to his or her opponent.&lt;br /&gt;
&lt;br /&gt;
Some special cards can be played at the beginning of the round and others during the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round Overview&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To start, the first player places one of their Diver cards face up, along the Nautilus and in front of a Domain card, either on their own side or on the side of their opponent. &lt;br /&gt;
&lt;br /&gt;
Then, it&#039;s up to that opponent to do the same and so on until the 10 spaces (5 on each side of the Nautilus) have been filled by a card.&lt;br /&gt;
&lt;br /&gt;
Some Diver cards have movement arrows: horizontal (#7 and #8) or vertical (#6 and #9). When they are played, these cards MUST cause a movement action, unless there is no possible movement matching the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, the value of the Diver cards placed face-up, on both sides of the Nautilus, will determine who gets the Domain cards in play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of the Round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The round ends as soon as all 10 spaces on both sides of the Nautilus have been filled by a card (Diver or special). &lt;br /&gt;
&lt;br /&gt;
The Domain cards are then awarded. A player gets a Domain card when the value of the Diver card on their side is higher than that of the one on the opposite side.&lt;br /&gt;
&lt;br /&gt;
There is one exception to this rule: the Diver card of value 1 (with a crab on it) always wins against the card of value 14.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of Game and Scoring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the 6th round, when the pile of Domain cards is empty.&lt;br /&gt;
&lt;br /&gt;
Each player takes the pile of Domain cards won during the game. In each of the 5 domains (Science, Exploration, Navigation, Engineering, War),&lt;br /&gt;
 &lt;br /&gt;
the players will compare their totals: two stars are worth 2 points, one star is worth 1 point, an ink blot removes 1 point from the concerned domain.&lt;br /&gt;
&lt;br /&gt;
The player with the highest points score in a domain wins that domain.&lt;br /&gt;
 &lt;br /&gt;
The player who wins most domains wins the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Option&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Domain cards&amp;quot; option:&lt;br /&gt;
&lt;br /&gt;
- Visible: all collected domain cards by players are visible (by default).&lt;br /&gt;
&lt;br /&gt;
- Hidden: collected cards by player are visible and collected cards by opponent are hidden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some Features of This Adaptation of the Game&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Duration of the game is 6 rounds by rules, but in this adaptation the game can proceed less 6 rounds. &lt;br /&gt;
&lt;br /&gt;
It can happen when one of players has won 3 of 5 domains at end of one of rounds.&lt;br /&gt;
&lt;br /&gt;
Player won the domain at end a round if:&lt;br /&gt;
&lt;br /&gt;
1. He has gained 4 or more score points in the domain (during all previous rounds including current round). &lt;br /&gt;
&lt;br /&gt;
OR &lt;br /&gt;
&lt;br /&gt;
2. He has gained 3 score points in the domain and domain card with -1 point(ink blot) already was played off (already in hand of one of players). &lt;br /&gt;
&lt;br /&gt;
It was done to end a game and not to play superfluous rounds when one of players already won a game.&lt;br /&gt;
&lt;br /&gt;
At end of game each player gets 1 victory point for each domain won (domain won by player when one of two conditions was executed, see above).&lt;br /&gt;
&lt;br /&gt;
Total score of a game is number of domains won by each player.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpmetromaniab&amp;diff=1808</id>
		<title>Gamehelpmetromaniab</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpmetromaniab&amp;diff=1808"/>
		<updated>2016-04-08T04:57:01Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* THE SCORING PHASE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DESCRIPTION &amp;amp; OBJECTIVE ==&lt;br /&gt;
&lt;br /&gt;
Each player represents a subway-building company,&lt;br /&gt;
and will dig two subway lines across the city.&lt;br /&gt;
The goal is to connect important destinations - residential&lt;br /&gt;
areas, commercial areas, and entertainment areas - and to&lt;br /&gt;
provide them with subway stations.&lt;br /&gt;
Take advantage of other players lines (for example, stations&lt;br /&gt;
are built wherever two lines meet ; you can win points at the&lt;br /&gt;
end by sharing the quickest trip), and try also to deroute or&lt;br /&gt;
even block off your opponents at the right time, to keep them&lt;br /&gt;
from well completing their lines!&lt;br /&gt;
At the end of the game, the city government will run seven&lt;br /&gt;
&amp;quot;test trips&amp;quot; between designated destinations, placed by the&lt;br /&gt;
players themselves during the game.&lt;br /&gt;
For each test trip, the fastest connection between the two&lt;br /&gt;
points will be rewarded with Public Utility Points, and the&lt;br /&gt;
player whose subways have the most points wins!&lt;br /&gt;
&lt;br /&gt;
== GAME COMPONENTS &amp;amp; SET UP ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Board&#039;&#039;&#039;&lt;br /&gt;
To set up the board, take the four border pieces and put&lt;br /&gt;
them together. Take the six triangular &amp;quot;city&amp;quot; pieces, and&lt;br /&gt;
arrange them randomly within the border.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counters&#039;&#039;&#039;&lt;br /&gt;
Each player takes a set of counters of a particular color.&lt;br /&gt;
Each has a score marker (showing a subway train),&lt;br /&gt;
which is placed on the gameboard on the &amp;quot;0&amp;quot; space&lt;br /&gt;
of the scoring track.&lt;br /&gt;
Each player also has counters for two subway lines:&lt;br /&gt;
one with a solid color, and another with a &amp;quot;striped&amp;quot; color.&lt;br /&gt;
Each line should have a Start marker (white arrow),&lt;br /&gt;
an End marker (black arrow), and eighteen triangular&lt;br /&gt;
Tunnel counters.&lt;br /&gt;
There are also twelve Destination markers. Each is marked&lt;br /&gt;
with a letter (A-F), and is paired with another Destination&lt;br /&gt;
marker. These will be the destinations that will be &amp;quot;tested&amp;quot;&lt;br /&gt;
after the building phase is complete. The summary of these&lt;br /&gt;
tests is in the upright corner of the board.&lt;br /&gt;
Finally, there are thirty &amp;quot;station&amp;quot; markers, which are set by the&lt;br /&gt;
side of the board, and are not controlled by any player.&lt;br /&gt;
The map is made up of smaller triangles, which are either&lt;br /&gt;
blank, have a destination symbol, or a lake/park. Along the&lt;br /&gt;
edge of the city are white arrows indicating where a subway&lt;br /&gt;
line starts, and black arrows indicating where they exit the city&lt;br /&gt;
&lt;br /&gt;
== THE COURSE OF THE GAME ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Installation&#039;&#039;&#039;&lt;br /&gt;
Take the destination markers and shuffle them letter-sidedown.&lt;br /&gt;
With 4 players, each player takes one Residential, one&lt;br /&gt;
Commercial, and one Entertainment Destination at random.&lt;br /&gt;
That player then secretly looks at his markers. If two have&lt;br /&gt;
the same letter, he puts one back and draws a new one until&lt;br /&gt;
all three have different letters. When all the players have&lt;br /&gt;
their three Destination markers, they flip them letter-side-up&lt;br /&gt;
in front of them, visible for others.&lt;br /&gt;
With 3 players, each player takes one more Destination marker.&lt;br /&gt;
With 2 players, each player gets 6 Destination markers: one&lt;br /&gt;
player gets the Destinations A,B,C,D,E,F shown on the left of&lt;br /&gt;
the gameboard test Summary, the other player uses the ones&lt;br /&gt;
on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player turn&#039;&#039;&#039;&lt;br /&gt;
The most &amp;quot;urbane&amp;quot; player begins.&lt;br /&gt;
Play goes clockwise starting with the first player. On one&#039;s&lt;br /&gt;
turn, the player MUST do one and only one of the following:&lt;br /&gt;
- Dig 3 tunnels (to continue one or both of his lines) or&lt;br /&gt;
- Build an intermediate station (on one of his lines) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting a line&#039;&#039;&#039;&lt;br /&gt;
Each player has two subway lines.&lt;br /&gt;
On his first turn, a player must, of course, begin a subway&lt;br /&gt;
line - but only one!&lt;br /&gt;
A subway line must start from an empty space with a white&lt;br /&gt;
arrow along the edge of the city. To start a line, place its first&lt;br /&gt;
tunnel, topped with its &amp;quot;start&amp;quot; marker, in any of these spaces.&lt;br /&gt;
Then continue normally the line in the city by digging the&lt;br /&gt;
remaining tunnels.&lt;br /&gt;
When you will begin your second subway line at any subsequent&lt;br /&gt;
turn, it must start on one of the &amp;quot;opposite&amp;quot; edges from&lt;br /&gt;
where your first line began.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Digging tunnels&#039;&#039;&#039;&lt;br /&gt;
Subway lines are built in the city by placing Tunnels in the&lt;br /&gt;
triangular spaces. Only one tunnel may be placed in a space,&lt;br /&gt;
and must conform to the following:&lt;br /&gt;
- A line must always be built from its terminus; and never &amp;quot;branch off&amp;quot;&lt;br /&gt;
- A line may not be continued with an acute angle. EXCEPTION: when a line terminates at a station, it may be built out from that station at any angle, even acute.&lt;br /&gt;
- A line may never make a loop or double back on itself&lt;br /&gt;
If you choose to dig tunnels on your turn, you MUST place&lt;br /&gt;
3 tunnels (unless it is only possible to place fewer).&lt;br /&gt;
If you have two lines, you may distribute your 3 tunnels&lt;br /&gt;
between them as you wish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special areas&#039;&#039;&#039;&lt;br /&gt;
The start or end spaces (with an arrow) along the edges of&lt;br /&gt;
the city can only be used to start or end a line.&lt;br /&gt;
Tunnel counters may never be placed on the park or the lake.&lt;br /&gt;
When a player places a tunnel counter on top of a destination&lt;br /&gt;
area, the player must place immediatly one of his&lt;br /&gt;
Destination markers on that tunnel piece (of the appropriate&lt;br /&gt;
type, of course), letter-side up.&lt;br /&gt;
If a player does not have the appropriate marker, the player&lt;br /&gt;
may not place that tunnel piece on the destination.&lt;br /&gt;
Furthermore, each player may only place one destination&lt;br /&gt;
marker per turn, and two destinations of the same letter&lt;br /&gt;
cannot touch, either on an angle or on the side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stations&#039;&#039;&#039;&lt;br /&gt;
Most of the stations are created while digging tunnels.&lt;br /&gt;
A station is immediately placed when:&lt;br /&gt;
- The line being dug joins another line. In this case, a station is placed where the two lines meet up.&lt;br /&gt;
- The line, which was running alongside another line, splits off from it. In this case, a station is placed where the line splits off.&lt;br /&gt;
- When a line, running alongside another line, changes side, NO STATION is placed.&lt;br /&gt;
The player scores 1 point for each destination area on the&lt;br /&gt;
board that touches the station.&lt;br /&gt;
He continues to dig tunnels after placing a station, if he still&lt;br /&gt;
has some left to build. (i.e., building a station like this does&lt;br /&gt;
not stop your tunneling.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intermediate stations&#039;&#039;&#039;&lt;br /&gt;
In lieu of digging tunnels, a player may use all his turn to&lt;br /&gt;
place one station anywhere on one of his lines, between two&lt;br /&gt;
preexisting stations. A starting or ending marker counts as a&lt;br /&gt;
station for this purpose.&lt;br /&gt;
Points are scored as for stations placed while digging tunnels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending lines&#039;&#039;&#039;&lt;br /&gt;
A line ends on a space with a black arrow. The player digs&lt;br /&gt;
his last tunnel on that space, topped with an &amp;quot;End Line&amp;quot;&lt;br /&gt;
counter.&lt;br /&gt;
A line may not end on the same edge as it started, nor on an&lt;br /&gt;
adjoining edge to that &amp;quot;start edge,&amp;quot; unless all the end spaces&lt;br /&gt;
on the allowed sides are already taken.&lt;br /&gt;
When a line ends, that player may immediately place an&lt;br /&gt;
intermediate station anywhere on the line. However, once a&lt;br /&gt;
line is completed (with this bonus station), the player may&lt;br /&gt;
never place an intermediate station on that line again&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of the building phase&#039;&#039;&#039;&lt;br /&gt;
Players continue building until one of the following occurs:&lt;br /&gt;
- A player has completed both of his lines&lt;br /&gt;
- A player places the last station available&lt;br /&gt;
- Five lines are either completed, or blocked and unable to be completed&lt;br /&gt;
Note : a line is blocked if it can no longer be extended, typically&lt;br /&gt;
because all the spaces at its end are already occupied,&lt;br /&gt;
forbidden, or has run out of tunnels.&lt;br /&gt;
Then all other players have one last turn to play.&lt;br /&gt;
After, scoring begins.&lt;br /&gt;
&lt;br /&gt;
== THE SCORING PHASE ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lines scoring&#039;&#039;&#039;&lt;br /&gt;
First, scores are adjusted as follows:&lt;br /&gt;
- Players who completed both of their lines lose no station points.&lt;br /&gt;
- Players who completed only one line lose half their station points (rounded down)&lt;br /&gt;
- Players who completed none of their lines lose all their station points.&lt;br /&gt;
Adjust the scoring markers accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Test trip scoring&#039;&#039;&#039;&lt;br /&gt;
Each test trip runs between destination markers of the same&lt;br /&gt;
letter: A to A, then B to B, and so on. You can see the summary&lt;br /&gt;
of these trips in the upright corner of the board.&lt;br /&gt;
For each trip, determine the shortest route:&lt;br /&gt;
- a trip takes 1 minute to go from one station to another (no matter how many tunnel pieces are in between)&lt;br /&gt;
- and 3 minutes to change from one line to another.&lt;br /&gt;
A trip may have more than one fastest route.&lt;br /&gt;
Each player who has a line making up part of the fastest&lt;br /&gt;
route gets 3 points, plus a bonus of 3 points if he placed&lt;br /&gt;
one of the destination markers (i.e., if the marker is&lt;br /&gt;
on a tunnel piece of the player&#039;s color).&lt;br /&gt;
A player may only get points once for each test, even if the&lt;br /&gt;
player is involved in more than one route.&lt;br /&gt;
Players who are not involved in the fastest route never get&lt;br /&gt;
any point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impossible trips&#039;&#039;&#039;&lt;br /&gt;
Sometimes, a test run may be impossible.&lt;br /&gt;
If that is the case, a city investigation takes place to determine&lt;br /&gt;
the guilty party or parties:&lt;br /&gt;
- If the destination marker was never placed on the board, the guilty party is the player who didn&#039;t place the marker.&lt;br /&gt;
- If the marker was placed but nobody put a station touching it, the guilty party is the player who placed the destination.&lt;br /&gt;
- If the markers were both placed, but no route exists between the two, both players who placed the markers are guilty.&lt;br /&gt;
The guilty party or parties loose 6 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final test&#039;&#039;&#039;&lt;br /&gt;
The last test run is between the park and the lake. Determine&lt;br /&gt;
the fastest route, as always. Each player involved in the fastest&lt;br /&gt;
route gets 5 points.&lt;br /&gt;
Important note : if your score goes beyond 20 points, move&lt;br /&gt;
your marker normally, but place one of your tunnels near the&lt;br /&gt;
20 to show that. If your score goes below 0 point, place one&lt;br /&gt;
of your tunnels near the 0.&lt;br /&gt;
&lt;br /&gt;
== THE WINNER ==&lt;br /&gt;
&lt;br /&gt;
At the end of the game, the player with the most points is&lt;br /&gt;
crowned King of the Subway - i.e., WINS.&lt;br /&gt;
If there is a tie, the winner is the player who finished the&lt;br /&gt;
most lines; if there is again a tie, the winner is the player who&lt;br /&gt;
placed the most tunnels.&lt;br /&gt;
If there is still a tie, litigation is the only possible solution.&lt;br /&gt;
&lt;br /&gt;
== SPECIAL RULES ==&lt;br /&gt;
&lt;br /&gt;
Two players&lt;br /&gt;
End of game: 3 lines finished and/or blocked ends the building&lt;br /&gt;
phase. The other conditions still unchanged.&lt;br /&gt;
Test trip scoring: the second version of the rules on this topic is not implemented on BGA.&lt;br /&gt;
&lt;br /&gt;
Three players&lt;br /&gt;
End of game: 4 lines finished and/or blocked ends the building&lt;br /&gt;
phase. The other conditions still unchanged.&lt;br /&gt;
Test trip scoring: same as with four players.&lt;br /&gt;
&lt;br /&gt;
== VARIANTS ==&lt;br /&gt;
&lt;br /&gt;
Unfair Municipality (3-4 players)&lt;br /&gt;
Each player keeps his destination markers letter-side-down&lt;br /&gt;
in front of him. The markers are only revealed when they are&lt;br /&gt;
placed on a destination area in the city.&lt;br /&gt;
&lt;br /&gt;
No Corruption (3-4 players)&lt;br /&gt;
Ah, everything is straight and clear… Because each player&lt;br /&gt;
takes pre-etablished destination markers and keeps them in&lt;br /&gt;
front of him, letter-face-up, of course!&lt;br /&gt;
&lt;br /&gt;
4 players&lt;br /&gt;
Player 1: A Residential, B Commercial, C Entertainment&lt;br /&gt;
Player 2: D Residential, A Commercial, E Entertainment&lt;br /&gt;
Player 3: F Residential, E Commercial, B Entertainment&lt;br /&gt;
Player 4: C Residential, D Commercial, F Entertainment&lt;br /&gt;
&lt;br /&gt;
3 players :&lt;br /&gt;
Player 1: A &amp;amp; D Residential, B Commercial, C Entertainment&lt;br /&gt;
Player 2: C Residential, A &amp;amp; E Commercial, F Entertainment&lt;br /&gt;
Player 3: F Residential, D Commercial, B &amp;amp; E Entertainment&lt;br /&gt;
&lt;br /&gt;
Metromania Official Rulebook, Spiel or Face&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpsechsnimmt&amp;diff=1699</id>
		<title>Gamehelpsechsnimmt</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpsechsnimmt&amp;diff=1699"/>
		<updated>2015-12-05T01:12:13Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Alternate Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== 6 nimmt! ==&lt;br /&gt;
&lt;br /&gt;
The basic goal of the game is to avoid having to pick up cards, and try to force the other players to do so.  Everyone starts with 66 points - you lose one for each &amp;quot;beef head&amp;quot; on a card you have to pick up.  When one player has lost all of their points, the game will end at the end of the current round and the player with the most points left wins!&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
&lt;br /&gt;
Everyone starts a round with 10 cards in their hand.  Four cards are placed on the table to start four rows.  Every player secretly chooses a card, and then all of the cards are revealed at the same time.  When the cards are revealed, they are placed on the ends of rows, from lowest value played to highest, following two rules:&lt;br /&gt;
&lt;br /&gt;
1. cards are always placed in ascending order.&lt;br /&gt;
2. cards are always placed next to the card on the board with the smallest difference between them.&lt;br /&gt;
&lt;br /&gt;
As play progresses, the rows will fill up with cards - at five cards, a row is full.  If someone&#039;s card would go onto a full row, that player has to pick up all of the cards in that row, and they lose as many points as there are &amp;quot;beef heads&amp;quot; on the cards (different cards are worth different amounts - more on that in a moment).  The card that the person played becomes the starting point of a new row.&lt;br /&gt;
&lt;br /&gt;
If someone plays a card that is lower than the numbers at the end of all of the rows, then that player must take a row of their choice, and start a new row in its place with their card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull heads&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each card has a number of bull heads on it - this indicates how many points it is worth when it is picked up.&lt;br /&gt;
&lt;br /&gt;
Cards which end in the number &amp;quot;5&amp;quot; (ex. 5, 15, 25) are worth 2 points.&lt;br /&gt;
Cards which end in the number &amp;quot;0&amp;quot; (10, 20, 30) are worth 3 points.&lt;br /&gt;
Cards which have double numbers (11, 22, 33) are worth 5 points.&lt;br /&gt;
The &amp;quot;55&amp;quot; card has both a &amp;quot;5&amp;quot; and double numbers, and is worth 7 points.&lt;br /&gt;
All other cards are worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of a round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a round ends, if no one has lost all of their points, then a new round begins.  If someone is out of points, then the game is over and whoever still has the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Rules ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
This ruleset changes the number of cards in play based on how many people are playing - other than that the rules are the same.  The number of cards is equal to the number of players plus 4, so every card that could be played will find its way onto the table at some point.  This changes strategy some and makes paying attention to which cards are have yet to be played important.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logic:&#039;&#039;&#039;&lt;br /&gt;
The same as Tactics, except that at the start of the round all of the cards are placed on the table face up, and players take turns choosing cards one at a time to build their hands before the round proper starts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional:&#039;&#039;&#039;&lt;br /&gt;
Cards are played to the left OR the right, depending on which is closest in numerical value.  The card that the person played becomes the starting point of a new row.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpsechsnimmt&amp;diff=1698</id>
		<title>Gamehelpsechsnimmt</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpsechsnimmt&amp;diff=1698"/>
		<updated>2015-12-05T00:18:58Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Alternate Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== 6 nimmt! ==&lt;br /&gt;
&lt;br /&gt;
The basic goal of the game is to avoid having to pick up cards, and try to force the other players to do so.  Everyone starts with 66 points - you lose one for each &amp;quot;beef head&amp;quot; on a card you have to pick up.  When one player has lost all of their points, the game will end at the end of the current round and the player with the most points left wins!&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
&lt;br /&gt;
Everyone starts a round with 10 cards in their hand.  Four cards are placed on the table to start four rows.  Every player secretly chooses a card, and then all of the cards are revealed at the same time.  When the cards are revealed, they are placed on the ends of rows, from lowest value played to highest, following two rules:&lt;br /&gt;
&lt;br /&gt;
1. cards are always placed in ascending order.&lt;br /&gt;
2. cards are always placed next to the card on the board with the smallest difference between them.&lt;br /&gt;
&lt;br /&gt;
As play progresses, the rows will fill up with cards - at five cards, a row is full.  If someone&#039;s card would go onto a full row, that player has to pick up all of the cards in that row, and they lose as many points as there are &amp;quot;beef heads&amp;quot; on the cards (different cards are worth different amounts - more on that in a moment).  The card that the person played becomes the starting point of a new row.&lt;br /&gt;
&lt;br /&gt;
If someone plays a card that is lower than the numbers at the end of all of the rows, then that player must take a row of their choice, and start a new row in its place with their card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull heads&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each card has a number of bull heads on it - this indicates how many points it is worth when it is picked up.&lt;br /&gt;
&lt;br /&gt;
Cards which end in the number &amp;quot;5&amp;quot; (ex. 5, 15, 25) are worth 2 points.&lt;br /&gt;
Cards which end in the number &amp;quot;0&amp;quot; (10, 20, 30) are worth 3 points.&lt;br /&gt;
Cards which have double numbers (11, 22, 33) are worth 5 points.&lt;br /&gt;
The &amp;quot;55&amp;quot; card has both a &amp;quot;5&amp;quot; and double numbers, and is worth 7 points.&lt;br /&gt;
All other cards are worth 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of a round&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a round ends, if no one has lost all of their points, then a new round begins.  If someone is out of points, then the game is over and whoever still has the most points is the winner.&lt;br /&gt;
&lt;br /&gt;
=== Alternate Rules ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
This ruleset changes the number of cards in play based on how many people are playing - other than that the rules are the same.  The number of cards is equal to the number of players plus 4, so every card that could be played will find its way onto the table at some point.  This changes strategy some and makes paying attention to which cards are have yet to be played important.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logic:&#039;&#039;&#039;&lt;br /&gt;
The same as Tactics, except that at the start of the round all of the cards are placed on the table face up, and players take turns choosing cards one at a time to build their hands before the round proper starts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Professional:&#039;&#039;&#039;&lt;br /&gt;
Cards are played to the left OR the right, depending on which is closest in numerical value.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1697</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1697"/>
		<updated>2015-12-04T13:01:23Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Movement Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle &lt;br /&gt;
     (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
=== Resolving attacks and supplies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Card Details ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
=== Played on your turn during Power Card phase ===&lt;br /&gt;
&lt;br /&gt;
Strength: Win 2 VPs from the bank.&lt;br /&gt;
&lt;br /&gt;
Heal: Win 1 VP from the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP from the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player of your choice returns 1 VP to the bank.&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with another pawn of the player of your choice. (Do not resolve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Luck: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Played out of turn in response to an attack or power card (except Swap) ===&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers do not earn VPs. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1696</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1696"/>
		<updated>2015-12-04T05:17:51Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Played on your turn during Power Card phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
=== Resolving attacks and supplies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Card Details ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
=== Played on your turn during Power Card phase ===&lt;br /&gt;
&lt;br /&gt;
Strength: Win 2 VPs from the bank.&lt;br /&gt;
&lt;br /&gt;
Heal: Win 1 VP from the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP from the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player of your choice returns 1 VP to the bank.&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with another pawn of the player of your choice. (Do not resolve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Luck: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Played out of turn in response to an attack or power card (except Swap) ===&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers do not earn VPs. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1695</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1695"/>
		<updated>2015-12-04T03:19:42Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Played out of turn in response to an attack or power card (except Swap) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
=== Resolving attacks and supplies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Card Details ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
=== Played on your turn during Power Card phase ===&lt;br /&gt;
&lt;br /&gt;
Strength: Win 2 VPs from the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win 1 VP from the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP from the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player of your choice returns 1 VP to the bank.&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with another pawn of the player of your choice. (Do not resolve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Played out of turn in response to an attack or power card (except Swap) ===&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers do not earn VPs. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1694</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1694"/>
		<updated>2015-12-04T03:17:51Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Played on your turn during Power Card phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
=== Resolving attacks and supplies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Card Details ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
=== Played on your turn during Power Card phase ===&lt;br /&gt;
&lt;br /&gt;
Strength: Win 2 VPs from the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win 1 VP from the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP from the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player of your choice returns 1 VP to the bank.&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with another pawn of the player of your choice. (Do not resolve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Played out of turn in response to an attack or power card (except Swap) ===&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1693</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1693"/>
		<updated>2015-12-04T03:17:28Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Played on your turn during Power Card phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
=== Resolving attacks and supplies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Card Details ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
=== Played on your turn during Power Card phase ===&lt;br /&gt;
&lt;br /&gt;
Strength: Win 2 VPs from the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win 1 VP from the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP from the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player of your choice returns 1 VP to the bank.&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with another pawn of the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Played out of turn in response to an attack or power card (except Swap) ===&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1692</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1692"/>
		<updated>2015-12-04T03:14:23Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Played During Power Card Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
=== Resolving attacks and supplies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Card Details ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
=== Played on your turn during Power Card phase ===&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to give you that VP).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to make this VP).&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Played out of turn in response to an attack or power card (except Swap) ===&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1691</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1691"/>
		<updated>2015-12-04T03:13:53Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Power Card Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
=== Resolving attacks and supplies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Card Details ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
=== Played During Power Card Phase ===&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to give you that VP).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to make this VP).&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
=== Played out of turn in response to an attack or power card (except Swap) ===&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1690</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1690"/>
		<updated>2015-12-04T03:06:12Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Power Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
=== Resolving attacks and supplies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Card Details ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to give you that VP).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to make this VP).&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
The next card is to play out of turn when is the target of an attack or card &amp;quot;power&amp;quot; (except &amp;quot;Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1689</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1689"/>
		<updated>2015-12-04T03:05:40Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
=== Resolving attacks and supplies ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to give you that VP).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to make this VP).&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
The next card is to play out of turn when is the target of an attack or card &amp;quot;power&amp;quot; (except &amp;quot;Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1688</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1688"/>
		<updated>2015-12-04T03:03:51Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* A turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
=== Power Cards Phase (optional) ===&lt;br /&gt;
You can use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.  See section below for more details on each specific power card.&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
You have to chose between:&lt;br /&gt;
 (a) drawing 2 movement cards; OR&lt;br /&gt;
 (b) use 1 movement card then draw 1 movement card.&lt;br /&gt;
&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : &lt;br /&gt;
 (a) moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise); OR &lt;br /&gt;
 (b) moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
== Resolving attacks and supplies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
== Redeployment ==&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to give you that VP).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to make this VP).&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
The next card is to play out of turn when is the target of an attack or card &amp;quot;power&amp;quot; (except &amp;quot;Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1687</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1687"/>
		<updated>2015-12-04T03:00:16Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Power Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First&#039;&#039;, you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondly&#039;&#039;, you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
== Resolving attacks and supplies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
== Redeployment ==&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to give you that VP).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to make this VP).&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw 1 movement card and 1 power card and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
The next card is to play out of turn when is the target of an attack or card &amp;quot;power&amp;quot; (except &amp;quot;Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1686</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1686"/>
		<updated>2015-12-04T02:59:36Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Power Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First&#039;&#039;, you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondly&#039;&#039;, you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
== Resolving attacks and supplies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
== Redeployment ==&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
(Card names may not match BGA exactly since Google translate used: http://www.ledernierpeuple.com/regles.php#but_du_jeu)&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to give you that VP).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to make this VP).&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select from a card from an opponent&#039;s hand and discard the card without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw a card &amp;quot;displacement&amp;quot; and a card &amp;quot;power&amp;quot; and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
The next card is to play out of turn when is the target of an attack or card &amp;quot;power&amp;quot; (except &amp;quot;Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1685</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1685"/>
		<updated>2015-12-04T02:55:19Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Power Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First&#039;&#039;, you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondly&#039;&#039;, you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
== Resolving attacks and supplies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
== Redeployment ==&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
(Google translated from: http://www.ledernierpeuple.com/regles.php#but_du_jeu ... card names may not match BGA)&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to give you that VP).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to make this VP).&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select a card hand of the player of your choice that you discard without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap instead of one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw a card &amp;quot;displacement&amp;quot; and a map &amp;quot;power&amp;quot; and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
The next card is to play out of turn when is the target of an attack or card &amp;quot;power&amp;quot; (except &amp;quot;Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1684</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1684"/>
		<updated>2015-12-04T02:54:45Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: /* Power Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First&#039;&#039;, you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondly&#039;&#039;, you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
== Resolving attacks and supplies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
== Redeployment ==&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
(Google translated from: http://www.ledernierpeuple.com/regles.php#but_du_jeu ... card names may not match BGA)&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to give you that VP).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 VP&amp;quot;, he must make change with the bank to make this V) .&lt;br /&gt;
P&lt;br /&gt;
Black Magic: Randomly select a card hand of the player of your choice that you discard without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap instead of one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw a card &amp;quot;displacement&amp;quot; and a map &amp;quot;power&amp;quot; and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
The next card is to play out of turn when is the target of an attack or card &amp;quot;power&amp;quot; (except &amp;quot;Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn VP. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
	<entry>
		<id>https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1683</id>
		<title>Gamehelpledernierpeuple</title>
		<link rel="alternate" type="text/html" href="https://ms.doc.boardgamearena.com/index.php?title=Gamehelpledernierpeuple&amp;diff=1683"/>
		<updated>2015-12-04T02:52:52Z</updated>

		<summary type="html">&lt;p&gt;Senatorhung: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In &amp;quot;Le Dernier Peuple&amp;quot; (The Last Folks), you personify a people.&lt;br /&gt;
&lt;br /&gt;
Each player has a &amp;quot;home&amp;quot; card which of his/her color. You play cards to move your 2 meeples around the cards&#039;s circle and gain points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Reach 12 points.&lt;br /&gt;
&lt;br /&gt;
== A turn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First&#039;&#039;, you can (optional action) use a power card (those cards are collected on pickaxes). Each card has a unique effect - read it by hovering the card in your hand with your mouse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondly&#039;&#039;, you have to chose between drawing 2 movement cards OR use 1 movement card then draw 1 movement card.&lt;br /&gt;
A grey downward arrow allows you to move your meeple ; a black upward arrow allows you to move any opponent&#039;s meeple. Each arrow gives 2 possibilities : moving a meeple by the number indicated in the circle (positive = clockwise ; negative = unclockwise) OR moving a meeple toward the card with the number indicated in the square.&lt;br /&gt;
&lt;br /&gt;
You&#039;ll gain points by surrounding any &amp;quot;home&amp;quot; card with your 2 meeples or with 1 of your meeple and one opponent&#039;s meeple.&lt;br /&gt;
&lt;br /&gt;
If your meeple ends up on a card with a pickaxe, you draw a power card (purple outline).&lt;br /&gt;
&lt;br /&gt;
Some movement cards have 2 small numbers next to the big circled number. The big number X is always the addition of the 2 small numbers Y and +/- 1 : X=Y+1 or X=Y-1. It means that, by using this card, you&#039;ll first move the meeple by Y cards, then see if an event (attack or supply) occurs. If yes, solve the event, and redeploy the involved meeples normally. If no event occurs, move the meeple once more.&lt;br /&gt;
&lt;br /&gt;
== Resolving attacks and supplies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Supply&#039;&#039; : If a player surrounds his own &amp;quot;home&amp;quot; card with his 2 meeples, he gets 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Noble Attack&#039;&#039; : If a player surrounds another player&#039;s &amp;quot;home&amp;quot; card with his 2 meeples, he wins 3 points, and the attacked ennemy loses 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sneaky attack&#039;&#039; : If a home card is surrounded by a meeple of the active player and another player&#039;s meeple, the active player gets 2 points, the other meeple&#039;s owner gets 1 point, and the attacked player loses 1 point.&lt;br /&gt;
&lt;br /&gt;
== Redeployment ==&lt;br /&gt;
&lt;br /&gt;
If an attack or a supply has been made, then both meeples involved will be redeployed. The meeple of the active player gets redeployed first ; then the other meeple (of the same player, or of another player).&lt;br /&gt;
&lt;br /&gt;
A movement card is drawn, and the meeple is moved toward the card with the number indicated in the square. Same process for the second meeple.&lt;br /&gt;
&lt;br /&gt;
Basically, on BGA, this will mean the 2 meeples will be teleported randomly to some card on the board.&lt;br /&gt;
&lt;br /&gt;
== Power Cards ==&lt;br /&gt;
(Google translated from: http://www.ledernierpeuple.com/regles.php#but_du_jeu ... card names may not match BGA)&lt;br /&gt;
&lt;br /&gt;
Strength: Win a token &amp;quot;2 VP&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Care: Win a token &amp;quot;1 PV&amp;quot; of the bank.&lt;br /&gt;
&lt;br /&gt;
Thief: Steal 1 VP to the player of your choice (if not token &amp;quot;1 PV&amp;quot;, he must make change with the bank to give you that PV).&lt;br /&gt;
&lt;br /&gt;
Bandit: Steal a card at random from the hand of the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Hex: The player must make your choice (if possible) 1 VP at the bank (if not token &amp;quot;1 PV&amp;quot;, he must make change with the bank to make this PV) .&lt;br /&gt;
&lt;br /&gt;
Black Magic: Randomly select a card hand of the player of your choice that you discard without applying the effect.&lt;br /&gt;
&lt;br /&gt;
Barter: Trade your hand of cards with the player of your choice.&lt;br /&gt;
&lt;br /&gt;
Speed: Play 2 consecutive rounds.&lt;br /&gt;
&lt;br /&gt;
Mace: The player of your choice must spend his next turn.&lt;br /&gt;
&lt;br /&gt;
Swap: Swap instead of one of your pawns with the player of your choice. (Do not solve the possible action generated by this new configuration.)&lt;br /&gt;
&lt;br /&gt;
Chance: Draw a card &amp;quot;displacement&amp;quot; and a map &amp;quot;power&amp;quot; and add them to your hand.&lt;br /&gt;
&lt;br /&gt;
The next card is to play out of turn when is the target of an attack or card &amp;quot;power&amp;quot; (except &amp;quot;Swap&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Defence: You do not suffer the effect and the attackers or do not earn PV. Moreover, in case of attack countered attackers pawns are still repositioned.&lt;/div&gt;</summary>
		<author><name>Senatorhung</name></author>
	</entry>
</feed>