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	<title>Board Game Arena - Degasadennoù an implijer [br]</title>
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	<updated>2026-09-16T05:56:18Z</updated>
	<subtitle>Degasadennoù an implijer</subtitle>
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	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2059</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2059"/>
		<updated>2016-11-15T22:35:56Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2058</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2058"/>
		<updated>2016-11-15T22:33:37Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ROUNDS ==&lt;br /&gt;
&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Kaozeal:Gamehelpcaylus&amp;diff=2057</id>
		<title>Kaozeal:Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Kaozeal:Gamehelpcaylus&amp;diff=2057"/>
		<updated>2016-11-15T21:43:21Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Created page with &amp;quot;Since the Caylus page was empty I put in a condensation of the rules -- please edit it as it&amp;#039;s a complex game and I may have missed something important!!!! --nandblock&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since the Caylus page was empty I put in a condensation of the rules -- please edit it as it&#039;s a complex game and I may have missed something important!!!! --nandblock&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2056</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2056"/>
		<updated>2016-11-15T21:41:10Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* FINAL SCORING */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2055</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2055"/>
		<updated>2016-11-15T21:39:39Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* FINAL SCORING */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
Gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2054</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2054"/>
		<updated>2016-11-15T21:39:30Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* 7. THE BAILIFF ADVANCES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
Gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2053</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2053"/>
		<updated>2016-11-15T21:39:20Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* ACTIVATE PLACES BEFORE THE BRIDGE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
 If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
Gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2052</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=2052"/>
		<updated>2016-11-15T21:39:07Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 1: INCOME ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: PLACE WORKERS ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== ACTIVATE PLACES BEFORE THE BRIDGE ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
GATE: Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
TRADING POST: Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
MERCHANTS&#039; GUILD: Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
JOUSTING FIELD: Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
STABLES: Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly.&lt;br /&gt;
&lt;br /&gt;
INN: If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it.&lt;br /&gt;
&lt;br /&gt;
== 4: THE BRIDGE ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. ACTIVATE BUILDINGS ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
Production: The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
Construction: The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action.&lt;br /&gt;
&lt;br /&gt;
== 6. BUILD THE CASTLE == In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. THE BAILIFF ADVANCES ==&lt;br /&gt;
&lt;br /&gt;
 If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 8. STAGES OF THE CASTLE ==&lt;br /&gt;
&lt;br /&gt;
If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
Dungeon: no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
Walls: no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
Towers: no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1).&lt;br /&gt;
&lt;br /&gt;
== FINAL SCORING ==&lt;br /&gt;
&lt;br /&gt;
Gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROYAL FAVOURS ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; once the Dungeon is built the first 4 spaces become available; once the Walls are built the 5th space is available. &lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1999</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1999"/>
		<updated>2016-09-20T17:54:27Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elements of Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates are black marks that indicate your failure to pay debts (e.g., to feed your workers or pay the cost of an action). They have no effect on your score until game end.&lt;br /&gt;
&lt;br /&gt;
Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B (see City Watch below). They will only give pirates to players if they fail to pay a building cost in Phase C.&lt;br /&gt;
&lt;br /&gt;
== City Watch ==&lt;br /&gt;
Workers placed here have two uses:&lt;br /&gt;
* - In Phase B, send a worker from the City Watch home to make use of a pirate die.&lt;br /&gt;
* - In Phase D, send a worker from the City Watch home to gain 4 PP.&lt;br /&gt;
&lt;br /&gt;
== Windmill ==&lt;br /&gt;
Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.&lt;br /&gt;
&lt;br /&gt;
In addition, you may use the windmill to take one or more free actions during a turn:&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B, C, OR D:&lt;br /&gt;
* - Exchange 2 goods for 1 good of a different type. (Goods are wheat, sugar, wine.)&lt;br /&gt;
* - Move up 1 step on the Windmill by discarding 2 wheat. (If you are already on the top step, gain 1 PP instead.)&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B OR C ONLY:&lt;br /&gt;
* - Move down 1 step to gain 1 bread or 2 reals. (If you are already on the bottom step, lose 1 PP to take this action.)&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1998</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1998"/>
		<updated>2016-09-20T16:53:29Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Adding more stuff....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Elements of Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Pirates ==&lt;br /&gt;
Pirates are black marks that indicate your failure to pay debts (e.g., to feed your workers or pay the cost of an action). They have no effect on your score until game end.&lt;br /&gt;
&lt;br /&gt;
Pirate dice are black dice placed in the City Watch, which may be used by any player to take actions in Phase B (see City Watch below). They will only give pirates to players if they fail to pay a building cost in Phase C.&lt;br /&gt;
&lt;br /&gt;
== City Watch ==&lt;br /&gt;
Workers placed here have two uses:&lt;br /&gt;
* - In Phase B, send a worker from the City Watch home to make use of a pirate die.&lt;br /&gt;
* - In Phase D, send a worker from the City Watch home to gain 4 PP.&lt;br /&gt;
&lt;br /&gt;
== Windmill ==&lt;br /&gt;
Your standing on the Windmill indicates how many workers on the board you can feed automatically in Phase D, without needing additional bread.&lt;br /&gt;
&lt;br /&gt;
In addition, you may use the windmill to take one or more free actions during a turn:&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B, C, OR D:&lt;br /&gt;
* - Exchange 2 goods for 1 good of a different type. (Goods are wheat, sugar, wine.)&lt;br /&gt;
* - Move up 1 step on the Windmill by discarding 2 wheat. (If you are already on the top step, gain 1 PP instead.)&lt;br /&gt;
&lt;br /&gt;
DURING PHASES B OR C ONLY:&lt;br /&gt;
* - Move down 1 step to gain 1 bread or 2 reals. (If you are already on the bottom step, lose 1 PP to take this action.)&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1997</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1997"/>
		<updated>2016-09-20T16:50:19Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* PHASE A: SETUP AND GUILD CHOICE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the roman numeral on its top right). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1996</id>
		<title>Gamehelpmadeira</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpmadeira&amp;diff=1996"/>
		<updated>2016-09-20T13:27:59Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Trying to condense the basic turn rules to something manageable - I find the rulebook&amp;#039;s version rather opaque&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PHASE A: SETUP AND GUILD CHOICE ==&lt;br /&gt;
&lt;br /&gt;
The four character tiles are randomly distributed among the five buildings (one remains empty each turn, as indicated by the building number). 3 pirate dice are rolled and placed in the City Watch. 3 guild dice per player are rolled and placed in rows on the Guild Board.&lt;br /&gt;
&lt;br /&gt;
Each player in turn places their marker on a row and selects the corresponding dice and one request. If the guild symbol matches any of their guild favours they flip them face up.&lt;br /&gt;
&lt;br /&gt;
== PHASE B: CHARACTER ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
Following the new turn order established in Phase A, players either select a character action or pass.&lt;br /&gt;
&lt;br /&gt;
A character action is selected by placing on it either a guild die or (at the cost of a worker in the City Watch) a pirate die. If a guild die is used, the player also places an action marker on the building space (to be resolved in Phase C).&lt;br /&gt;
&lt;br /&gt;
You may activate a character with a die whose value is equal to or greater than the number of that character’s region (1, 2 or 3). You may also use a lower-numbered die by paying the difference in bread.&lt;br /&gt;
&lt;br /&gt;
A character may have a maximum of 1 pirate die on it, and a maximum number of dice equal to the number of players.&lt;br /&gt;
&lt;br /&gt;
A player may choose one of two possible character actions:&lt;br /&gt;
-	Trigger the action specific to the character.&lt;br /&gt;
-	Harvest: all fields in that region will yield one unit per worker: either wood (if they have not yet been cleared) or a crop (wheat, sugar or wine).&lt;br /&gt;
&lt;br /&gt;
One building each round contains no character card, so it only offers the harvest action, plus a bonus: one field is harvested twice.&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
&lt;br /&gt;
To pass, a player chooses a free spot in the passing column: they may either choose to gain reals, or take the action depicted. The new turn order will be observed for the rest of the round and the beginning of the next.&lt;br /&gt;
&lt;br /&gt;
== PHASE C: BUILDING ACTIONS ==&lt;br /&gt;
&lt;br /&gt;
In numerical order, building costs are resolved and additional building actions are taken.&lt;br /&gt;
&lt;br /&gt;
For any building with action markers on it, all its dice are rolled. The cost is (in a four-player game) 10 reals minus the sum of the guild dice. (In three or two player games, the base value is respectively 9 or 8.) If the result is negative the cost is zero. If a player has two or more markers they still pay only once.&lt;br /&gt;
&lt;br /&gt;
Players have two options:&lt;br /&gt;
-	Pay the cost, and take the building action (described below)&lt;br /&gt;
-	Take pirates (1 + the number on the pirate die, if there is one)&lt;br /&gt;
&lt;br /&gt;
== PHASE D: MAINTENANCE ==&lt;br /&gt;
&lt;br /&gt;
Honor (City Watch): The player with the majority of workers in the City Watch may send one home to earn 4 PP. Ties do not count.&lt;br /&gt;
&lt;br /&gt;
Income (Colonies): One good of the appropriate type is gained for each worker in the colonies.&lt;br /&gt;
&lt;br /&gt;
Upkeep (Ships): Discard 1 wood (or earn 1 pirate) per ship on the board.&lt;br /&gt;
&lt;br /&gt;
Feeding Workers: All workers on the board must be fed. The Windmill indicates how many are automatically fed; if this is insufficient, pay 1 bread or earn 1 pirate per worker.&lt;br /&gt;
&lt;br /&gt;
== PHASE E: CROWN’S REQUESTS ==&lt;br /&gt;
&lt;br /&gt;
In rounds 1, 3 and 5 players score their requests. In round 1, they may score one of their two requests; in round 3, two out of three; in round 5, all three. Scored requests, and any goods or reals used to score them, are discarded.&lt;br /&gt;
&lt;br /&gt;
In round 2, convertible wheat fields cleared of wood become sugar fields. In round 4, convertible sugar fields cleared of wood become wine fields.&lt;br /&gt;
&lt;br /&gt;
== GAME END ==&lt;br /&gt;
&lt;br /&gt;
The game ends after 5 rounds. &lt;br /&gt;
&lt;br /&gt;
All goods, wood and bread are converted to reals at 1-for-1. Players then earn 1 PP per 5 reals.&lt;br /&gt;
&lt;br /&gt;
Players with pirates lose points as follows: the one with most pirates loses 16 PP; 2nd most, 8 pp; 3rd most, 4 pp; 4th most, 2 PP.  In addition, players lose 1 PP for each pirate over 20.&lt;br /&gt;
&lt;br /&gt;
Highest score wins. Ties for number of pirates or for final score go to the player earliest in the turn order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reference Sheet==&lt;br /&gt;
&lt;br /&gt;
===Crown’s Requests===&lt;br /&gt;
&lt;br /&gt;
During Phase E, each player must choose 1 of his Crown’s Requests in the 1st round, 2 in the 3rd round, and 3 in the 5th round. He earns PP for them, and discards them.&lt;br /&gt;
&lt;br /&gt;
NOTE: If a player chooses more than 1 Crown’s Request of the same kind in the same round, he must assign different items to them (see below Urbanization for an example).&lt;br /&gt;
&lt;br /&gt;
The player must discard all the chosen Crown’s Requests, even if he earns 0 Prestige Points for one or more of them.&lt;br /&gt;
&lt;br /&gt;
===Guild Favors===&lt;br /&gt;
&lt;br /&gt;
A player can use 1 of his face-up Guild Favors at the beginning of each of his turns:&lt;br /&gt;
* in Phase B - Character Actions (see page 9) (i.e. before he places a die or passes) and&lt;br /&gt;
* in Phase C - Building Actions (see page 12) (i.e. before he pays the cost or receives the Pirates).&lt;br /&gt;
He cannot use a Guild Favor if he has no Action Markers on the Building currently being resolved, because it is not his turn.&lt;br /&gt;
&lt;br /&gt;
To use a Guild Favor, the player flips it face-down and immediately applies its effect (see below).&lt;br /&gt;
&lt;br /&gt;
No Guild Favors can be used during Phases A - Round Setup, D - Maintenance, or E - The Crown’s Requests.&lt;br /&gt;
&lt;br /&gt;
Reminder: A player can flip face-up:&lt;br /&gt;
* in Phase A - Round Setup, all of his Guild Favors of the same Guild as the one he chooses (see page 8).&lt;br /&gt;
* 1 or 2 of his Guild Favors (same or different Guilds), performing the “Casa da Coroa” Building Action (see page 13).&lt;br /&gt;
* 1 of his Guild Favors, performing the “Guild” King’s Reward, if it is in play, (see below).&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
&lt;br /&gt;
* The player gets 2 Reals&lt;br /&gt;
*The player gets 3 Reals &lt;br /&gt;
** OR earns 1 PP, and may move 1 of his Workers to any empty City spot&lt;br /&gt;
* The player gets 4 Reals&lt;br /&gt;
** OR moves 1 of his Workers into the City Watch&lt;br /&gt;
* The player gets 5 Reals&lt;br /&gt;
** OR moves 1 of his Ships following the usual rules&lt;br /&gt;
&lt;br /&gt;
===King’s Rewards===&lt;br /&gt;
Various Rewards available&lt;br /&gt;
* The player moves 1 of his Workers to any field following the usual rules&lt;br /&gt;
* The player flips 1 of his Guild Favors face-up.&lt;br /&gt;
* The player discards up to 3 Pirates or gets 2 Bread from the general supply.&lt;br /&gt;
* The player moves his disc up one step in the Windmill. He does not discard the 2 Wheat.&lt;br /&gt;
* The player earns 3 PP. The player gets 5 Reals.&lt;br /&gt;
* The player earns 1 PP, and may move 1 of his Workers to any empty City spot.&lt;br /&gt;
* The player moves 1 of his Workers into the City Watch&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1948</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1948"/>
		<updated>2016-09-02T00:04:26Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece by one step. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of &#039;&#039;the same&#039;&#039; or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a single action. In subsequent turns, each player takes two actions. These may be any of the following:&lt;br /&gt;
* - Place a common piece on any empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card and (optionally) return other cards to their decks. &#039;&#039;(Only permitted once per turn.)&#039;&#039;&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.&lt;br /&gt;
&lt;br /&gt;
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of upgraded pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. &lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Setup: In three-player Deathmatch, the third player places one common piece adjacent to each diamond symbol. In four-player Deathmatch, the fourth player places one common piece adjacent to each diamond symbol for the first, third and fourth players. As usual, the first player only gets one action. (Sounds complicated? Don&#039;t worry, BGA automates the setup.)&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you may not use two different opponents&#039; pieces simultaneously.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects do not have to take place immediately upon summoning; they can be activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1939</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1939"/>
		<updated>2016-08-12T12:31:06Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Improvised Summoning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece by one step. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a single action. In subsequent turns, each player takes two actions. These may be any of the following:&lt;br /&gt;
* - Place a common piece on any empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card and (optionally) return other cards to their decks. &#039;&#039;(Only permitted once per turn.)&#039;&#039;&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.&lt;br /&gt;
&lt;br /&gt;
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of upgraded pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. &lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Setup: In three-player Deathmatch, the third player places one common piece adjacent to each diamond symbol. In four-player Deathmatch, the fourth player places one common piece adjacent to each diamond symbol for the first, third and fourth players. As usual, the first player only gets one action. (Sounds complicated? Don&#039;t worry, BGA automates the setup.)&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you may not use two different opponents&#039; pieces simultaneously.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects do not have to take place immediately upon summoning; they can be activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1938</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1938"/>
		<updated>2016-08-09T00:02:04Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* DEATHMATCH RULES: THREE OR FOUR PLAYERS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece by one step. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a single action. In subsequent turns, each player takes two actions. These may be any of the following:&lt;br /&gt;
* - Place a common piece on any empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card and (optionally) return other cards to their decks. &#039;&#039;(Only permitted once per turn.)&#039;&#039;&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.&lt;br /&gt;
&lt;br /&gt;
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of upgraded pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. &lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Setup: In three-player Deathmatch, the third player places one common piece adjacent to each diamond symbol. In four-player Deathmatch, the fourth player places one common piece adjacent to each diamond symbol for the first, third and fourth players. As usual, the first player only gets one action. (Sounds complicated? Don&#039;t worry, BGA automates the setup.)&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you may not use two different opponent&#039;s pieces simultaneously.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects do not have to take place immediately upon summoning; they can be activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1937</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1937"/>
		<updated>2016-08-08T23:44:55Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Game End and Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece by one step. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a single action. In subsequent turns, each player takes two actions. These may be any of the following:&lt;br /&gt;
* - Place a common piece on any empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card and (optionally) return other cards to their decks. &#039;&#039;(Only permitted once per turn.)&#039;&#039;&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.&lt;br /&gt;
&lt;br /&gt;
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of upgraded pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. &lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you may not use two different opponent&#039;s pieces simultaneously.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects do not have to take place immediately upon summoning; they can be activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1936</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1936"/>
		<updated>2016-08-08T23:42:48Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece by one step. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a single action. In subsequent turns, each player takes two actions. These may be any of the following:&lt;br /&gt;
* - Place a common piece on any empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card and (optionally) return other cards to their decks. &#039;&#039;(Only permitted once per turn.)&#039;&#039;&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.&lt;br /&gt;
&lt;br /&gt;
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of upgraded (i.e. heroic and legendary) pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. &lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you may not use two different opponent&#039;s pieces simultaneously.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects do not have to take place immediately upon summoning; they can be activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1935</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1935"/>
		<updated>2016-08-08T23:41:16Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece by one step. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a single action. In subsequent turns, each player takes two actions. These may be any of the following:&lt;br /&gt;
* - Place a common piece on any empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card and (optionally) return other cards to their decks&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.&lt;br /&gt;
&lt;br /&gt;
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of upgraded (i.e. heroic and legendary) pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. &lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you may not use two different opponent&#039;s pieces simultaneously.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects do not have to take place immediately upon summoning; they can be activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1934</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1934"/>
		<updated>2016-08-08T23:38:55Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece by one step. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a single action. In subsequent turns, each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on any empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card and (optionally) return other cards to their decks&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.&lt;br /&gt;
&lt;br /&gt;
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of upgraded (i.e. heroic and legendary) pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. &lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you may not use two different opponent&#039;s pieces simultaneously.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects do not have to take place immediately upon summoning; they can be activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1908</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1908"/>
		<updated>2016-07-22T14:57:40Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are immediately available; the fourth is not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a single action. In subsequent turns, each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on any empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card and (optionally) return other cards to their decks&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece in the top left corner, via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, the effects listed on its card are activated.&lt;br /&gt;
&lt;br /&gt;
Patterns for Legendary Beings require one or more heroic pieces. Each legendary piece on the board earns 1 VP. Each player can place a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of the appropriate decks. Once the turn is over, they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece. (Heroic and common pieces come from the same pool--in the original boardgame, they are reverse sides of the same piece--but there are only three legendary pieces for each colour.)&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. Even if their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. Opening positions are marked on the game board. The first player to score 18 VPs triggers the endgame. &lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. This VP is not lost if the piece is later destroyed.&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest of these scores. (The second and, in 4-player games, third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) VPs in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you may not use two different opponent&#039;s pieces simultaneously.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects do not have to take place immediately upon summoning; they can be activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one or the other frozen effect.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1906</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1906"/>
		<updated>2016-07-15T20:13:21Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* EVERFROST EXPANSION */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a turn consisting of a single action. In subsequent turns, each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on an empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 VPs triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP  for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. (The VP is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you can&#039;t use two different opponent&#039;s pieces simultaneously).&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These effects that do not have to take place immediately upon summoning; they can be &amp;quot;frozen&amp;quot; and activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard frozen effect.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1905</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1905"/>
		<updated>2016-07-15T19:52:07Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* DEATHMATCH RULES: TWO-PLAYERS (DUEL) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a turn consisting of a single action. In subsequent turns, each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on an empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 VPs triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP  for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. (The VP is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you can&#039;t use two different opponent&#039;s pieces simultaneously).&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These are effects that do not have to take place immediately upon summoning; they can &amp;quot;frozen&amp;quot; and then activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored up at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one of them.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1904</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1904"/>
		<updated>2016-07-15T19:51:11Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HIGH FORM RULES ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a turn consisting of a single action. In subsequent turns, each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on an empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: TWO-PLAYERS (DUEL) ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 VPs triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP  for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. (The VP is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== DEATHMATCH RULES: THREE OR FOUR PLAYERS ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you can&#039;t use two different opponent&#039;s pieces simultaneously).&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These are effects that do not have to take place immediately upon summoning; they can &amp;quot;frozen&amp;quot; and then activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored up at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one of them.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1903</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1903"/>
		<updated>2016-07-15T19:50:03Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* HIGH FORM RULES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
&lt;br /&gt;
The starting player takes a turn consisting of a single action. In subsequent turns, each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on an empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== EVERFROST EXPANSION ==&lt;br /&gt;
Several Beings in the Everfrost deck have &amp;quot;frozen effects&amp;quot;. These are effects that do not have to take place immediately upon summoning; they can &amp;quot;frozen&amp;quot; and then activated later (&amp;quot;thawed&amp;quot;), like a flare. Only one such frozen effect may be stored up at a time; if you summon a Being with a frozen effect and already have one in storage, you must discard one of them.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 VPs triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP  for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. (The VP is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you can&#039;t use two different opponent&#039;s pieces simultaneously).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1902</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1902"/>
		<updated>2016-07-15T19:44:46Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on an empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 VPs triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP  for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. (The VP is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, and once for each opponent&#039;s colour, a player may use an opponent&#039;s piece as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.) Only one piece may be used per improvised summoning: you can&#039;t use two different opponent&#039;s pieces simultaneously).&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1901</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1901"/>
		<updated>2016-07-15T19:37:04Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on an empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its victory points (VPs) if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 VPs or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 VPs triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores VPs as follows:&lt;br /&gt;
* - 1 VP  for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 VP for a heroic piece&lt;br /&gt;
* - 2 VPs for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 VP. (The VP is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 VP.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1900</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1900"/>
		<updated>2016-07-15T19:35:35Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* DEATHMATCH RULES: THREE OR FOUR PLAYERS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on an empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* - 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 point for a heroic piece&lt;br /&gt;
* - 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all common colour pairs are scored; then, if two common pieces of different colours remain, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score 1 VP against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 VP).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1899</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1899"/>
		<updated>2016-07-15T19:34:20Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
High form is currently only implemented as a two-player game on BGA.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
* - Place a common piece on an empty square&lt;br /&gt;
* - Summon a being&lt;br /&gt;
* - Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
* - You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
* - If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* - 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* - 1 point for a heroic piece&lt;br /&gt;
* - 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
When you score common pieces, first all pairs of common colours are scored; then, if there are two common pieces of different colours left over, you may choose which colour to score against.&lt;br /&gt;
&lt;br /&gt;
When you summon a legend, you may choose which opponent to score against.&lt;br /&gt;
&lt;br /&gt;
You may meet one or both criteria for a flare against multiple opponents, in which case you may choose whom to trigger it against (and give them 1 point).&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1898</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1898"/>
		<updated>2016-07-15T16:48:46Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1897</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1897"/>
		<updated>2016-07-15T16:24:30Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* HIGH FORM RULES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two forms of Tash-Kalar: High Form, in which points are scored by completing tasks; and Deathmatch, in which points are scored by destroying opponents&#039; pieces.&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1896</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1896"/>
		<updated>2016-07-15T16:19:50Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* HIGH FORM RULES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1895</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1895"/>
		<updated>2016-07-15T16:17:21Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Terminology ===&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
=== Turns ===&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
=== Playing a Flare ===&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
=== Summoning ===&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
=== Discarding ===&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
=== Running Out of Pieces ===&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
=== Game End and Scoring ===&lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
=== Improvised Summoning ===&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1894</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1894"/>
		<updated>2016-07-15T16:10:46Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously occupying the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
== Improvised Summoning ==&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1893</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1893"/>
		<updated>2016-07-15T16:10:32Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any piece previously on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
== Improvised Summoning ==&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1892</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1892"/>
		<updated>2016-07-15T16:10:06Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any already existing piece on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
== Improvised Summoning ==&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1891</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1891"/>
		<updated>2016-07-15T16:09:21Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* DEATHMATCH RULES: THREE OR FOUR PLAYERS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any existing piece on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
== Improvised Summoning ==&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1890</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1890"/>
		<updated>2016-07-15T16:08:51Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
&lt;br /&gt;
Any existing piece on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicbable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
== Improvised Summoning ==&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1889</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1889"/>
		<updated>2016-07-15T16:08:20Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
Any existing piece on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue. (Automated on BGA.)&lt;br /&gt;
&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicbable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
== Improvised Summoning ==&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1888</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1888"/>
		<updated>2016-07-15T16:08:00Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
Any existing piece on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand from the appropriate decks and update the task queue.&lt;br /&gt;
&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicbable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
== Improvised Summoning ==&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1887</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1887"/>
		<updated>2016-07-15T16:07:32Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Running Out of Pieces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
Any existing piece on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand and update the task queue.&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one from the board before placing the new piece.&lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicbable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
== Improvised Summoning ==&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Kaozeal:Gamehelptashkalar&amp;diff=1886</id>
		<title>Kaozeal:Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Kaozeal:Gamehelptashkalar&amp;diff=1886"/>
		<updated>2016-07-15T16:06:50Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Created page with &amp;quot;I deleted the long set of rules in Italian, as a shorter document in English seemed more helpful: they were as follows:     == Modalità di gioco ==  Su Board Game Arena, Tash...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I deleted the long set of rules in Italian, as a shorter document in English seemed more helpful: they were as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modalità di gioco ==&lt;br /&gt;
&lt;br /&gt;
Su Board Game Arena, Tash-Kalar può essere giocato da 2 a 4 giocatori e in 2 distinte modalità:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Forma Suprema&amp;quot;:&#039;&#039;&#039; I giocatori realizzano punti quando completano un obiettivo corrente e per i pezzi leggendari presenti nell&#039;Arena. Questa modalità è disponibile solo per 2 giocatori.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Duello Mortale&amp;quot;&#039;&#039;&#039;: Non ci sono obiettivi da completare. I giocatori realizzano punti distruggendo pedine nemiche, evocando creature leggendarie e quando l&#039;avversario invoca una carta impeto. il Duello Mortale può essere giocato da 2 a 4 giocatori.&lt;br /&gt;
&lt;br /&gt;
Il gioco in scatola prevede anche modalità a squadra in entrambe le modalità.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Ogni giocatore inizia con 6 carte pescate a caso: 3 esseri del proprio mazzo, 2 leggendari e 1 impeto.&lt;br /&gt;
&lt;br /&gt;
Nella modalità &#039;&#039;&#039;&amp;quot;Forma Suprema&amp;quot;&#039;&#039;&#039;, vengono rivelati 3 obiettivi correnti più 1 come prossimo obiettivo.&lt;br /&gt;
&lt;br /&gt;
Nella modalità &#039;&#039;&#039;&amp;quot;Duello Mortale&amp;quot;&#039;&#039;&#039;, il giocatore che gioca per secondo piazza 1 pezzo comune di ogni colore nei quadrati marcati dell&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
Si comincia dal primo giocatore scelto a caso e si procede in senso orario.&lt;br /&gt;
Ogni turno prevede 2 azioni, tranne il giocatore iniziale che ha solo 1 azione disponibile come primo turno.&lt;br /&gt;
&lt;br /&gt;
Azioni possibili:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Piazzare 1 pezzo semplice&amp;quot;&#039;&#039;&#039; del tuo colore su un quadrato vuoto. Se non hai pezzi disponibili devi riprendere 1 dei tuoi pezzi semplici o eroici già piazzati sull&#039;Arena in precedenza e dopo piazzarlo dove vuoi.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Evocare una cretura&amp;quot;&#039;&#039;&#039;. Leggi più avanti&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Scartare 1 carta creatura del tuo mazzo&amp;quot;&#039;&#039;&#039;. Se lo fai puoi anche mettere una o più carte (anche leggendarie o impeti) in fondo al rispettivo mazzo di pesca.&lt;br /&gt;
&lt;br /&gt;
Le azioni possono essere eseguite in qualsiasi ordine. Puoi prima &amp;quot;piazzare&amp;quot; e poi &amp;quot;evocare&amp;quot; o viceversa (puoi fare una sola azione di scarto per turno). Devi sempre usare le tue azioni disponibili. Puoi invocare un impeto (leggi più avanti) prima o dopo un&#039;azione. Invocare un impeto non costa nessuna azione.&lt;br /&gt;
&lt;br /&gt;
Il tuo turno finisce pescando altrettante carte di quante ne sono state giocate, in modo da avere sempre 3 carte creatura del tuo mazzo, 2 leggendarie e 1 impeto. Se peschi l&#039;ultima carta del tuo mazzo, potresti finire la partita anche con meno di 3 carte creatura in mano.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Forma Suprema&amp;quot;&#039;&#039;&#039;: Alla fine del tuo turno puoi completare solamente 1 dei compiti disponibili, se hai soddisfatto i suoi requisiti.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Duello Mortale&amp;quot;&#039;&#039;&#039;: Alla fine del tuo turno, realizzi punti per le pedine nemiche distrutte: 2 punti per una leggendaria, 1 punto per un&#039;eroica e 1 punto per ogni coppia di pedine semplici distrutte.&lt;br /&gt;
&lt;br /&gt;
Nella &#039;&#039;Mischia Mortale&#039;&#039; (3-4 giocatori) fai punti per ogni pedina nemica distrutta nei diversi colori. Il tuo punteggio finale è determinato dal colore nel quale hai il punteggio più basso.&lt;br /&gt;
&lt;br /&gt;
Non realizzi punti se distruggi tue pedine e per tutte le pedine semplici nemiche spaiate di un solo colore. Puoi appaiare 2 pedine semplici nemiche di diverso colore e decidere in quale colore realizzare i punti. Realizzi 1 punto (nel colore che preferisci) ogni volta che evochi 1 leggenda (promuovere un pezzo eroico non conta come un&#039;evocazione leggendaria). Se il tuo avversario invoca 1 carta impeto tu guadagni 1 punto.&lt;br /&gt;
&lt;br /&gt;
== Evocare una creatura ==&lt;br /&gt;
&lt;br /&gt;
Per evocare una creatura, usa 1 azione in questo modo:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Gioca una carta&amp;quot;&#039;&#039;&#039; dalla tua mano e scegli il quadrato sull&#039;Arena che soddisfi la forma del pattern (schema) richiesto sulla carta.&lt;br /&gt;
&lt;br /&gt;
Lo schema può essere ruotato (a 90, 180 o 270 gradi), specchiato e/o capovolto.&lt;br /&gt;
&lt;br /&gt;
I pezzi usati per evocare la creatura devono essere dello stesso grado (o maggiore) riportato sulla carta. I quadrati vuoti non sono essenziali per evocare la creatura.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Piazza un pezzo del grado indicato&amp;quot;&#039;&#039;&#039; (in alto a sinistra sulla carta) sul quadrato marcato di bianco nello schema.&lt;br /&gt;
&lt;br /&gt;
Questo quadrato può essere vuoto, a meno che lo schema non specifichi che debba essere occupato da un vostro pezzo.&lt;br /&gt;
&lt;br /&gt;
Se il quadrato è occupato da un pezzo dello stesso grado o inferiore, distruggilo, mettendo il nuovo pezzo al suo posto.&lt;br /&gt;
&lt;br /&gt;
Se il quadrato è occupato da un pezzo di grado superiore non puoi evocare l&#039;essere in quel quadrato.&lt;br /&gt;
&lt;br /&gt;
Se tutti i pezzi di quel tipo sono già piazzati sull&#039;Arena, puoi riprenderne uno di quelli non richiesti dal pattern in questione.&lt;br /&gt;
&lt;br /&gt;
- Quando il nuovo pezzo è piazzato sull&#039;Arena &#039;&#039;&#039;&amp;quot;risolvi i suoi effetti&amp;quot;&#039;&#039;&#039; scritti sulla carta.&lt;br /&gt;
&lt;br /&gt;
- Dopo aver risolto gli effetti, scarta la carta.&lt;br /&gt;
&lt;br /&gt;
== Invocare un Impeto ==&lt;br /&gt;
&lt;br /&gt;
Puoi invocare una carta impeto durnte il tuo turno prima o dopo una qualsiasi azione.&lt;br /&gt;
Per invocare l&#039;impeto devi soddisfare almeno uno dei due criteri scritti sulla carta:&lt;br /&gt;
&lt;br /&gt;
- Soddisfi il criterio stampato in alto sulla carta se il tuo avversario ha almeno quel numero di pezzi promossi (eroici e leggendari) più di te nell&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
- Soddisfi il criterio stampato in basso sulla carta se il tuo avversario ha almeno quel numero di pezzi totali (semplici, eroici e leggendari) più di te nell&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
Se si verificano una o tutte e due condizioni scritte sulla carta puoi risolverne gli effetti.&lt;br /&gt;
&lt;br /&gt;
Se soddisfi i criteri contro più avversari scegli contro chi comparare la carta (e quindi assegnare l&#039;eventuale punto nei Duelli Mortali). Una volta che la carta è stata utilizzata bisogna scartarla.&lt;br /&gt;
&lt;br /&gt;
== Risolvere gli effetti delle creature e degli Impeti ==&lt;br /&gt;
&lt;br /&gt;
Nessun&#039;altra azione (anche invocare impeti) può essere intrapresa fino a che l&#039;intero effetto di una carta non sia stato risolto.&lt;br /&gt;
Alcune parti di un effetto possono essere opzionali:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Puoi&amp;quot;&#039;&#039;&#039; indica che una certa parte dell&#039;effetto è opzionale.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Fino a&amp;quot;&#039;&#039;&#039; include sempre lo zero.&lt;br /&gt;
&lt;br /&gt;
Le parti che non sono specifcate come opzionali sono obbligatorie.&lt;br /&gt;
Se un effetto non può essere risolto per intero, risolvi solo le parti disponibili.&lt;br /&gt;
Quando una carta si riferisce al nome della creatura, si riferisce direttamente al pezzo che in quella azione rappresenta la creatura evocata.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Pezzo promosso:&#039;&#039;&#039; un pezzo eroico o leggendario.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Pezzo non leggendario:&#039;&#039;&#039; Un pezzo comune o eroico.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Pezzo:&#039;&#039;&#039; Se un pezzo non è specificato se appartiene a te o al tuo avversario, fa riferimento a tutti i pezzi (inclusi i tuoi).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Spazio marcato:&#039;&#039;&#039; Uno spazio colorato nel pattern. Se il testo della carta non si riferisce al quadrato marcato, i quadrati marcati del pattern sono solo illustrativi.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Quadrato adiacente:&#039;&#039;&#039; Uno degli otto quadrati adiacenti sia ortogonalmente che diagonalmente ad un determinato pezzo o quadrato. Se il quadrato di riferimento non è specificato, fa riferimento al quadrato occupato dalla nuova creatura evocata.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Distanza:&#039;&#039;&#039; Il numero di mosse richieste da un quadrato ad un altro. Per esempio, un quadrato adiacente è a distanza 1.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Mossa:&#039;&#039;&#039; Una mossa è sempre su un quadrato adiacente. Una mossa in un quadrato occupato, distrugge il pezzo presente.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Mossa Standard o Normale:&#039;&#039;&#039; Questo tipo di mossa può essere fatta solo su quadrati vuoti o su quadrati occupati da pezzi di grado inferiore.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Mossa di Combattimento:&#039;&#039;&#039; Questo tipo di mossa può essere fatta solo su quadrati vuoti o su quadrati occupati da pezzi di grado uguale o inferiore.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Salto normale e Salto di combattimento:&#039;&#039;&#039; Un salto è come una mossa con la differenza che il quadrato di destinazione può non essere adiacente. Se non specificato diversamente, il salto può essere fatto su qualsiasi quadrato nell&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Piazza:&#039;&#039;&#039; Come l&#039;azione &amp;quot;Piazzare&amp;quot;, a differenza che se non ci sono pezzi disponibili di quel colore e grado, il pezzo non può essere piazzato.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Promuovi:&#039;&#039;&#039; I pezzi leggendari non possono essere promossi. Per promuovere un pezzo comune, giralo. Per promuovere un pezzo eroico rimpiazzalo con uno leggendario. Se i leggendari non sono più disponibili, il pezzo eroico non può essere promosso.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Degrada:&#039;&#039;&#039; I pezzi comuni non possono essere degradati. Per degradare un pezzo eroico, giralo dal lato comune. Per degradare un pezzo leggendario rimpiazzalo con uno eroico. Se non ci sono pezzi eroici disponibili, il leggendario non può essere degradato.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Distruggi:&#039;&#039;&#039; Per distruggere un pezzo, rimuovilo dall&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Converti:&#039;&#039;&#039; Per convertire un pezzo nemico, rimpiazzalo con uno dei tuoi pezzi dello stesso grado (a meno che non specificato diversamente).&lt;br /&gt;
&lt;br /&gt;
Quando bisogna tenere traccia di &#039;&#039;&#039;&amp;quot;quanti pezzi nemici hai distrutto&amp;quot;&#039;&#039;&#039;, conta i pezzi nemici che hai distrutto durante l&#039;evocazione, mosse o salti, pezzi distrutti per &amp;quot;effetti di distruzione&amp;quot; e pezzi convertiti. Nè la promozione nè il degradamento contano come pezzi distrutti.&lt;br /&gt;
&lt;br /&gt;
== Fine del Gioco ==&lt;br /&gt;
&lt;br /&gt;
La fine del gioco è innescata quando un giocatore pesca l&#039;ultima carta dal suo mazzo di creature.&lt;br /&gt;
&lt;br /&gt;
Nella modalità &#039;&#039;&#039;&amp;quot;Forma Suprema&amp;quot;&#039;&#039;&#039;, la fine del gioco è innescata anche quando un giocatore raggiunge o supera 9 punti alla fine del suo turno.&lt;br /&gt;
Conta i punti degli obiettivi completati (dal giocatore o dalla squadra) più 1 punto per ogni pezzo leggendario presente sull&#039;Arena (non importa se sia stato evocato o promosso)&lt;br /&gt;
&lt;br /&gt;
Nel &#039;&#039;&#039;&amp;quot;Duello Mortale&amp;quot;&#039;&#039;&#039;, la fine del gioco è innescata anche quando un giocatore raggiunge o supera 18 punti.&lt;br /&gt;
&lt;br /&gt;
Quando la fine del gioco è stata innescata, i giocatori giocheranno un solo turno a testa, incluso il giocatore che ha innescato la fine del gioco. Dopo gli ultimi turni il gioco finisce e il giocatore con più punti vince.&lt;br /&gt;
&lt;br /&gt;
Se c&#039;è un pareggio, viene risolto in questo modo:&lt;br /&gt;
- Vince chi ha più pezzi promossi nell&#039;Arena;&lt;br /&gt;
- In caso di ulteriore pareggio, vince chi ha il numero maggiore di pezzi totali nell&#039;Arena;&lt;br /&gt;
- In caso di ulteriore pareggio, il gioco è da considerarsi pari.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Queste regole sono un estratto del regolamento ufficiale di Tash-Kalar della CGE.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1885</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1885"/>
		<updated>2016-07-15T16:05:52Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
Any existing piece on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand and update the task queue.&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one of those pieces on the board. &lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: TWO-PLAYER&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
No tasks are used. The first player to score 18 points triggers the endgame.&lt;br /&gt;
&lt;br /&gt;
Destroying pieces scores points as follows:&lt;br /&gt;
* 1 point for every 2 common pieces, rounded down&lt;br /&gt;
* 1 point for a heroic piece&lt;br /&gt;
* 2 points for a legendary piece&lt;br /&gt;
&lt;br /&gt;
Summoning a legend scores 1 point. (The point is not lost if the piece is later destroyed.)&lt;br /&gt;
&lt;br /&gt;
If you play a flare your opponent gains 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;DEATHMATCH RULES: THREE OR FOUR PLAYERS&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Scores are tracked separately in each colour. Your final score is the lowest score. (The second and if necessary/applicbable third lowest scores are used as tiebreakers.)&lt;br /&gt;
&lt;br /&gt;
Endgame is triggered by a player scoring 12 (for three-player) or 10 (for four-player) in a single colour.&lt;br /&gt;
&lt;br /&gt;
== Improvised Summoning ==&lt;br /&gt;
&lt;br /&gt;
Once per game, each player is permitted to use one piece of each opponent as their own when summoning a Being. (Thus in a 3-player game, a player may perform two improvised summonings; in a 4-player game, three--one for each opponent&#039;s colour.)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1884</id>
		<title>Gamehelptashkalar</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelptashkalar&amp;diff=1884"/>
		<updated>2016-07-15T15:48:33Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;HIGH FORM RULES&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Pieces are ranked in order: &#039;&#039;&#039;common, heroic, legendary.&#039;&#039;&#039; &#039;&#039;&#039;Upgrade&#039;&#039;&#039; and &#039;&#039;&#039;downgrade&#039;&#039;&#039; mean changing the rank of a piece. A higher ranked piece may count (for summoning or tasks) as if it were of lower rank. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;move&#039;&#039;&#039; is one square in any direction (including diagonals). A &#039;&#039;&#039;leap&#039;&#039;&#039; is from any square to any other.&lt;br /&gt;
A &#039;&#039;&#039;standard move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of a lesser rank.&lt;br /&gt;
A &#039;&#039;&#039;combat move/leap&#039;&#039;&#039; is permitted onto any empty square or one occupied by a piece of the same or lesser rank.&lt;br /&gt;
Any existing piece on the destination square of a valid move/leap is destroyed. You may destroy your own pieces.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
Each player receives 3 cards from their personal deck, plus 2 Legendary Beings and one flare from the common decks. Four cards are drawn for the task queue. The first three are available, the fourth not yet available. Three tasks of the same type may not be active at once (BGA automatically enforces this rule).&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
Each player takes two of the following actions per turn:&lt;br /&gt;
# Place a common piece on an empty square&lt;br /&gt;
# Summon a being&lt;br /&gt;
# Discard a card&lt;br /&gt;
In addition, before or after any action, a flare may be played, if one or both of its conditions are met.&lt;br /&gt;
&lt;br /&gt;
Once a turn is over:&lt;br /&gt;
# You may claim one task card and earn its VPs if you meet its conditions. &lt;br /&gt;
# If necessary, replenish your hand and update the task queue.&lt;br /&gt;
== Playing a Flare ==&lt;br /&gt;
Each flare lists two numbers: X/Y. The top effect may be activated if a player has X fewer upgraded pieces on the board than their opponent; the bottom effect if they have Y fewer pieces in total on the board. Effects activate in top-to-bottom order.&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
If your pieces are in the formation on a Being’s card (in any orientation or mirror image), you may summon the piece given in the card’s top left via a combat leap onto the white square in the pattern. For most beings, the white square is empty, but some require a piece of your own to be present in the square. Once the Being is summoned, resolve the effects listed on its card.&lt;br /&gt;
&lt;br /&gt;
The patterns for Legendary Beings require one or more heroic piece. Each legendary piece on the board earns 1 VP. Each player can have a maximum of 3 legendary pieces on the board. If one is destroyed, 1 VP is lost.&lt;br /&gt;
&lt;br /&gt;
== Discarding ==&lt;br /&gt;
Once per turn a player may discard a card. They may also return as many other cards as they like (regular cards, legends, flares) to the bottom of their decks. Once the turn is over they replenish their hand as usual. &lt;br /&gt;
&lt;br /&gt;
== Running Out of Pieces ==&lt;br /&gt;
If a player needs to place a piece and has no more in stock, they must pick up one of those pieces on the board. &lt;br /&gt;
&lt;br /&gt;
== Game End and Scoring == &lt;br /&gt;
When one player scores 9 points or draws the last card from their own deck, game end is triggered. Everyone plays one more turn, including the player who triggered endgame. If their score decreases below 9 due to destruction of a legendary piece, the game still ends.&lt;br /&gt;
&lt;br /&gt;
High score wins. Tiebreakers are, in order, (1) number of heroic pieces; (2) total number of pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modalità di gioco ==&lt;br /&gt;
&lt;br /&gt;
Su Board Game Arena, Tash-Kalar può essere giocato da 2 a 4 giocatori e in 2 distinte modalità:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Forma Suprema&amp;quot;:&#039;&#039;&#039; I giocatori realizzano punti quando completano un obiettivo corrente e per i pezzi leggendari presenti nell&#039;Arena. Questa modalità è disponibile solo per 2 giocatori.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Duello Mortale&amp;quot;&#039;&#039;&#039;: Non ci sono obiettivi da completare. I giocatori realizzano punti distruggendo pedine nemiche, evocando creature leggendarie e quando l&#039;avversario invoca una carta impeto. il Duello Mortale può essere giocato da 2 a 4 giocatori.&lt;br /&gt;
&lt;br /&gt;
Il gioco in scatola prevede anche modalità a squadra in entrambe le modalità.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Ogni giocatore inizia con 6 carte pescate a caso: 3 esseri del proprio mazzo, 2 leggendari e 1 impeto.&lt;br /&gt;
&lt;br /&gt;
Nella modalità &#039;&#039;&#039;&amp;quot;Forma Suprema&amp;quot;&#039;&#039;&#039;, vengono rivelati 3 obiettivi correnti più 1 come prossimo obiettivo.&lt;br /&gt;
&lt;br /&gt;
Nella modalità &#039;&#039;&#039;&amp;quot;Duello Mortale&amp;quot;&#039;&#039;&#039;, il giocatore che gioca per secondo piazza 1 pezzo comune di ogni colore nei quadrati marcati dell&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
Si comincia dal primo giocatore scelto a caso e si procede in senso orario.&lt;br /&gt;
Ogni turno prevede 2 azioni, tranne il giocatore iniziale che ha solo 1 azione disponibile come primo turno.&lt;br /&gt;
&lt;br /&gt;
Azioni possibili:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Piazzare 1 pezzo semplice&amp;quot;&#039;&#039;&#039; del tuo colore su un quadrato vuoto. Se non hai pezzi disponibili devi riprendere 1 dei tuoi pezzi semplici o eroici già piazzati sull&#039;Arena in precedenza e dopo piazzarlo dove vuoi.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Evocare una cretura&amp;quot;&#039;&#039;&#039;. Leggi più avanti&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Scartare 1 carta creatura del tuo mazzo&amp;quot;&#039;&#039;&#039;. Se lo fai puoi anche mettere una o più carte (anche leggendarie o impeti) in fondo al rispettivo mazzo di pesca.&lt;br /&gt;
&lt;br /&gt;
Le azioni possono essere eseguite in qualsiasi ordine. Puoi prima &amp;quot;piazzare&amp;quot; e poi &amp;quot;evocare&amp;quot; o viceversa (puoi fare una sola azione di scarto per turno). Devi sempre usare le tue azioni disponibili. Puoi invocare un impeto (leggi più avanti) prima o dopo un&#039;azione. Invocare un impeto non costa nessuna azione.&lt;br /&gt;
&lt;br /&gt;
Il tuo turno finisce pescando altrettante carte di quante ne sono state giocate, in modo da avere sempre 3 carte creatura del tuo mazzo, 2 leggendarie e 1 impeto. Se peschi l&#039;ultima carta del tuo mazzo, potresti finire la partita anche con meno di 3 carte creatura in mano.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Forma Suprema&amp;quot;&#039;&#039;&#039;: Alla fine del tuo turno puoi completare solamente 1 dei compiti disponibili, se hai soddisfatto i suoi requisiti.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Duello Mortale&amp;quot;&#039;&#039;&#039;: Alla fine del tuo turno, realizzi punti per le pedine nemiche distrutte: 2 punti per una leggendaria, 1 punto per un&#039;eroica e 1 punto per ogni coppia di pedine semplici distrutte.&lt;br /&gt;
&lt;br /&gt;
Nella &#039;&#039;Mischia Mortale&#039;&#039; (3-4 giocatori) fai punti per ogni pedina nemica distrutta nei diversi colori. Il tuo punteggio finale è determinato dal colore nel quale hai il punteggio più basso.&lt;br /&gt;
&lt;br /&gt;
Non realizzi punti se distruggi tue pedine e per tutte le pedine semplici nemiche spaiate di un solo colore. Puoi appaiare 2 pedine semplici nemiche di diverso colore e decidere in quale colore realizzare i punti. Realizzi 1 punto (nel colore che preferisci) ogni volta che evochi 1 leggenda (promuovere un pezzo eroico non conta come un&#039;evocazione leggendaria). Se il tuo avversario invoca 1 carta impeto tu guadagni 1 punto.&lt;br /&gt;
&lt;br /&gt;
== Evocare una creatura ==&lt;br /&gt;
&lt;br /&gt;
Per evocare una creatura, usa 1 azione in questo modo:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Gioca una carta&amp;quot;&#039;&#039;&#039; dalla tua mano e scegli il quadrato sull&#039;Arena che soddisfi la forma del pattern (schema) richiesto sulla carta.&lt;br /&gt;
&lt;br /&gt;
Lo schema può essere ruotato (a 90, 180 o 270 gradi), specchiato e/o capovolto.&lt;br /&gt;
&lt;br /&gt;
I pezzi usati per evocare la creatura devono essere dello stesso grado (o maggiore) riportato sulla carta. I quadrati vuoti non sono essenziali per evocare la creatura.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Piazza un pezzo del grado indicato&amp;quot;&#039;&#039;&#039; (in alto a sinistra sulla carta) sul quadrato marcato di bianco nello schema.&lt;br /&gt;
&lt;br /&gt;
Questo quadrato può essere vuoto, a meno che lo schema non specifichi che debba essere occupato da un vostro pezzo.&lt;br /&gt;
&lt;br /&gt;
Se il quadrato è occupato da un pezzo dello stesso grado o inferiore, distruggilo, mettendo il nuovo pezzo al suo posto.&lt;br /&gt;
&lt;br /&gt;
Se il quadrato è occupato da un pezzo di grado superiore non puoi evocare l&#039;essere in quel quadrato.&lt;br /&gt;
&lt;br /&gt;
Se tutti i pezzi di quel tipo sono già piazzati sull&#039;Arena, puoi riprenderne uno di quelli non richiesti dal pattern in questione.&lt;br /&gt;
&lt;br /&gt;
- Quando il nuovo pezzo è piazzato sull&#039;Arena &#039;&#039;&#039;&amp;quot;risolvi i suoi effetti&amp;quot;&#039;&#039;&#039; scritti sulla carta.&lt;br /&gt;
&lt;br /&gt;
- Dopo aver risolto gli effetti, scarta la carta.&lt;br /&gt;
&lt;br /&gt;
== Invocare un Impeto ==&lt;br /&gt;
&lt;br /&gt;
Puoi invocare una carta impeto durnte il tuo turno prima o dopo una qualsiasi azione.&lt;br /&gt;
Per invocare l&#039;impeto devi soddisfare almeno uno dei due criteri scritti sulla carta:&lt;br /&gt;
&lt;br /&gt;
- Soddisfi il criterio stampato in alto sulla carta se il tuo avversario ha almeno quel numero di pezzi promossi (eroici e leggendari) più di te nell&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
- Soddisfi il criterio stampato in basso sulla carta se il tuo avversario ha almeno quel numero di pezzi totali (semplici, eroici e leggendari) più di te nell&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
Se si verificano una o tutte e due condizioni scritte sulla carta puoi risolverne gli effetti.&lt;br /&gt;
&lt;br /&gt;
Se soddisfi i criteri contro più avversari scegli contro chi comparare la carta (e quindi assegnare l&#039;eventuale punto nei Duelli Mortali). Una volta che la carta è stata utilizzata bisogna scartarla.&lt;br /&gt;
&lt;br /&gt;
== Risolvere gli effetti delle creature e degli Impeti ==&lt;br /&gt;
&lt;br /&gt;
Nessun&#039;altra azione (anche invocare impeti) può essere intrapresa fino a che l&#039;intero effetto di una carta non sia stato risolto.&lt;br /&gt;
Alcune parti di un effetto possono essere opzionali:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Puoi&amp;quot;&#039;&#039;&#039; indica che una certa parte dell&#039;effetto è opzionale.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;&amp;quot;Fino a&amp;quot;&#039;&#039;&#039; include sempre lo zero.&lt;br /&gt;
&lt;br /&gt;
Le parti che non sono specifcate come opzionali sono obbligatorie.&lt;br /&gt;
Se un effetto non può essere risolto per intero, risolvi solo le parti disponibili.&lt;br /&gt;
Quando una carta si riferisce al nome della creatura, si riferisce direttamente al pezzo che in quella azione rappresenta la creatura evocata.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Pezzo promosso:&#039;&#039;&#039; un pezzo eroico o leggendario.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Pezzo non leggendario:&#039;&#039;&#039; Un pezzo comune o eroico.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Pezzo:&#039;&#039;&#039; Se un pezzo non è specificato se appartiene a te o al tuo avversario, fa riferimento a tutti i pezzi (inclusi i tuoi).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Spazio marcato:&#039;&#039;&#039; Uno spazio colorato nel pattern. Se il testo della carta non si riferisce al quadrato marcato, i quadrati marcati del pattern sono solo illustrativi.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Quadrato adiacente:&#039;&#039;&#039; Uno degli otto quadrati adiacenti sia ortogonalmente che diagonalmente ad un determinato pezzo o quadrato. Se il quadrato di riferimento non è specificato, fa riferimento al quadrato occupato dalla nuova creatura evocata.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Distanza:&#039;&#039;&#039; Il numero di mosse richieste da un quadrato ad un altro. Per esempio, un quadrato adiacente è a distanza 1.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Mossa:&#039;&#039;&#039; Una mossa è sempre su un quadrato adiacente. Una mossa in un quadrato occupato, distrugge il pezzo presente.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Mossa Standard o Normale:&#039;&#039;&#039; Questo tipo di mossa può essere fatta solo su quadrati vuoti o su quadrati occupati da pezzi di grado inferiore.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Mossa di Combattimento:&#039;&#039;&#039; Questo tipo di mossa può essere fatta solo su quadrati vuoti o su quadrati occupati da pezzi di grado uguale o inferiore.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Salto normale e Salto di combattimento:&#039;&#039;&#039; Un salto è come una mossa con la differenza che il quadrato di destinazione può non essere adiacente. Se non specificato diversamente, il salto può essere fatto su qualsiasi quadrato nell&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Piazza:&#039;&#039;&#039; Come l&#039;azione &amp;quot;Piazzare&amp;quot;, a differenza che se non ci sono pezzi disponibili di quel colore e grado, il pezzo non può essere piazzato.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Promuovi:&#039;&#039;&#039; I pezzi leggendari non possono essere promossi. Per promuovere un pezzo comune, giralo. Per promuovere un pezzo eroico rimpiazzalo con uno leggendario. Se i leggendari non sono più disponibili, il pezzo eroico non può essere promosso.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Degrada:&#039;&#039;&#039; I pezzi comuni non possono essere degradati. Per degradare un pezzo eroico, giralo dal lato comune. Per degradare un pezzo leggendario rimpiazzalo con uno eroico. Se non ci sono pezzi eroici disponibili, il leggendario non può essere degradato.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Distruggi:&#039;&#039;&#039; Per distruggere un pezzo, rimuovilo dall&#039;Arena.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Converti:&#039;&#039;&#039; Per convertire un pezzo nemico, rimpiazzalo con uno dei tuoi pezzi dello stesso grado (a meno che non specificato diversamente).&lt;br /&gt;
&lt;br /&gt;
Quando bisogna tenere traccia di &#039;&#039;&#039;&amp;quot;quanti pezzi nemici hai distrutto&amp;quot;&#039;&#039;&#039;, conta i pezzi nemici che hai distrutto durante l&#039;evocazione, mosse o salti, pezzi distrutti per &amp;quot;effetti di distruzione&amp;quot; e pezzi convertiti. Nè la promozione nè il degradamento contano come pezzi distrutti.&lt;br /&gt;
&lt;br /&gt;
== Fine del Gioco ==&lt;br /&gt;
&lt;br /&gt;
La fine del gioco è innescata quando un giocatore pesca l&#039;ultima carta dal suo mazzo di creature.&lt;br /&gt;
&lt;br /&gt;
Nella modalità &#039;&#039;&#039;&amp;quot;Forma Suprema&amp;quot;&#039;&#039;&#039;, la fine del gioco è innescata anche quando un giocatore raggiunge o supera 9 punti alla fine del suo turno.&lt;br /&gt;
Conta i punti degli obiettivi completati (dal giocatore o dalla squadra) più 1 punto per ogni pezzo leggendario presente sull&#039;Arena (non importa se sia stato evocato o promosso)&lt;br /&gt;
&lt;br /&gt;
Nel &#039;&#039;&#039;&amp;quot;Duello Mortale&amp;quot;&#039;&#039;&#039;, la fine del gioco è innescata anche quando un giocatore raggiunge o supera 18 punti.&lt;br /&gt;
&lt;br /&gt;
Quando la fine del gioco è stata innescata, i giocatori giocheranno un solo turno a testa, incluso il giocatore che ha innescato la fine del gioco. Dopo gli ultimi turni il gioco finisce e il giocatore con più punti vince.&lt;br /&gt;
&lt;br /&gt;
Se c&#039;è un pareggio, viene risolto in questo modo:&lt;br /&gt;
- Vince chi ha più pezzi promossi nell&#039;Arena;&lt;br /&gt;
- In caso di ulteriore pareggio, vince chi ha il numero maggiore di pezzi totali nell&#039;Arena;&lt;br /&gt;
- In caso di ulteriore pareggio, il gioco è da considerarsi pari.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Queste regole sono un estratto del regolamento ufficiale di Tash-Kalar della CGE.&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=1877</id>
		<title>Gamehelpdragonheart</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelpdragonheart&amp;diff=1877"/>
		<updated>2016-06-22T06:32:14Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: /* Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
Dragonheart is a two player card game where the goal is to collect as many points as possible by placing your cards on the board and collecting the cards already placed there. There are 9 different cards, each with their own rules as to which cards can be collected when they are placed down.&lt;br /&gt;
&lt;br /&gt;
==Goal==&lt;br /&gt;
To have the most points by the end of the game.&lt;br /&gt;
&lt;br /&gt;
==Game Start==&lt;br /&gt;
At the start of the game, each player takes five cards from their deck and the Great Dragon piece is put on the board.&lt;br /&gt;
&lt;br /&gt;
==End==&lt;br /&gt;
The game ends when all nine ship cards have been used, or one players deck is exhausted. At that point, each player adds the value of all the cards in their respective piles, plus 3 extra points to whomever has the Great Dragon piece. Whoever has the most points, wins the game. In case of a tie, the player with the Great Dragon wins.&lt;br /&gt;
&lt;br /&gt;
==Turns==&lt;br /&gt;
Players alternate turns, putting down and picking up cards. A player may choose to put down as many cards of the same type as he or she wants to. The cards get placed on their corresponding picture on the game board. Depending on what was placed, a player may take cards from the board to put in their pile, or move cards to the bottom of the board, below the ship. &lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
There are nine types of cards in the game. Cards have a point value to them listed as a number in the corner, that is unrelated to what type of card it is. Arrows on the board indicate what cards can take what.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dwarf&#039;&#039;: The player who places the fourth dwarf on the board, takes all four of the dwarf cards. No other card allows a player to take a dwarf.&lt;br /&gt;
* &#039;&#039;Huntress&#039;&#039;: The player who places the third huntress card, takes all fire dragon cards from the board. At that point, the three huntress cards are moved to the bottom of the board. &lt;br /&gt;
* &#039;&#039;Fire Dragon&#039;&#039;: Each time a fire dragon is placed, the player takes all of the treasure chest cards. &lt;br /&gt;
* &#039;&#039;Treasure Chest&#039;&#039;: Placing this card has no action, but it can be taken by a fire dragon or sorceress.&lt;br /&gt;
* &#039;&#039;Troll&#039;&#039;: Placing this card allows the player to take the sorceress pile.&lt;br /&gt;
* &#039;&#039;Knight&#039;&#039;: The player who places the second knight card, may choose to take either the sorceress or troll pile. Afterwards, the two knight cards are placed at the bottom of the board.&lt;br /&gt;
* &#039;&#039;Petrified Dragon&#039;&#039;: Placing this card has no effect, but when it is taken by a sorceress, the Great Dragon piece is taken too, either from the board or from the opponent.&lt;br /&gt;
* &#039;&#039;Sorceress&#039;&#039;: Placing a sorceress allows the player to take either the petrified dragon pile, or the treasure pile. Taking the petrified dragon cards (if there are any on the board) gives the player possession of the Great Dragon.&lt;br /&gt;
* &#039;&#039;Ship&#039;&#039;: The third ship card placed, allows the player to take all the knight and huntress cards placed at the bottom of the table. The ship cards are then discarded. The third time that three ship cards are played ends the game and the opponent takes one final turn.&lt;br /&gt;
* &#039;&#039;Great Dragon&#039;&#039;: The great dragon piece goes to the last player to take a petrified dragon stack. Possession of the Great Dragon gives the player an extra card, plus three extra points at the end of the game. If the dragon is taken from an opponent, then that opponent&#039;s hand is reduced to five cards again: a random card is removed from the hand and placed back on top of their deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Card Distribution in each deck&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Dwarf&#039;&#039;: 10 - (1,1,1,1,1,1,2,2,2,3)&lt;br /&gt;
* &#039;&#039;Huntress&#039;&#039;: 6 - (1,1,1,1,2,2)&lt;br /&gt;
* &#039;&#039;Fire Dragon&#039;&#039;: 4 - (2,3,3,4)&lt;br /&gt;
* &#039;&#039;Treasure Chest&#039;&#039;: 7 - (1,1,2,2,3,3,4)&lt;br /&gt;
* &#039;&#039;Troll&#039;&#039;: 3 - (1,2,3)&lt;br /&gt;
* &#039;&#039;Knight&#039;&#039;: 5 - (1,1,1,1,2)&lt;br /&gt;
* &#039;&#039;Petrified Dragon&#039;&#039;: 5 (2,2,2,2,2)&lt;br /&gt;
* &#039;&#039;Sorceress&#039;&#039;: 4 - (1,1,2,2)&lt;br /&gt;
* &#039;&#039;Ship&#039;&#039;: 6&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
	<entry>
		<id>https://br.doc.boardgamearena.com/index.php?title=Gamehelplostcities&amp;diff=1738</id>
		<title>Gamehelplostcities</title>
		<link rel="alternate" type="text/html" href="https://br.doc.boardgamearena.com/index.php?title=Gamehelplostcities&amp;diff=1738"/>
		<updated>2016-01-07T06:18:49Z</updated>

		<summary type="html">&lt;p&gt;Nandblock: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;THE DECK:&amp;#039;&amp;#039;&amp;#039;  Each expedition (suit) contains 9 cards numbered 2-10, and 3 investment cards (handshakes).  &amp;#039;&amp;#039;&amp;#039;PLAY:&amp;#039;&amp;#039;&amp;#039; On each player&amp;#039;s turn, they must:  1. Either add one ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;THE DECK:&#039;&#039;&#039; &lt;br /&gt;
Each expedition (suit) contains 9 cards numbered 2-10, and 3 investment cards (handshakes).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PLAY:&#039;&#039;&#039;&lt;br /&gt;
On each player&#039;s turn, they must:&lt;br /&gt;
&lt;br /&gt;
1. Either add one card to an expedition (suit) or discard one to the appropriate pile on the board.&lt;br /&gt;
2. Pick up the top card from the stock pile or from one discard pile.&lt;br /&gt;
&lt;br /&gt;
Both actions are mandatory.&lt;br /&gt;
&lt;br /&gt;
Cards must be added in ascending sequence, but gaps are permitted. Investment cards may precede a numerical card, but may not be added afterward.&lt;br /&gt;
&lt;br /&gt;
Players need not embark on all 5 expeditions; only those that are embarked on by a player count toward that player&#039;s score.&lt;br /&gt;
&lt;br /&gt;
The game ends immediately when the last card is picked up from the stock pile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCORING:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For every expedition embarked on:&lt;br /&gt;
1. Take the sum of all numbered cards&lt;br /&gt;
2. Subtract 20&lt;br /&gt;
3. Multiply by (number of investment cards + 1)&lt;br /&gt;
4. Add 20 if the expedition contains 8 or more cards&lt;br /&gt;
&lt;br /&gt;
Final score = sum of all expeditions embarked on (whether positive or negative)&lt;/div&gt;</summary>
		<author><name>Nandblock</name></author>
	</entry>
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