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	<id>https://ca.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jirikki</id>
	<title>Board Game Arena - Contribucions de l&#039;usuari [ca]</title>
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	<updated>2026-09-16T15:57:53Z</updated>
	<subtitle>Contribucions de l&amp;#039;usuari</subtitle>
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	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Discussi%C3%B3:Gamehelpgearnpiston&amp;diff=823</id>
		<title>Discussió:Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Discussi%C3%B3:Gamehelpgearnpiston&amp;diff=823"/>
		<updated>2013-05-12T04:39:59Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: Created page with &amp;quot;When using union muscle, are you swapping your token with another or are you sliding all the other tokens down when you move. Is there any reason to move your token down unles...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When using union muscle, are you swapping your token with another or are you sliding all the other tokens down when you move. Is there any reason to move your token down unless you are trying to throw the game to another player?&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=822</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=822"/>
		<updated>2013-05-12T04:36:44Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
**Union Muscle (move an Action Token ahead in another location).&lt;br /&gt;
&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (a motor and at least one fuel tank of the same color), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=821</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=821"/>
		<updated>2013-05-12T04:33:08Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
**Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (a motor and at least one fuel tank of the same color), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements and fuel require an motor of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=820</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=820"/>
		<updated>2013-05-12T04:29:04Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
**Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (a motor and at least one fuel tank of the same color), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank but there can be extra fuel tanks.&lt;br /&gt;
* Colored improvements require an engine of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=819</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=819"/>
		<updated>2013-05-12T04:26:14Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* BEGINNER TIPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
**Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (motor and fuel tank), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank.&lt;br /&gt;
* Colored improvements require an engine of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing. If three people are building the same color of engine it is going to be very hard for all of them to succeed.&lt;br /&gt;
* Make sure to build often enough because you can hold a maximum of 5 blueprints at a time. Also if you aren&#039;t in the first two spots in the workshop you aren&#039;t going to get enough actions to finish your car.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs. The junk yard also has only the 5 kinds of parts required to finish a vehicle so if you are missing a key part you are much more likely to find it here than blindly drawing from the patent office.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=818</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=818"/>
		<updated>2013-05-12T04:04:02Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
**Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the face up parts or from the top of the stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the 3 face up parts or from the top of the stack. If a face up part is chosen, it is replaced before the second is chosen.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (motor and fuel tank), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank.&lt;br /&gt;
* Colored improvements require an engine of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing.&lt;br /&gt;
* Make sure to build often enough so you don&#039;t end up with a full hand and unspent actions.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;br /&gt;
* Reading the actual rules helps also.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=817</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=817"/>
		<updated>2013-05-12T03:55:30Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* SCORING */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
**Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the parts next to the game or from the New Parts stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the parts next to the game or from the New Junk Parts stack.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (motor and fuel tank), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank.&lt;br /&gt;
* Colored improvements require an engine of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two range are worth 2 or 3, first two power and first two comfort are worth 1, 2 or 3, based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing.&lt;br /&gt;
* Make sure to build often enough so you don&#039;t end up with a full hand and unspent actions.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;br /&gt;
* Reading the actual rules helps also.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=816</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=816"/>
		<updated>2013-05-12T03:49:44Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* LOCATION ACTIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (look at one player&#039;s blueprints and take one of them),&lt;br /&gt;
**Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the parts next to the game or from the New Parts stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the parts next to the game or from the New Junk Parts stack.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (motor and fuel tank), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank.&lt;br /&gt;
* Colored improvements require an engine of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two of each are worth either 1, 2 or 3 based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing.&lt;br /&gt;
* Make sure to build often enough so you don&#039;t end up with a full hand and unspent actions.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;br /&gt;
* Reading the actual rules helps also.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=815</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=815"/>
		<updated>2013-05-12T03:48:02Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* ROUND SEQUENCE AND PHASES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Place action tokens.&lt;br /&gt;
(between I and II, you may discard ONE blueprint)&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (steal a part from another player),&lt;br /&gt;
**or Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the parts next to the game or from the New Parts stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the parts next to the game or from the New Junk Parts stack.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (motor and fuel tank), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank.&lt;br /&gt;
* Colored improvements require an engine of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two of each are worth either 1, 2 or 3 based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing.&lt;br /&gt;
* Make sure to build often enough so you don&#039;t end up with a full hand and unspent actions.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;br /&gt;
* Reading the actual rules helps also.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=814</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=814"/>
		<updated>2013-05-12T03:41:47Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* SCORING */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Plan actions.&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (steal a part from another player),&lt;br /&gt;
**or Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the parts next to the game or from the New Parts stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the parts next to the game or from the New Junk Parts stack.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (motor and fuel tank), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank.&lt;br /&gt;
* Colored improvements require an engine of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
The first investor cares about the number of each icon. If there are 0 or 1 of range, comfort or power it is worth no points. The first two of each are worth either 1, 2 or 3 based on the investor&#039;s preference and each additional is always worth +2 VP regardless of the investor&#039;s preference.&lt;br /&gt;
* +1 VP for each part of the same color (red, green, yellow or grey) in the largest continuous section. Each car will have at least 4 grey parts so its likely to be the dominant color. Scrap parts have no color.&lt;br /&gt;
* -1 VP for each point of Volatility not countered by a wrench icon.&lt;br /&gt;
&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing.&lt;br /&gt;
* Make sure to build often enough so you don&#039;t end up with a full hand and unspent actions.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;br /&gt;
* Reading the actual rules helps also.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=813</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=813"/>
		<updated>2013-05-12T03:27:28Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* GAME END */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Plan actions.&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (steal a part from another player),&lt;br /&gt;
**or Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the parts next to the game or from the New Parts stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the parts next to the game or from the New Junk Parts stack.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (motor and fuel tank), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank.&lt;br /&gt;
* Colored improvements require an engine of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
&lt;br /&gt;
At the end of the game all players must join the two halves of the car and have a complete automobile. Players may need to complete their automobile by adding scrap. Illegal parts must either be covered up or have scrap added to make them legal. Each scrap acts as a single part. In the top row it can be a motor, fuel or steering. In the bottom row it can be an axle or a gear. The smallest complete auto is 6 pieces. Do not keep adding scrap to your vehicle if it would make your car longer than 9 or you risk crashing the game. If your car is that long and is incomplete there is an illegal part that must be covered up.&lt;br /&gt;
&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
* +1 VP for each part in one largest continuous area&lt;br /&gt;
* -1 VP for each point of Volatility&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing.&lt;br /&gt;
* Make sure to build often enough so you don&#039;t end up with a full hand and unspent actions.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;br /&gt;
* Reading the actual rules helps also.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=812</id>
		<title>Gamehelpgearnpiston</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelpgearnpiston&amp;diff=812"/>
		<updated>2013-05-12T03:16:10Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* REQUIREMENTS OF A COMPLETE AUTOMOBILE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is 1888, and everywhere you turn, people are talking about the horseless carriage. The players build an automobile prototype by patenting new parts, scavenging in the junk yard, and looking for opportunities to trip up their fellow automotive pioneers, all the while seeking to impress investors that are looking to get into car production. Gear &amp;amp; Piston is a simple, yet engaging 30-60 minute game for 2-6 players, and is [http://www.kickstarter.com/projects/ludicreations/gear-and-piston-board-game now on Kickstarter].&lt;br /&gt;
===QUICK RULES REFERENCE===&lt;br /&gt;
====ROUND SEQUENCE AND PHASES====&lt;br /&gt;
*I. Plan actions.&lt;br /&gt;
*II. Resolve actions.&lt;br /&gt;
*III. Refresh Patent Office and Junk Yard.&lt;br /&gt;
====LOCATION ACTIONS====&lt;br /&gt;
*Back Alley: Choose 1 action from the following. The Action Token placed in the Back Alley cannot be used during the next planning phase.&lt;br /&gt;
**Black Market (draw 3 New Parts and keep 1),&lt;br /&gt;
**Espionage (steal a part from another player),&lt;br /&gt;
**or Union Muscle (move Action Token ahead or behind in a location).&lt;br /&gt;
*Patent Office: Take 1 New Part, either from the parts next to the game or from the New Parts stack.&lt;br /&gt;
*Junk Yard: Take up to 2 Junk Parts, either from the parts next to the game or from the New Junk Parts stack.&lt;br /&gt;
*Workshop: Actions that may be used are Build, Dismantle, and Upgrade. (last player to place a token here is the first player in the next round)&lt;br /&gt;
&lt;br /&gt;
====REQUIREMENTS OF A COMPLETE AUTOMOBILE====&lt;br /&gt;
* Each automobile requires at least one engine (motor and fuel tank), at least one Gear, at least two Axles and exactly one steering mechanism.&lt;br /&gt;
* Every motor requires a matching fuel tank.&lt;br /&gt;
* Colored improvements require an engine of same color.&lt;br /&gt;
* Each part on the top row requires a part on the bottom row and vice versa.&lt;br /&gt;
* All parts must be supported by an axle. Each Axle supports only the five parts surrounding it.&lt;br /&gt;
&lt;br /&gt;
====GAME END====&lt;br /&gt;
*There are not enough tiles to refill a location from the refill Stack.&lt;br /&gt;
OR&lt;br /&gt;
*One of the players has a complete automobile with at least twelve parts on it.&lt;br /&gt;
====SCORING====&lt;br /&gt;
* VP according to Investors&lt;br /&gt;
* +1 VP for each part in one largest continuous area&lt;br /&gt;
* -1 VP for each point of Volatility&lt;br /&gt;
====BEGINNER TIPS====&lt;br /&gt;
* Keep an eye on what other players are doing.&lt;br /&gt;
* Make sure to build often enough so you don&#039;t end up with a full hand and unspent actions.&lt;br /&gt;
* It is advisable to visit the Junk Yard every now and then especially if there are some parts without Volatility for grabs.&lt;br /&gt;
* The game can end surprisingly fast and each Black Market action and blind draw from the Patent Office makes the game end even faster.&lt;br /&gt;
* Remember that you can upgrade multiple junk parts with one workshop action.&lt;br /&gt;
* Reading the actual rules helps also.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=697</id>
		<title>Gamehelptakenoko</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=697"/>
		<updated>2013-03-17T02:33:50Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quick Reference Guide&lt;br /&gt;
&lt;br /&gt;
Each turn consists of 2 steps:&lt;br /&gt;
&lt;br /&gt;
1) Determine weather&lt;br /&gt;
&lt;br /&gt;
2) Perform 2 different actions and complete objectives&lt;br /&gt;
&lt;br /&gt;
Weather Types (always optional)&lt;br /&gt;
&lt;br /&gt;
Sun - take a 3rd action&lt;br /&gt;
&lt;br /&gt;
Rain - grow 1 bamboo on any irrigated plot&lt;br /&gt;
&lt;br /&gt;
Wind - take two identical actions&lt;br /&gt;
&lt;br /&gt;
Storm - move panda to any plot and he eats a bamboo as normal&lt;br /&gt;
&lt;br /&gt;
Clouds - take an improvement chip from the bank, if no chips are available, choose 1 of the other 4 types of weather for this turn&lt;br /&gt;
&lt;br /&gt;
Improvements can only be placed on plots with no bamboo. There can only be 1 improvement on a plot and once placed cannot be changed.&lt;br /&gt;
&lt;br /&gt;
Irrigation channels must be between two plots. When a plot is irrigated for the first time it grows bamboo.&lt;br /&gt;
&lt;br /&gt;
Plots can only be placed adjacent to the pond or where it is next to 2 other plots in play.&lt;br /&gt;
&lt;br /&gt;
The gardener grows bamboo on his plot and all adjacent irrigated plots of the same color.&lt;br /&gt;
&lt;br /&gt;
Game ends when a certain number of objectives have been completed.&lt;br /&gt;
&lt;br /&gt;
2 players - 9 objectives&lt;br /&gt;
&lt;br /&gt;
3 players - 8 objectives&lt;br /&gt;
&lt;br /&gt;
4 players - 7 objectives&lt;br /&gt;
&lt;br /&gt;
The first player to complete the required number of objectives triggers the final round and scores 2 bonus points. The other players have a final turn.&lt;br /&gt;
&lt;br /&gt;
The highest score wins, the tie breaker is number of points on panda objectives. If the score is still tied then all tied players win.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=696</id>
		<title>Gamehelptakenoko</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelptakenoko&amp;diff=696"/>
		<updated>2013-03-17T02:30:13Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quick Reference Guide&lt;br /&gt;
&lt;br /&gt;
Each turn consists of 2 steps:&lt;br /&gt;
&lt;br /&gt;
1) Determine weather&lt;br /&gt;
2) Perform 2 different actions and complete objectives&lt;br /&gt;
&lt;br /&gt;
Weather Types (always optional)&lt;br /&gt;
Sun - take a 3rd action&lt;br /&gt;
Rain - grow 1 bamboo on any irrigated plot&lt;br /&gt;
Wind - take two identical actions&lt;br /&gt;
Storm - move panda to any plot and he eats a bamboo as normal&lt;br /&gt;
Clouds - take an improvement chip from the bank, if no chips are available, choose 1 of the other 4 types of weather for this turn&lt;br /&gt;
&lt;br /&gt;
Improvements can only be placed on plots with no bamboo. There can only be 1 improvement on a plot and once placed cannot be changed.&lt;br /&gt;
&lt;br /&gt;
Irrigation channels must be between two plots. When a plot is irrigated for the first time it grows bamboo.&lt;br /&gt;
&lt;br /&gt;
Plots can only be placed adjacent to the pond or where it is next to 2 other plots in play.&lt;br /&gt;
&lt;br /&gt;
The gardener grows bamboo on his plot and all adjacent irrigated plots of the same color.&lt;br /&gt;
&lt;br /&gt;
Game ends when a certain number of objectives have been completed.&lt;br /&gt;
2 players - 9 objectives&lt;br /&gt;
3 players - 8 objectives&lt;br /&gt;
4 players - 7 objectives&lt;br /&gt;
&lt;br /&gt;
The first player to complete the required number of objectives triggers the final round and scores 2 bonus points. The other players have a final turn.&lt;br /&gt;
&lt;br /&gt;
The highest score wins, the tie breaker is number of points on panda objectives. If the score is still tied then all tied players win.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=693</id>
		<title>Gamehelplibertalia</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=693"/>
		<updated>2013-03-15T09:27:35Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* How to Play: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Libertalia is an amazing and original card game. During three campaigns, you have to gather doubloons and booty tiles to become the wealthiest pirate. Each turn, you play one card to try to be the first to choose which share of the booty will be yours. Of course, each card has special powers that completely break this &amp;quot;routine&amp;quot;. One thing that make Libertalia original is that everyone start with the same set of cards. That&#039;s why you&#039;ll have to choose carefully the moment to play each card, and to try to read your opponents&#039; strategies.&lt;br /&gt;
&lt;br /&gt;
[[Link title]]== &#039;&#039;&#039;How to Play:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The game consists of 3 campaigns, broken up into 6 days. &#039;&#039;&#039;Each day has 4 phases:&lt;br /&gt;
&lt;br /&gt;
Phase 1: Sunrise&lt;br /&gt;
&lt;br /&gt;
Phase 2: Day&lt;br /&gt;
&lt;br /&gt;
Phase 3: Dusk&lt;br /&gt;
&lt;br /&gt;
Phase 4: Night&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the first campaign, all players have an identical random set of 9 crew cards and 10 doubloons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 1: Sunrise&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
In this phase, each player secretly chooses one crew card to play. Once everyone is ready, the players reveal their chosen crew members and place them on the cargo ship from lowest on the left to the highest on the right. If there is a tie, the lower tie breaker number goes the left of the higher. During this phase, all special actions that take place during sunrise happen from left to right. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 2: Day&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The only thing that happens in this phase is all crew members with a day action must take it, in increasing order of rank. (lowest goes first).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 3: Dusk&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Each crew must claim a booty token from below the ship. Token are chosen in decreasing order of rank (the opposite of Phase 2) so the highest ranking crew get the best selection of tokens. After a crew claims a booty and resolves their dusk action (if any) they are immediately placed in their player&#039;s den before the next booty is claimed (which is important if someone is claiming a sabre later.) In some circumstances there might be no more booty to claim when a crew&#039;s turn to claim is resolved which means they get no booty and go to their den empty handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 4: Night&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The only thing that happens in this phase is crew members use their Night actions. The difference is all crew members in your den resolve their night actions every night. So that Barkeep (his action is to score you 1 doubloon each night) you played on day 1 of the current campaign, will keep paying you every night (as long as he stays alive.) Play those night cards early!&lt;br /&gt;
&lt;br /&gt;
Note: All crew must resolve as much of their actions as possible, even if disadvantageous to themselves or their controller! The Brute might kill himself, the Cannoneer has to pay 3 gold even if there are no eligible crew in a den to kill, the Merchant will sell your set of jewels or treasure maps if you have no other sets of matching treasure.&lt;br /&gt;
&lt;br /&gt;
After the 6th day of the campaign, the round is over. Players resolve all “end of campaign” actions of crew members still alive in their dens (yes, crew members can be killed). All used crew members are removed from the game. Each player adds up the value of their booty tokens and doubloons (returning them to the bank) and moves their score marker ahead on the track. Each player should have 3 cards left in their hand. These carry over into the next 2 campaigns.&lt;br /&gt;
&lt;br /&gt;
To setup for the next campaign each player gets 10 new doubloons and add an identical random set of 6 crew cards to the three crew left over. Thus players may have a slightly different hand from each other going forward.&lt;br /&gt;
&lt;br /&gt;
Rounds 2 and 3 play just like round 1. At the end of the game the player with the most victory points is the winner.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=692</id>
		<title>Gamehelplibertalia</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=692"/>
		<updated>2013-03-15T02:51:17Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* How to Play: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;How to Play:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The game consists of 3 campaigns, broken up into 6 days. &#039;&#039;&#039;Each day has 4 phases:&lt;br /&gt;
&lt;br /&gt;
Phase 1: Sunrise&lt;br /&gt;
&lt;br /&gt;
Phase 2: Day&lt;br /&gt;
&lt;br /&gt;
Phase 3: Dusk&lt;br /&gt;
&lt;br /&gt;
Phase 4: Night&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the first campaign, all players have an identical random set of 9 crew cards and 10 doubloons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 1: Sunrise&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
In this phase, each player secretly chooses one crew card to play. Once everyone is ready, the players reveal their chosen crew members and place them on the cargo ship from lowest on the left to the highest on the right. If there is a tie, the lower tie breaker number goes the left of the higher. During this phase, all special actions that take place during sunrise happen from left to right. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 2: Day&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The only thing that happens in this phase is all crew members with a day action must take it, in increasing order of rank. (lowest goes first).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 3: Dusk&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Each crew must claim a booty token from below the ship. Token are chosen in decreasing order of rank (the opposite of Phase 2) so the highest ranking crew get the best selection of tokens. After a crew claims a booty and resolves their dusk action (if any) they are immediately placed in their player&#039;s den before the next booty is claimed (which is important if someone is claiming a sabre later.) In some circumstances there might be no more booty to claim when a crew&#039;s turn to claim is resolved which means they get no booty and go to their den empty handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 4: Night&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The only thing that happens in this phase is crew members use their Night actions. The difference is all crew members in your den resolve their night actions every night. So that Barkeep (his action is to score you 1 doubloon each night) you played on day 1 of the current campaign, will keep paying you every night (as long as he stays alive.) Play those night cards early!&lt;br /&gt;
&lt;br /&gt;
Note: All crew must resolve as much of their actions as possible, even if disadvantageous to themselves or their controller! The Brute might kill himself, the Cannoneer has to pay 3 gold even if there are no eligible crew in a den to kill, the Merchant will sell your set of jewels or treasure maps if you have no other sets of matching treasure.&lt;br /&gt;
&lt;br /&gt;
After the 6th day of the campaign, the round is over. Players resolve all “end of campaign” actions of crew members still alive in their dens (yes, crew members can be killed). All used crew members are removed from the game. Each player adds up the value of their booty tokens and doubloons (returning them to the bank) and moves their score marker ahead on the track. Each player should have 3 cards left in their hand. These carry over into the next 2 campaigns.&lt;br /&gt;
&lt;br /&gt;
To setup for the next campaign each player gets 10 new doubloons and add an identical random set of 6 crew cards to the three crew left over. Thus players may have a slightly different hand from each other going forward.&lt;br /&gt;
&lt;br /&gt;
Rounds 2 and 3 play just like round 1. At the end of the game the player with the most victory points is the winner.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=691</id>
		<title>Gamehelplibertalia</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=691"/>
		<updated>2013-03-15T02:37:17Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* How to Play: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;How to Play:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The game consists of 3 campaigns, broken up into 6 days. &#039;&#039;&#039;Each day has 4 phases:&lt;br /&gt;
&lt;br /&gt;
Phase 1: Sunrise&lt;br /&gt;
&lt;br /&gt;
Phase 2: Day&lt;br /&gt;
&lt;br /&gt;
Phase 3: Dusk&lt;br /&gt;
&lt;br /&gt;
Phase 4: Night&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the first campaign, all players have an identical random set of 9 crew cards and 10 doubloons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 1: Sunrise&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
In this phase, each player secretly chooses one crew card to play. Once everyone is ready, the players reveal their chosen crew members and place them on the cargo ship from lowest on the left to the highest on the right. If there is a tie, the lower tie breaker number goes the left of the higher. During this phase, all special actions that take place during sunrise happen from left to right. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 2: Day&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The only thing that happens in this phase is all crew members with a day action MUST take it, in increasing order of rank. (lowest goes first).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 3: Dusk&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Each crew must claim a booty token from below the ship. Token are chosen in decreasing order of rank (the opposite of Phase 2) so the highest ranking crew get the best selection of tokens. After a crew claims a booty and resolves their dusk action (if any) they are immediately placed in their player&#039;s den before the next booty is claimed and action resolved (which is important if someone is claiming a sabre later.) In some circumstances there might be no more booty to claim when a crew&#039;s turn to claim is resolved which means they get no booty and go to their den empty handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 4: Night&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The only thing that happens in this phase is crew members use their Night actions. The difference is all crew members in your den resolve their night actions every night. So that Barkeep (his action is to score you 1 doubloon each night) you played on day 1 of the current campaign, will keep paying you every night (as long as he stays alive.) Play those night cards early!&lt;br /&gt;
&lt;br /&gt;
After the 6th day of the campaign, the round is over. Players resolve all “end of campaign” actions of crew members still alive in their dens (yes, crew members can be killed). All used crew members are removed from the game. Each player adds up the value of their booty tokens and doubloons (returning them to the bank) and moves their score marker ahead on the track. Each player should have 3 cards left in their hand. These carry over into the next 2 campaigns.&lt;br /&gt;
&lt;br /&gt;
To setup for the next campaign each player gets 10 new doubloons and add an identical random set of 6 crew cards to the three crew left over. Thus players may have a slightly different hand from each other going forward.&lt;br /&gt;
&lt;br /&gt;
Rounds 2 and 3 play just like round 1. At the end of the game the player with the most victory points is the winner.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
	</entry>
	<entry>
		<id>https://ca.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=690</id>
		<title>Gamehelplibertalia</title>
		<link rel="alternate" type="text/html" href="https://ca.doc.boardgamearena.com/index.php?title=Gamehelplibertalia&amp;diff=690"/>
		<updated>2013-03-15T02:06:17Z</updated>

		<summary type="html">&lt;p&gt;Jirikki: /* How to Play: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;How to Play:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
In the first round, all players have an identical random set of 9 crew cards. For rounds 2 and 3, each player gets 6 identical cards to add to their 3 left over cards which may be different from the other players.&lt;br /&gt;
&lt;br /&gt;
Each crew card has a strength rating and a tie breaker number (representing what order they choose their booty), and a special ability. Crew are arranged with the lowest rating to highest, left to right.&lt;br /&gt;
&lt;br /&gt;
The games consists of 3 campaigns, broken up into 6 days of looting. &#039;&#039;&#039;Each day has 4 phases:&lt;br /&gt;
&lt;br /&gt;
Phase 1: Sunrise&lt;br /&gt;
&lt;br /&gt;
Phase 2: Day&lt;br /&gt;
&lt;br /&gt;
Phase 3: Dusk&lt;br /&gt;
&lt;br /&gt;
Phase 4: Night&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 1: Sunrise&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
In this phase, each player secretly chooses one crew card to play. Once everyone is ready, the players reveal their chosen crew members and place them on the main pirate ship in decreasing order. At this phase, any special actions that take place during sunrise would happen. Players also will need to use the tie breaker number on any crew cards if 2 or more people played the same crew member.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 2: Day&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The only thing that happens in this phase is any crew member with a day action, may take it, in increasing order of rank. (lowest goes first).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 3: Dusk&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Now, each player chooses a booty token from below the ship. Token are chosen in decreasing order of rank (the opposite of Phase 2). So your high ranking cards will get you the best tokens. Also, any dusk actions happen now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Phase 4: Night&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Once again, the only thing that happens in this phase is crew members may use their Night actions. The difference here though, is any crew members in your cabin, may still use their night actions. So that Barkeep card you played on day 1 of the current round, (his action is to score you 1 doubloon each night) will keep paying you each night of the campaign. Play those night cards early!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the 6th day of the campaign, the round is over. Players resolve any “end of campaign” actions of crew members till alive in their dens (yes, crew members can be killed). Then, each player adds up the value of their booty tokens and moves their score marker ahead on the track.&lt;br /&gt;
To reset for the next campaign, all crew members used are removed from the game, all doubloons are returned to the bank (except 10) and all booty tokens returned to the bag.&lt;br /&gt;
The key here is each player should have 3 cards left in their hand. They can use those in the next 2 campaigns. So everyone will have a somewhat different hand going forward.&lt;br /&gt;
To start the next round, someone draws 6 new crew cards and everyone else takes the matching cards into their hand. Round 2 and 3 play just like round 1. At the end of the game the player with the most victory points is the winner.&lt;/div&gt;</summary>
		<author><name>Jirikki</name></author>
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