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	<id>https://gl.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chazm</id>
	<title>Board Game Arena - Contribucións do/a usuario/a [gl]</title>
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	<updated>2026-10-03T00:21:25Z</updated>
	<subtitle>Contribucións do/a usuario/a</subtitle>
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	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2070</id>
		<title>Gamehelpjumpgate</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2070"/>
		<updated>2016-11-25T02:54:11Z</updated>

		<summary type="html">&lt;p&gt;Chazm: /* Turn Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Jump Gate ==&lt;br /&gt;
The Jump Gate has just been invented, and it allows a ship to jump into orbit around a distant planet in an instant. This puts deep space on the map for those willing to make the trip. As a spaceship captain, you&#039;ve assembled your crew, prepared your ship, and are ready to venture forth. It&#039;s time to gaze up upon worlds that no other person has ever seen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jump Gate is a light space exploration, hand management, and set collection game. Jump between planets, scan for resources, and collect sets that will score you the most points.&lt;br /&gt;
&lt;br /&gt;
== Turn Reference ==&lt;br /&gt;
Take two actions on your turn.  You may take the same action twice.&lt;br /&gt;
&lt;br /&gt;
Actions:&lt;br /&gt;
 - Fly ... to a neighboring planet.*&lt;br /&gt;
 - Jump ... to another more distant planet.&lt;br /&gt;
 - Scan ... your current planet if it has any face-down resources.&lt;br /&gt;
 - Land &amp;amp; Claim ... your current planet if it has no face-down resources and is unclaimed.&lt;br /&gt;
 - Harvest ... 1 reource you marked with a Scan, or 1 unmarked resource at a planet with all face-up resources.&lt;br /&gt;
 - Research ... refill your hand up to 5 cards.  You may discard any number of cards before refilling.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note: in the Jump Gate card game, the planets are arranged in a circle. In this online implementation, in order to adapt correctly to different devices or browser widths, planets are instead displayed in a straight line from left to right, wrapping around to make as many rows as needed to display all the planets (similar to word wrap for text).   Think of the single line of planets as if they were forming a circle, i.e. the first planet is adjacent to the last planet, so you can fly from one to the other without discarding a card.  If planets are displayed in multiple rows, the planet at the end of a row is adjacent to the first planet of the following row, and the last planet of the last row is adjacent to the first planet of the first row.&lt;br /&gt;
&lt;br /&gt;
== Scoring Reference ==&lt;br /&gt;
If there are 7 or more markers on the Black Hole, the player(s) with the most markers on the Black Hole must discard their hidden resource cards before scoring. Otherwise, players reveal their hidden resource cards and add them to their collected resources for scoring.&lt;br /&gt;
&lt;br /&gt;
Score all collected resources as explained on the resource cards.&lt;br /&gt;
&lt;br /&gt;
Add 4 points for each planet claimed.&lt;br /&gt;
&lt;br /&gt;
Player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Chazm</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2069</id>
		<title>Gamehelpjumpgate</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=2069"/>
		<updated>2016-11-25T02:50:56Z</updated>

		<summary type="html">&lt;p&gt;Chazm: /* Turn Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Jump Gate ==&lt;br /&gt;
The Jump Gate has just been invented, and it allows a ship to jump into orbit around a distant planet in an instant. This puts deep space on the map for those willing to make the trip. As a spaceship captain, you&#039;ve assembled your crew, prepared your ship, and are ready to venture forth. It&#039;s time to gaze up upon worlds that no other person has ever seen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jump Gate is a light space exploration, hand management, and set collection game. Jump between planets, scan for resources, and collect sets that will score you the most points.&lt;br /&gt;
&lt;br /&gt;
== Turn Reference ==&lt;br /&gt;
Take two actions on your turn.  You may take the same action twice.&lt;br /&gt;
&lt;br /&gt;
Actions:&lt;br /&gt;
 - Fly ... to a neighboring planet.*&lt;br /&gt;
 - Jump ... to another more distant planet.&lt;br /&gt;
 - Scan ... your current planet if it has any face-down resources.&lt;br /&gt;
 - Land &amp;amp; Claim ... your current planet if it has no face-down resources and is unclaimed.&lt;br /&gt;
 - Harvest ... 1 reource you marked with a Scan, or 1 unmarked resource at a planet with all face-up resources.&lt;br /&gt;
 - Research ... refill your hand up to 5 cards.  You may discard any number of cards before refilling.&lt;br /&gt;
&lt;br /&gt;
* Note: in the Jump Gate card game, the planets are arranged in a circle. In this online implementation, in order to adapt correctly to different devices or browser widths, planets are instead displayed in a straight line from left to right, wrapping around to make as many rows as needed to display all the planets (similar to word wrap for text).   Think of the single line of planets as if they were forming a circle, i.e. the first planet is adjacent to the last planet, so you can fly from one to the other without discarding a card.  If planets are displayed in multiple rows, the planet at the end of a row is adjacent to the first planet of the following row, and the last planet of the last row is adjacent to the first planet of the first row.&lt;br /&gt;
&lt;br /&gt;
== Scoring Reference ==&lt;br /&gt;
If there are 7 or more markers on the Black Hole, the player(s) with the most markers on the Black Hole must discard their hidden resource cards before scoring. Otherwise, players reveal their hidden resource cards and add them to their collected resources for scoring.&lt;br /&gt;
&lt;br /&gt;
Score all collected resources as explained on the resource cards.&lt;br /&gt;
&lt;br /&gt;
Add 4 points for each planet claimed.&lt;br /&gt;
&lt;br /&gt;
Player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Chazm</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=990</id>
		<title>Gamehelpjumpgate</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpjumpgate&amp;diff=990"/>
		<updated>2013-11-09T07:08:53Z</updated>

		<summary type="html">&lt;p&gt;Chazm: Initilal reference card info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jump Gate&lt;br /&gt;
&lt;br /&gt;
== Turn Reference ==&lt;br /&gt;
Take two actions on your turn.  You may take the same action twice.&lt;br /&gt;
&lt;br /&gt;
Fly ... to a neighboring planet.&lt;br /&gt;
&lt;br /&gt;
Jump ... to another more distant planet.&lt;br /&gt;
&lt;br /&gt;
Scan ... your current planet if it has any face-down resources.&lt;br /&gt;
&lt;br /&gt;
Land &amp;amp; Claim ... your current planet if it has no face-down resources and is unclaimed.&lt;br /&gt;
&lt;br /&gt;
Harvest ... 1 reource you marked with a Scan, or 1 unmarked resource at a planet with all face-up resources.&lt;br /&gt;
&lt;br /&gt;
Research ... refill your hand up to 5 cards.  You may discard any number of cards before refilling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring Referece ==&lt;br /&gt;
If there are 7 or more markers on the Black Hole, the player(s) with the most markers on the Black Hole must discard their hidden resource cards before scoring.&lt;br /&gt;
&lt;br /&gt;
Otherwise, players reveal their hidden resource cards and add them to their collected resources for scoring.&lt;br /&gt;
&lt;br /&gt;
Score all collected resources as explained on the resource cards.&lt;br /&gt;
&lt;br /&gt;
Add 4 points for each planet claimed.&lt;br /&gt;
&lt;br /&gt;
Player with the highest score wins.&lt;/div&gt;</summary>
		<author><name>Chazm</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=927</id>
		<title>Gamehelpelfenland</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=927"/>
		<updated>2013-08-18T05:38:33Z</updated>

		<summary type="html">&lt;p&gt;Chazm: /* Variant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Visiting as many cities as possible in Elfenland over 4 rounds.&lt;br /&gt;
&lt;br /&gt;
At the end of the 4th round, the player who collected the most Town Pieces wins. Any players having an equal number of Town Pieces are ranked by remaining cards (the more the better).&lt;br /&gt;
&lt;br /&gt;
We advise you to play with at least 3 players to best enjoy the game (4 or 5 is even better). A lot of the fun comes from using the Transportation Counters set by other players to optimise one&#039;s travels, so the more the merrier!&lt;br /&gt;
&lt;br /&gt;
== Round overview ==&lt;br /&gt;
&lt;br /&gt;
A round is split into phases:&lt;br /&gt;
&lt;br /&gt;
# Each player fills his hand up to 8 cards and gets a secret Transportation Counter.&lt;br /&gt;
# One after another, each player chooses a Transportation Counter from the 5 visible or draws from the facedown stack, until each player has taken 3.&lt;br /&gt;
# One after another, each player must plan a travel route by laying a Transportation Counter matching the terrain of the chosen road. This phase goes on until each player has passed consecutively. Each player also owns an Obstacle that he can lay down on a Transportation Counter to increase the cost of travel by an addtional card.&lt;br /&gt;
# One after another, each player travels from town to town. The current position of a player is indicated by the Elf Boot of his color, initially set on the biggest town, Elvenhold.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, a player can keep a maximum of 4 cards in hand, and keeps only 1 Transportation counter.&lt;br /&gt;
&lt;br /&gt;
== Travel rules ==&lt;br /&gt;
&lt;br /&gt;
Players can travel :&lt;br /&gt;
* on the roads on which a Transportation Counter has been set&lt;br /&gt;
* on the rivers&lt;br /&gt;
* on the lakes&lt;br /&gt;
&lt;br /&gt;
To travel on a road, a river or a lake, the player needs to pay with the cards in hand the cost matching the terrain of the road and the means of transport used.&lt;br /&gt;
&lt;br /&gt;
For example, if the Transportation Counter &#039;Magic Cloud&#039; has been set on a mountain road, one can travel with just one &#039;Magic Cloud&#039; card. But if it has been set on a forest or plain road, one needs to pay 2 &#039;Magic Cloud&#039; cards to pass (Note: the &#039;Magic Cloud&#039; Transportation Counter cannot be placed in the desert, as it&#039;s too hot for a Cloud there).&lt;br /&gt;
&lt;br /&gt;
Also :&lt;br /&gt;
* To travel a river, you need only 1 &#039;Raft&#039; card to go downriver, but you need 2 to go upriver (look for the small arrows).&lt;br /&gt;
* To cross a lake, you need to pay two &#039;Raft&#039; cards.&lt;br /&gt;
* If an Obstacle has been set on a road, you need to pay 1 more card of the appropriate type.&lt;br /&gt;
* If you don&#039;t have the appropriate cards to travel on a road, you can still pass using a &#039;Caravan&#039;, by paying 3 cards of any type (4 cards if there is an Obstacle on the road).&lt;br /&gt;
&lt;br /&gt;
== Variant ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;Hometown&#039; variant, each player gets a secret town card at the beginning of the game, telling him which town he has to reach at the end of the 4th round.&lt;br /&gt;
&lt;br /&gt;
If he doesn&#039;t manage to get there, he&#039;ll lose as many points as the remaining distance he has to travel to get there.&lt;br /&gt;
&lt;br /&gt;
This variant gives more tactical depth to the game, as you have to plan each round to the best to get the most Town Pieces while making sure to be able to get to your hometown at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Chazm</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=926</id>
		<title>Gamehelpelfenland</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=926"/>
		<updated>2013-08-18T05:37:14Z</updated>

		<summary type="html">&lt;p&gt;Chazm: /* Travel rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Visiting as many cities as possible in Elfenland over 4 rounds.&lt;br /&gt;
&lt;br /&gt;
At the end of the 4th round, the player who collected the most Town Pieces wins. Any players having an equal number of Town Pieces are ranked by remaining cards (the more the better).&lt;br /&gt;
&lt;br /&gt;
We advise you to play with at least 3 players to best enjoy the game (4 or 5 is even better). A lot of the fun comes from using the Transportation Counters set by other players to optimise one&#039;s travels, so the more the merrier!&lt;br /&gt;
&lt;br /&gt;
== Round overview ==&lt;br /&gt;
&lt;br /&gt;
A round is split into phases:&lt;br /&gt;
&lt;br /&gt;
# Each player fills his hand up to 8 cards and gets a secret Transportation Counter.&lt;br /&gt;
# One after another, each player chooses a Transportation Counter from the 5 visible or draws from the facedown stack, until each player has taken 3.&lt;br /&gt;
# One after another, each player must plan a travel route by laying a Transportation Counter matching the terrain of the chosen road. This phase goes on until each player has passed consecutively. Each player also owns an Obstacle that he can lay down on a Transportation Counter to increase the cost of travel by an addtional card.&lt;br /&gt;
# One after another, each player travels from town to town. The current position of a player is indicated by the Elf Boot of his color, initially set on the biggest town, Elvenhold.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, a player can keep a maximum of 4 cards in hand, and keeps only 1 Transportation counter.&lt;br /&gt;
&lt;br /&gt;
== Travel rules ==&lt;br /&gt;
&lt;br /&gt;
Players can travel :&lt;br /&gt;
* on the roads on which a Transportation Counter has been set&lt;br /&gt;
* on the rivers&lt;br /&gt;
* on the lakes&lt;br /&gt;
&lt;br /&gt;
To travel on a road, a river or a lake, the player needs to pay with the cards in hand the cost matching the terrain of the road and the means of transport used.&lt;br /&gt;
&lt;br /&gt;
For example, if the Transportation Counter &#039;Magic Cloud&#039; has been set on a mountain road, one can travel with just one &#039;Magic Cloud&#039; card. But if it has been set on a forest or plain road, one needs to pay 2 &#039;Magic Cloud&#039; cards to pass (Note: the &#039;Magic Cloud&#039; Transportation Counter cannot be placed in the desert, as it&#039;s too hot for a Cloud there).&lt;br /&gt;
&lt;br /&gt;
Also :&lt;br /&gt;
* To travel a river, you need only 1 &#039;Raft&#039; card to go downriver, but you need 2 to go upriver (look for the small arrows).&lt;br /&gt;
* To cross a lake, you need to pay two &#039;Raft&#039; cards.&lt;br /&gt;
* If an Obstacle has been set on a road, you need to pay 1 more card of the appropriate type.&lt;br /&gt;
* If you don&#039;t have the appropriate cards to travel on a road, you can still pass using a &#039;Caravan&#039;, by paying 3 cards of any type (4 cards if there is an Obstacle on the road).&lt;br /&gt;
&lt;br /&gt;
== Variant ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;Hometown&#039; variant, each player gets a secret town card at the beginning of the game, telling him which town he has to reach at the end of the 4th round.&lt;br /&gt;
&lt;br /&gt;
If he doesn&#039;t manage to get there, he&#039;ll lose as many points as the remaining distance he has to travel to get there.&lt;br /&gt;
&lt;br /&gt;
This variant gives more tactic depth to the game, as you have to plan each round to the best to get the most Town Pieces while making sure to be able to get to your hometown at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Chazm</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=925</id>
		<title>Gamehelpelfenland</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=925"/>
		<updated>2013-08-18T05:33:30Z</updated>

		<summary type="html">&lt;p&gt;Chazm: /* Round overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Visiting as many cities as possible in Elfenland over 4 rounds.&lt;br /&gt;
&lt;br /&gt;
At the end of the 4th round, the player who collected the most Town Pieces wins. Any players having an equal number of Town Pieces are ranked by remaining cards (the more the better).&lt;br /&gt;
&lt;br /&gt;
We advise you to play with at least 3 players to best enjoy the game (4 or 5 is even better). A lot of the fun comes from using the Transportation Counters set by other players to optimise one&#039;s travels, so the more the merrier!&lt;br /&gt;
&lt;br /&gt;
== Round overview ==&lt;br /&gt;
&lt;br /&gt;
A round is split into phases:&lt;br /&gt;
&lt;br /&gt;
# Each player fills his hand up to 8 cards and gets a secret Transportation Counter.&lt;br /&gt;
# One after another, each player chooses a Transportation Counter from the 5 visible or draws from the facedown stack, until each player has taken 3.&lt;br /&gt;
# One after another, each player must plan a travel route by laying a Transportation Counter matching the terrain of the chosen road. This phase goes on until each player has passed consecutively. Each player also owns an Obstacle that he can lay down on a Transportation Counter to increase the cost of travel by an addtional card.&lt;br /&gt;
# One after another, each player travels from town to town. The current position of a player is indicated by the Elf Boot of his color, initially set on the biggest town, Elvenhold.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, a player can keep a maximum of 4 cards in hand, and keeps only 1 Transportation counter.&lt;br /&gt;
&lt;br /&gt;
== Travel rules ==&lt;br /&gt;
&lt;br /&gt;
Players can travel :&lt;br /&gt;
* on the roads on which a Transportation Counter has been set&lt;br /&gt;
* on the rivers&lt;br /&gt;
* on the lakes.&lt;br /&gt;
&lt;br /&gt;
To travel on a road, a river or a lake, the player needs to pay with the cards in hands the cost matching the terrain of the road and the means of transport used.&lt;br /&gt;
&lt;br /&gt;
For example, if the Transportation Counter &#039;Magic Cloud&#039; has been set on a mountain road, one can travel with just one &#039;Magic Cloud&#039; card. But if it has been set on a forest or plain road, one needs to pay 2 &#039;Magic Cloud&#039; cards to pass (NB: the &#039;Magic Cloud&#039; Transportation Counter cannot be used to travel in the desert, as it&#039;s too hot for a Cloud over there).&lt;br /&gt;
&lt;br /&gt;
Also :&lt;br /&gt;
* To travel a river, you need only 1 &#039;Raft&#039; card to go downriver, but you need 2 to go upriver (look for the small arrows).&lt;br /&gt;
* To cross a lake, you need to pay two &#039;Raft&#039; cards.&lt;br /&gt;
* If an Obstacle has been set on a road, you need to pay 1 more card of the appropriate type.&lt;br /&gt;
* If you don&#039;t have the appropriate cards to travel on a road, you can still pass using a &#039;Caravan&#039;, by paying 3 cards of any type (4 cards if there is an Obstacle on the road).&lt;br /&gt;
&lt;br /&gt;
== Variant ==&lt;br /&gt;
&lt;br /&gt;
In the &#039;Hometown&#039; variant, each player gets a secret town card at the beginning of the game, telling him which town he has to reach at the end of the 4th round.&lt;br /&gt;
&lt;br /&gt;
If he doesn&#039;t manage to get there, he&#039;ll lose as many points as the remaining distance he has to travel to get there.&lt;br /&gt;
&lt;br /&gt;
This variant gives more tactic depth to the game, as you have to plan each round to the best to get the most Town Pieces while making sure to be able to get to your hometown at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Have a good game!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Chazm</name></author>
	</entry>
	<entry>
		<id>https://gl.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=924</id>
		<title>Gamehelpelfenland</title>
		<link rel="alternate" type="text/html" href="https://gl.doc.boardgamearena.com/index.php?title=Gamehelpelfenland&amp;diff=924"/>
		<updated>2013-08-18T05:23:21Z</updated>

		<summary type="html">&lt;p&gt;Chazm: /* Goal of the game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
Visiting as many cities as possible in Elfenland over 4 rounds.&lt;br /&gt;
&lt;br /&gt;
At the end of the 4th round, the player who collected the most Town Pieces wins. Any players having an equal number of Town Pieces are ranked by remaining cards (the more the better).&lt;br /&gt;
&lt;br /&gt;
We advise you to play with at least 3 players to best enjoy the game (4 or 5 is even better). A lot of the fun comes from using the Transportation Counters set by other players to optimise one&#039;s travels, so the more the merrier!&lt;br /&gt;
&lt;br /&gt;
== Round overview ==&lt;br /&gt;
&lt;br /&gt;
A round is split into phases:&lt;br /&gt;
&lt;br /&gt;
# Each player fills his hand up to 8 cards and gets a secret Transportation Counter.&lt;br /&gt;
# One after another, each player chooses a Transportation Counter from the 5 visible or drawn from the facedown stack, until each player took 3.&lt;br /&gt;
# One after another, each player chooses must plan a travel road by laying a Transportation Counter matching the terrain of the chosen road. This phase goes on until each player has passed consecutively. Each player also owns an Obstacle that he can lay down on a Transportation Counter to up the cost of traveling on this road from 1 card.&lt;br /&gt;
# One after another, each player is going to travel from town to town. The current position of a player is shown by the Elf Boot of his color, initially set on the biggest town, Elvenhold.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, a player can keep a maximum of 4 cards in hand, and keeps only 1 Transportation counter.&lt;br /&gt;
&lt;br /&gt;
== Travel rules ==&lt;br /&gt;
&lt;br /&gt;
Players can travel :&lt;br /&gt;
* on the roads on which a Transportation Counter has been set&lt;br /&gt;
* on the rivers&lt;br /&gt;
* on the lakes.&lt;br /&gt;
&lt;br /&gt;
To travel on a road, a river or a lake, the player needs to pay with the cards in hands the cost matching the terrain of the road and the means of transport used.&lt;br /&gt;
&lt;br /&gt;
For example, if the Transportation Counter &#039;Magic Cloud&#039; has been set on a mountain road, one can travel with just one &#039;Magic Cloud&#039; card. But if it has been set on a forest or plain road, one needs to pay 2 &#039;Magic Cloud&#039; cards to pass (NB: the &#039;Magic Cloud&#039; Transportation Counter cannot be used to travel in the desert, as it&#039;s too hot for a Cloud over there).&lt;br /&gt;
&lt;br /&gt;
Also :&lt;br /&gt;
* To travel a river, you need only 1 &#039;Raft&#039; card to go downriver, but you need 2 to go upriver (look for the small arrows).&lt;br /&gt;
* To cross a lake, you need to pay two &#039;Raft&#039; cards.&lt;br /&gt;
* If an Obstacle has been set on a road, you need to pay 1 more card of the appropriate type.&lt;br /&gt;
* If you don&#039;t have the appropriate cards to travel on a road, you can still pass using a &#039;Caravan&#039;, by paying 3 cards of any type (4 cards if there is an Obstacle on the road).&lt;br /&gt;
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== Variant ==&lt;br /&gt;
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In the &#039;Hometown&#039; variant, each player gets a secret town card at the beginning of the game, telling him which town he has to reach at the end of the 4th round.&lt;br /&gt;
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If he doesn&#039;t manage to get there, he&#039;ll lose as many points as the remaining distance he has to travel to get there.&lt;br /&gt;
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This variant gives more tactic depth to the game, as you have to plan each round to the best to get the most Town Pieces while making sure to be able to get to your hometown at the end of the game.&lt;br /&gt;
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&#039;&#039;&#039;Have a good game!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Chazm</name></author>
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