Everdell Hand Limit Rules: 8 Cards, Drawing & Giving Cards
Everdell hand limit explained: the 8-card maximum, what happens when you draw at the limit, Meadow draws, giving cards and whether excess cards are discarded.
Setup, rules and practical answers for learning board games.
Everdell hand limit explained: the 8-card maximum, what happens when you draw at the limit, Meadow draws, giving cards and whether excess cards are discarded.
Everdell Destination cards explained: placing workers in your own city, Open destinations in opponents’ cities, owner bonuses and whether Meadow cards can be visited.
Root crafting explained: card costs, crafting-piece suits, once-per-turn activation, immediate effects, persistent effects and item crafting.
Root Woodland Alliance sympathy and Outrage explained: when Outrage triggers, what card must be paid, what happens with no matching card, and what does not trigger it.
Spirit Island Fear rules explained: Fear from Towns and Cities, earning Fear cards, when cards resolve, Terror Levels and how the victory condition becomes easier.
Spirit Island Fast and Slow Power rules explained: when cards are paid, when effects resolve, when targets are chosen, elements and why Fast Powers cannot be delayed.
Brass: Birmingham network and connection rules with canal and rail costs, first-link exception, two-rail coal and beer sequence, and examples.
Brass: Birmingham resource reference: closest connected coal, unrestricted iron, Brewery and Merchant beer, market fallbacks, and worked examples.
Arnak research rules explained: moving the notebook and magnifying glass, bridge costs, bonus tiles, row effects, Lost Temple access and temple tiles.
Arnak Guardian and Fear rules explained: when Guardians appear, how to overcome them, when Fear is gained, Guardian boons and final scoring.