Azul Pattern Line Rules: Placement, Colors & Overflow
Azul pattern line rules explained: choosing a row, matching colors, wall restrictions, overflow to the floor line and completing lines.
Setup, rules and practical answers for learning board games.
Azul pattern line rules explained: choosing a row, matching colors, wall restrictions, overflow to the floor line and completing lines.
Azul floor line rules explained: where overflow tiles go, penalty values, the first player marker, end-of-round clearing and maximum negative scoring.
Carcassonne tile placement explained: how edges must match, road and city continuity, field connections and what happens if a tile cannot be placed.
Carcassonne meeple rules explained: where you may place a meeple, occupied features, feature merging, ties and when meeples return to your supply.
Terraforming Mars tile placement explained: city adjacency, greenery placement, ocean spaces, printed bonuses and the 2 M€ ocean adjacency bonus.
Terraforming Mars Standard Projects explained: Sell Patents, Power Plant, Asteroid, Aquifer, Greenery and City costs and effects.
Terraforming Mars Production phase order with energy-to-heat, TR plus M€ income, a negative-production example, and what resources carry forward.
Ticket to Ride Destination Ticket rules explained: how many tickets you draw, how many you must keep, secrecy and how incomplete tickets score.
Ticket to Ride locomotive rules explained: wild cards, face-up locomotive restrictions, blind draws and what happens when too many locomotives appear.
Wingspan bird power timing explained: when-played white powers, activated brown powers, pink once-between-turns powers, teal round-end powers and yellow game-end powers.