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	<updated>2026-09-16T07:12:00Z</updated>
	<subtitle>Contributions</subtitle>
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	<entry>
		<id>https://fr.doc.boardgamearena.com/index.php?title=Gamehelptekken&amp;diff=7258</id>
		<title>Gamehelptekken</title>
		<link rel="alternate" type="text/html" href="https://fr.doc.boardgamearena.com/index.php?title=Gamehelptekken&amp;diff=7258"/>
		<updated>2025-08-06T21:22:43Z</updated>

		<summary type="html">&lt;p&gt;Galeelox : Page créée avec « &amp;lt;H1&amp;gt;AIM OF THE GAME&amp;lt;/H1&amp;gt; The goal of this duel game is to reduce the opponent&amp;#039;s HP (Hit Points) to 0. There are game modes with some additional objectives and a Solo game mode to fight against Automa, however, the main goal is still to defeat the opponent. During the game, players will take turns assuming the roles of Offensive and Defensive players. The Offensive player will play Attack Cards to deal damage, move and activate Combos, while the Defender will atte... »&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;H1&amp;gt;AIM OF THE GAME&amp;lt;/H1&amp;gt;&lt;br /&gt;
The goal of this duel game is to reduce the opponent&#039;s HP (Hit Points) to 0. There are game modes with some additional objectives and a Solo game mode to fight against Automa, however, the main goal is still to defeat the opponent. During the game, players will take turns assuming the roles of Offensive and Defensive players. The Offensive player will play Attack Cards to deal damage, move and activate Combos, while the Defender will attempt to Punish the opponent – block the attack and regain initiative.&lt;br /&gt;
&amp;lt;H1&amp;gt;Key definitions&amp;lt;/H1&amp;gt;&lt;br /&gt;
&amp;lt;H2&amp;gt;Possible positions&amp;lt;/H2&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Close Range –&amp;lt;/b&amp;gt; a situation on the Stage when two Characters’ Miniatures are placed on adjacent Spaces. &lt;br /&gt;
Each Symbol that affects your opponent can be resolved only when your Characters’ Miniatures are in a Close Range. Otherwise, you just punch the air and nothing happens. Learn more about Symbols further in this rulebook.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Distance –&amp;lt;/b&amp;gt; a situation on the Stage when two Characters’ Miniatures are NOT standing on adjacent Spaces. Whenever you would need to count Distance X Spaces away, X will be the number of Spaces between Miniatures in the shortest way. &lt;br /&gt;
&amp;lt;ol type=&amp;quot;a&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A straight line of hexes, the Distance in this example is 1 Space away.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a straight line of hexes, the Distance in this example is 1 Space away.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;GAMEPLAY OVERVIEW&amp;lt;/h1&amp;gt;&lt;br /&gt;
In TEKKEN – The Board Game, one Round is the act of playing until a single Health Bar is depleted.&lt;br /&gt;
Each Round consists of alternating turns called Strings – which include the flow of actions (Attack Cards, Combos, etc.) performed by the active player.&lt;br /&gt;
During the game, players switch between two roles:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The active player, the one who is building the String at the moment, is the Offensive player.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The other one who’s trying to interrupt the String and regain the initiative by foreseeing the Offensive player’s Attacks is the Defender. This process of guessing is called the Punish Attempt.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
The Offensive player chooses an Attack Card and plays it face-down in the first Attack Slot. The Defender guesses which type of Attack Card is played and declares one of the three Attack Areas. Then the card is revealed. If successful – the Attack is interrupted and the Defender gains initiative, placing the Punishment token in the first available Attack Slot, guaranteeing one unblockable attack. Otherwise, the Offensive player resolves the Attack Card and the additional effects it triggers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Turn Structure: The String&amp;lt;/h1&amp;gt;&lt;br /&gt;
The String involves one or more Attacks by the Offensive player, broken down into these steps:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;The Attack Steps&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Optional: Before playing an Attack Card, use Heat, Dash, or Stance Change.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Playing an Attack Card: Play an Attack Card face-down.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Defender’s Punish Attempt: The Defender declares Attack Area.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Reveal Attack Card and check if the  Defender guessed correctly (it matches with declared Attack Area).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ol type=&amp;quot;a&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Attack defended – Successful Punish Attempt: Discard and switch roles.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Attack succeeded –  Unsuccessful Punish Attempt: Resolve Attack (in any order):&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Symbols from Attack Card (and Extension, if Connected).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Combo (if met conditions).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Rage (once per Round, if revealed).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Refill cards in hand (resolve Event, if drawn).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each step is explained in detail in the next sections of this rulebook.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;TURN STEPS EXPLANATION&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;Before playing an Attack Card&amp;lt;/h3&amp;gt;&lt;br /&gt;
There are several possibilities to make your situation on the Stage slightly better. That’s not obligatory to do, but feel free to use them to prepare to fight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Stance Change –&amp;lt;/b&amp;gt; If the Offensive player has 3 Attack Cards of the same color or 3 Attack Cards with the same Attack Area in the hand before playing a card, they may reveal their hand to the opponent and then discard these cards to their discard pile face-down and draw 3 new Attack Cards from their deck.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dash –&amp;lt;/b&amp;gt; If the Distance is more than 1 Space between Characters, they may perform a Dash. Shorten the Distance to 1 Space between Characters’ Miniatures by moving the Offensive player’s Miniature as many Spaces as needed in the shortest possible way. &lt;br /&gt;
Note: If you need to enter any special Spaces on the way, apply the effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Heat –&amp;lt;/b&amp;gt; Once per Round, you may activate the Heat Token to gain an extra Attack Slot in the String. During that String, you will not lose initiative even if the Defender guessed the Attack Area correctly and blocked your Attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Playing an Attack Card&amp;lt;/h3&amp;gt;&lt;br /&gt;
The Offensive player places 1 hidden (face-down) Attack Card to the first available Attack Slot on the Combo Board. Attack Slots are marked on the Combo Board with the Heat token, and the cards should be played above them, consequently from the leftmost to right.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Defender’s Punish Attempt&amp;lt;/h3&amp;gt;&lt;br /&gt;
The Defender is trying to anticipate which type of Attack Card the Offensive player chose to play and declares one of the three Attack Areas (High, Mid, or Low). Then the Offensive player reveals the Attack Card.&lt;br /&gt;
Unsuccessful Punish Attempt: If the declared Attack Area does not match the Attack Area on the played card. The Attack is not blocked. The Offensive player proceeds to Resolving the Attack Card step.&lt;br /&gt;
Successful Punish Attempt: If the declared Attack Area matches the Attack Area on the played card. The Attack is blocked, the String is interrupted, and ends immediately. The Defender gains the Punishment Token and places it on their first available Attack Slot. The Offensive player discards all the cards from their Attack Slots to the discard pile face-down. Proceed directly to Refilling Attack Cards in Hand step and switch the roles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;Resolving the Attack Card&amp;lt;/h3&amp;gt;&lt;br /&gt;
The revealed Attack Card contains a set of Symbols to be resolved and can trigger Combo and/or Rage if the player decides so.&lt;/div&gt;</summary>
		<author><name>Galeelox</name></author>
	</entry>
	<entry>
		<id>https://fr.doc.boardgamearena.com/index.php?title=Game_Help_Odicey&amp;diff=6277</id>
		<title>Game Help Odicey</title>
		<link rel="alternate" type="text/html" href="https://fr.doc.boardgamearena.com/index.php?title=Game_Help_Odicey&amp;diff=6277"/>
		<updated>2024-07-16T08:30:13Z</updated>

		<summary type="html">&lt;p&gt;Galeelox : Page créée avec « == AIM OF THE GAME == Complete at your turn an orderly 5 dice line onto the Sea:  ✓ built up with 1 or 2 or 3 colours : red / blue / white;  ✓ which values are strictly : consecutive (increasing or decreasing) or identical;  ✓ onto a vertical or horizontal or diagonal axis.  == MATERIAL == - 25 DICE = the « Sea couriers » = 12 red dice / 12 blue dice + the Zeus’ die = 1 white die.  - 1 GAME BOARD = the Sea = 5 x 5 locations.  == SET UP OF THE GAME == &amp;#039;&amp;#039;... »&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== AIM OF THE GAME ==&lt;br /&gt;
Complete at your turn an orderly 5 dice line onto the Sea:&lt;br /&gt;
&lt;br /&gt;
✓ built up with 1 or 2 or 3 colours : red / blue / white;&lt;br /&gt;
&lt;br /&gt;
✓ which values are strictly : consecutive (increasing or decreasing) or identical;&lt;br /&gt;
&lt;br /&gt;
✓ onto a vertical or horizontal or diagonal axis.&lt;br /&gt;
&lt;br /&gt;
== MATERIAL ==&lt;br /&gt;
- 25 DICE = the « Sea couriers » = 12 red dice / 12 blue dice + the Zeus’ die = 1 white die.&lt;br /&gt;
&lt;br /&gt;
- 1 GAME BOARD = the Sea = 5 x 5 locations.&lt;br /&gt;
&lt;br /&gt;
== SET UP OF THE GAME ==&lt;br /&gt;
&#039;&#039;Prepare your « Sea couriers’ » fleet and set off on adventure !&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sea game board is placed in the middle of players.&lt;br /&gt;
&lt;br /&gt;
The Zeus’ die is placed next to the game board.&lt;br /&gt;
&lt;br /&gt;
Embark optimally at 2 or 4 players…&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 PLAYERS:&#039;&#039;&#039; Each player chooses one’s colour (red or blue), picks up 12 dice of the corresponding colour to build up his/her ships’ fleet and place them next to the game board (= home port).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 PLAYERS:&#039;&#039;&#039; Each player chooses one’s colour (red or blue), picks up 12 dice of the corresponding colour to build up his/her ships’ fleet and place them next to the game board (= home port). Players of a same team play by alternating turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 PLAYERS:&#039;&#039;&#039; 2 versus 1. Each player chooses one’s colour (red or blue), picks up 12 dice of the corresponding colour to build up his/her ships’ fleet and place them next to the game board (= home port). Players of a same team play by alternating turns.&lt;br /&gt;
&lt;br /&gt;
== BEGINNING OF THE GAME ==&lt;br /&gt;
The player who begins rolls 2 dice of his/her ships’ fleet from his/her Home port as well as the Zeus’ die, and places the obtained values onto any empty location of the Sea.&lt;br /&gt;
&lt;br /&gt;
Afterwards, the following player rolls 2 dice of his/her ships’ fleet from his/her home port,…&lt;br /&gt;
&lt;br /&gt;
And the game continues…&lt;br /&gt;
&lt;br /&gt;
== GAME PRINCIPLE ==&lt;br /&gt;
1 / CHOOSE 2 dice :&lt;br /&gt;
&lt;br /&gt;
‣ of my colour, from my Home port and/or from the Sea;&lt;br /&gt;
&lt;br /&gt;
‣ of the opposing colour, from the Sea = only if this die has the same value as the Zeus’ die (= Zeus’ favour).&lt;br /&gt;
&lt;br /&gt;
Ex. : I can choose 2 dice from my Home port, or 2 dice onto the Sea, or 1 die from each (Home port/Sea).&lt;br /&gt;
&lt;br /&gt;
2 / ROLL these 2 dice&lt;br /&gt;
&lt;br /&gt;
3 / PLACE these 2 dice onto the Sea :&lt;br /&gt;
&lt;br /&gt;
‣ on any empty location ;&lt;br /&gt;
&lt;br /&gt;
‣ on any occupied location by a same-valued die of any colour (= Hermes’ switch)&lt;br /&gt;
&lt;br /&gt;
== DICE SWITCH ==&lt;br /&gt;
If, at your turn, you obtain AN IDENTICAL VALUE to the one of any die (whatever its colour) already onto the Sea :&lt;br /&gt;
➡ You can choose to place your die in the place of this same-valued die. And then place this die onto any other location of the Sea : whether on any empty location, or on any already occupied location by a same-valued die (= new dice switch).&lt;br /&gt;
✓ The switch can be performed on any die of any colour.&lt;br /&gt;
&lt;br /&gt;
✓ The switch can be performed with 1 or both di(c)e.&lt;br /&gt;
&lt;br /&gt;
✓ It can be applied as often as wished within a player’s turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DOUBLES ==&lt;br /&gt;
If, at your turn, you obtain A DOUBLE (= 2 dice of identical values) :&lt;br /&gt;
&lt;br /&gt;
➡ You place your dice onto the Sea and can play immediately a new extra turn.&lt;br /&gt;
&lt;br /&gt;
During this extra turn, the dice you can roll don’t follow the conventional rules and will be determined according to your double’s value :&lt;br /&gt;
&lt;br /&gt;
‣ ATHENA’S AEGIS (If the value of the doubled die differs from the value of the Zeus’ die) =&lt;br /&gt;
&lt;br /&gt;
You can choose to : whether roll 2 dice of your colour, or remove 2 dice of your opponent’s colour from the Sea to replace them in their home port.&lt;br /&gt;
&lt;br /&gt;
‣ ZEUS’ AEGIS (If the value of the doubled die equals to the value of Zeus’ die) =&lt;br /&gt;
&lt;br /&gt;
You can roll 2 chosen dice already placed onto the Sea : red and/or blue and/or white.&lt;br /&gt;
&lt;br /&gt;
== THE BONUS DIE ==&lt;br /&gt;
✓ It’s first rolled by the player who begins the game and placed onto any location of the Sea.&lt;br /&gt;
&lt;br /&gt;
✓ Its value determines common dice’s value during the game.&lt;br /&gt;
&lt;br /&gt;
✓ Its value can change during the game.&lt;br /&gt;
&lt;br /&gt;
✓ It can not be chosen customarily during a player’s turn to be rolled. But it can be chosen to be rolled following a Zeus’ aegis double.&lt;br /&gt;
&lt;br /&gt;
✓ It can be switched.&lt;br /&gt;
&lt;br /&gt;
== CLASSICAL DICE ==&lt;br /&gt;
✓ They are shared split between players at the beginning of the game, according to their fleet’s colour.&lt;br /&gt;
&lt;br /&gt;
✓ They can be chosen to be rolled, during one’s turn, by the player whom colour it is.&lt;br /&gt;
&lt;br /&gt;
✓ They can be rolled whatever their colour, by any player : if their value onto the Sea equals to the Zeus’ die value.&lt;br /&gt;
&lt;br /&gt;
Ex. : The Zeus’ die placed onto the Sea has currently a value of 5. Consequently, every dice (red or blue) placed onto the Sea whose value equals to 5 become common to all players : thus, they can be chosen to be rolled by any player at one’s turn.&lt;br /&gt;
&lt;br /&gt;
✓ They can be switched.&lt;br /&gt;
&lt;br /&gt;
== WINNING CONDITIONS ==&lt;br /&gt;
The first player or team who, at one’s turn, completes successfully a 5 dice line wins the game !&lt;br /&gt;
&lt;br /&gt;
Completing 2 winning lines at a time counts double.&lt;br /&gt;
&lt;br /&gt;
Congratulations ! You challenged Poseidon’s ire and the chaos generated by the tumult of the waves.&lt;br /&gt;
&lt;br /&gt;
Your voyage came to an end. Ready to set off again ?&lt;br /&gt;
&lt;br /&gt;
== GAME TIPS ==&lt;br /&gt;
✓ Odicey is especially a dice positioning game. Keep in mind to place your die onto strategical axes, even if its value isn’t the one expected ; you’ll be able to modify it on your next turns.&lt;br /&gt;
&lt;br /&gt;
✓ Watch over not to let your opponent occupy the entirety of a line at his/her only colour.&lt;br /&gt;
&lt;br /&gt;
✓ Occupy strategical locations : whether to block the opponent, whether to progress in your winning strategy path.&lt;br /&gt;
&lt;br /&gt;
✓ Control potential axes of mutual winning strategies. Potentially winning lines are built with/against your opponent.&lt;br /&gt;
&lt;br /&gt;
✓ Always ally attack and defence strategies.&lt;br /&gt;
&lt;br /&gt;
✓ Clear the way of your future victory, but not your opponent’s one on his/her next turn. Prepare the ground enough (to give yourself the opportunity to win on your next turns) but not too much (in order to prevent the opponent from winning on his/her next turn).&lt;br /&gt;
&lt;br /&gt;
✓ Do not forget diagonals…&lt;br /&gt;
&lt;br /&gt;
✓ Multiply potential winning axes : to increase your chances of winning, but also to cheat on the opponent’s watchfulness.&lt;br /&gt;
&lt;br /&gt;
✓ Don’t make way to chance by presenting the opponent empty locations which are potentially winning (even if weakly) during his/her next turn.&lt;/div&gt;</summary>
		<author><name>Galeelox</name></author>
	</entry>
	<entry>
		<id>https://fr.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=5748</id>
		<title>Gamehelpflowers</title>
		<link rel="alternate" type="text/html" href="https://fr.doc.boardgamearena.com/index.php?title=Gamehelpflowers&amp;diff=5748"/>
		<updated>2023-12-11T20:18:56Z</updated>

		<summary type="html">&lt;p&gt;Galeelox : Flowers - Règles du jeu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== But du Jeu ==&lt;br /&gt;
Créez votre zone de jeu en disposant au mieux les cartes devant vous.&lt;br /&gt;
# Respectez les conditions liées aux valeurs pour maintenir vos cartes.&lt;br /&gt;
# Marquez des points avec vos familles de couleurs.&lt;br /&gt;
Attention, les cartes qui ne respecteront pas les conditions vous feront perdre des points !&lt;br /&gt;
&lt;br /&gt;
== Matériel ==&lt;br /&gt;
# La règle du jeu&lt;br /&gt;
# 108 cartes réparties en 4 couleurs : jaunes / rouge / bleu et vert avec 3 cartes 1, 6 cartes 2, 8 cartes 3, 10 cartes 4 dont 3 avec des papillons&lt;br /&gt;
# 4 cartes « départ » violettes pour la variante « Summer »&lt;br /&gt;
# Un carnet de score&lt;br /&gt;
# 3 cartes gabarits pour former les piles de cartes en fonction du nombre de joueurs :&lt;br /&gt;
## 1 joueur : environ 40 cartes par tas&lt;br /&gt;
## 2 joueurs : environ 26 cartes par tas&lt;br /&gt;
## 3 joueurs environ 30 cartes par tas&lt;br /&gt;
## 4 joueurs : toutes les cartes&lt;br /&gt;
&lt;br /&gt;
== Mise en place ==&lt;br /&gt;
Chaque personne prend une carte au hasard et la pose dans sa zone de jeu face visible.&lt;br /&gt;
On constitue trois pioches en faisant 3 tas identiques (ou presque).&lt;br /&gt;
À 2 ou 3 personnes on utilise les gabarits adaptés. À 4 joueurs ou joueuses, il n’y a pas de gabarit, on utilise toutes les cartes du jeu.&lt;br /&gt;
On retourne la première carte du dessus de deux des trois pioches. Il reste donc une pioche face cachée.&lt;br /&gt;
Désignez celui ou celle qui débute la partie.&lt;br /&gt;
&lt;br /&gt;
== Tour de jeu ==&lt;br /&gt;
FLOWERS se joue à tour de rôle dans le sens horaire. À son tour, le joueur ou la joueuse va piocher une carte et la poser dans sa zone de jeu.&lt;br /&gt;
=== 1. Piocher ===&lt;br /&gt;
Le joueur ou la joueuse, dont c’est le tour, pioche la carte de son choix sur le dessus d’une des trois piles. Il ou elle peut piocher soit une des deux cartes face visible, soit celle face cachée. Si c’est une carte face visible, le joueur ou la joueuse qui suit retourne une nouvelle carte sur cette pile pour qu’il y ait toujours deux cartes visibles et une cachée.&lt;br /&gt;
Attention, la pile face cachée restera face cachée jusqu’à la fin de la partie.&lt;br /&gt;
=== 1. Poser ===&lt;br /&gt;
Le joueur ou la joueuse pose la carte dans sa zone de jeu soit à côté d’une carte déjà posée ( qui touche par au moins 1 côté ), soit sur une carte déjà posée.&lt;br /&gt;
&lt;br /&gt;
== Fin de la partie ==&lt;br /&gt;
Lorsqu’un joueur ou une joueuse pioche la dernière carte d’une des 3 piles, il ou elle termine son tour en posant cette carte. La partie prend fin immédiatement et on passe à la phase de comptage des points.&lt;br /&gt;
&lt;br /&gt;
== Marquer ==&lt;br /&gt;
Pour marquer des points en fin de partie il faudra avoir réussi à créer des zones de même couleur d’au moins 5 cartes adjacentes. Mais il faudra aussi avoir constitué des groupes de cartes valides en respectant la condition de réussite :&lt;br /&gt;
# Un « 4 » doit faire partie d’un groupe d’exactement quatre « 4 ».&lt;br /&gt;
# Un « 3 » doit faire partie d’un groupe d’exactement trois « 3 ».&lt;br /&gt;
# Un « 2 » doit faire partie d’un groupe d’exactement deux « 2 ».&lt;br /&gt;
# Un « 1 » ne doit pas être adjacent à un autre « 1 » et donc former un groupe de un « 1 ».&lt;br /&gt;
Les cartes ne faisant pas partie d’un groupe valide seront défaussées en fin de partie et vous feront perdre des points.&lt;br /&gt;
&lt;br /&gt;
En suivant l’ordre du carnet de score :&lt;br /&gt;
1. On enlève les cartes défaussées, celles qui ne respectent pas les conditions de réussite : -1 point par carte.&lt;br /&gt;
2. On compte les points dans chaque couleur qui possède au moins cinq cartes adjacentes : 1 point par carte.&lt;br /&gt;
3. On ajoute 1 point par papillon adjacent à sa couleur.&lt;br /&gt;
La victoire revient à celui ou celle qui a le plus de points. En cas d’égalité, c’est celui ou celle qui a le moins de cartes défaussées. Si l’égalité persiste partagez la victoire.&lt;br /&gt;
&lt;br /&gt;
=== 1) Cartes défaussées ===&lt;br /&gt;
Les cartes défaussées sont celles qui n’appartiennent pas à un groupe valide. Enlevez-les de votre zone de jeu. Chaque carte défaussée vous fait perdre un point.&lt;br /&gt;
=== 2) Points de victoire ===&lt;br /&gt;
Pour chaque famille de minimum 5 cartes adjacentes, compter 1 point par carte visible.&lt;br /&gt;
=== 3) Papillons ===&lt;br /&gt;
1 point pour chaque papillon adjacent à une carte de sa couleur.&lt;br /&gt;
Exemple : 1 point si le 4 jaune avec un papillon vert est adjacent à n’importe quelle carte verte. C’est le cas ici.&lt;br /&gt;
IMPORTANT : Les valeurs écrites ne sont pas des points. C’est toujours 1 point par carte. Les cartes recouvertes ne comptent pas pour marquer des points, par contre elles comptent -1 par carte quand elles sont défaussées avec celle du dessus.&lt;/div&gt;</summary>
		<author><name>Galeelox</name></author>
	</entry>
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