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	<id>https://es.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jose+Manuel</id>
	<title>Board Game Arena - Contribuciones del usuario [es]</title>
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	<updated>2026-09-16T19:50:18Z</updated>
	<subtitle>Contribuciones del usuario</subtitle>
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	<entry>
		<id>https://es.doc.boardgamearena.com/index.php?title=Gamehelpalakablast&amp;diff=1502</id>
		<title>Gamehelpalakablast</title>
		<link rel="alternate" type="text/html" href="https://es.doc.boardgamearena.com/index.php?title=Gamehelpalakablast&amp;diff=1502"/>
		<updated>2024-02-08T13:37:07Z</updated>

		<summary type="html">&lt;p&gt;Jose Manuel: structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OBJECT OF THE GAME&lt;br /&gt;
&lt;br /&gt;
Each player aims at obtaining gems throughout extravagant magical duels. To do this, each person has a hand of spell cards to face their rivals through elemental (spell type) or power (spell value) duels. However, there will be a problem, because each person will have cards in their hand only to be seen by oneself (hidden cards) and other cards only to be seen by other players (open cards). Therefore, at the start of the game, you will not know the element and power of all your cards. You can ask for information about your open cards or deduce their characteristics by paying attention to the already played cards. Everything goes in this pitched battle to make it to the next grade.&lt;br /&gt;
&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
&lt;br /&gt;
The person wearing the most extravagant outfit is the first player. Gameplay continues clockwise. In their turn, each player must perform one of the following actions:&lt;br /&gt;
&lt;br /&gt;
A. Ask for information or&lt;br /&gt;
&lt;br /&gt;
B. Challenge someone to a duel&lt;br /&gt;
&lt;br /&gt;
A. ASK FOR INFORMATION&lt;br /&gt;
&lt;br /&gt;
The player picks one of his or her open cards and asks someone for information about that card. The person providing the clue chooses whether it is information about the element  or power level.&lt;br /&gt;
&lt;br /&gt;
Exception: If the indicated card is a light or shadow spell, the information given cannot be about its element or power, it must be “it is a special spell” instead. No further explanations. &lt;br /&gt;
&lt;br /&gt;
Important! If the information to be provided is repeated on another card, you must also point that out, even if it is a special spell.&lt;br /&gt;
&lt;br /&gt;
B. CHALLEGE SOMEONE TO A DUEL&lt;br /&gt;
&lt;br /&gt;
The player in turn chooses a rival and challenges him or her to a duel and announces aloud the type of duel, elemental or power level, and must give information to the rival about one of his or her cards, following the same rules previously described, with the exception that the challenger chooses the rival’s card on which to give information. Remember that you cannot give information your rival already knows about the chosen card.&lt;br /&gt;
&lt;br /&gt;
Exception: if the player already has complete information about the cards, skip the action of giving information.&lt;br /&gt;
&lt;br /&gt;
Once the information is given, challenger and challenged proceed to a duel, takING the chosen cards at the same time and place them face up on the table.&lt;br /&gt;
&lt;br /&gt;
The winner of the duel takes a gem, representing 1 victory point and places it in front of him or her. &lt;br /&gt;
&lt;br /&gt;
Important! In case of a tie in a duel, the extravagant ritual is performed again with a second card, bearing in mind the type of duel previously declared. The winner of this second duel will receive two gems instead of one. If the tie persists, a third card is played (increasing the number of gems to be obtained), and so on. In the rare event that a tie persists with all cards in hand, the game is immediately over and the whole group shares victory.&lt;br /&gt;
&lt;br /&gt;
At the end of the duel, both people put the played cards in the discard area in a visible and orderly manner and draw cards from the deck until they have 4 cards in hand again (5 cards in a 2-player game). The winner places the cards drawn openly (without being able to see them, but visible to the other players) and the loser places them hidden (only &lt;br /&gt;
visible to him or her and hidden from other players).&lt;br /&gt;
&lt;br /&gt;
ELEMENTAL DUEL&lt;br /&gt;
&lt;br /&gt;
In this type of duel only the element of the card is considered, not its power level. Water beats fire, fire beats plant and plant beats water. Light always wins and shadow&lt;br /&gt;
always loses.&lt;br /&gt;
&lt;br /&gt;
POWER LEVEL DUEL&lt;br /&gt;
&lt;br /&gt;
In this type of duel only the card’s power level is considered, not its element. The card with the higher numerical value wins.&lt;br /&gt;
&lt;br /&gt;
END OF THE GAME&lt;br /&gt;
&lt;br /&gt;
The game is automatically over when someone gets as many gems as shown below:&lt;br /&gt;
&lt;br /&gt;
2 players: 7 gems&lt;br /&gt;
&lt;br /&gt;
3 players: 6 gems&lt;br /&gt;
&lt;br /&gt;
4 players: 5 gems&lt;br /&gt;
&lt;br /&gt;
5 players: 4 gems&lt;br /&gt;
&lt;br /&gt;
That person is the winner.&lt;/div&gt;</summary>
		<author><name>Jose Manuel</name></author>
	</entry>
	<entry>
		<id>https://es.doc.boardgamearena.com/index.php?title=Gamehelpalakablast&amp;diff=1501</id>
		<title>Gamehelpalakablast</title>
		<link rel="alternate" type="text/html" href="https://es.doc.boardgamearena.com/index.php?title=Gamehelpalakablast&amp;diff=1501"/>
		<updated>2024-02-08T13:35:01Z</updated>

		<summary type="html">&lt;p&gt;Jose Manuel: SUMMARY OF ALAKABLAST&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OBJECT OF THE GAME&lt;br /&gt;
Each player aims at obtaining gems throughout extravagant magical duels. To do this, each person has a hand of spell cards to face their rivals through elemental (spell type) or power (spell value) duels. However, there will be a problem, because each person will have cards in their hand only to be seen by oneself (hidden cards) and other cards only to be seen by other players (open cards). Therefore, at the start of the game, you will not know the element and power of all your cards. You can ask for information about your open cards or deduce their characteristics by paying attention to the already played cards. Everything goes in this pitched battle to make it to the next grade.&lt;br /&gt;
&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
The person wearing the most extravagant outfit is the first player. Gameplay continues clockwise. In their turn, each player must perform one of the following actions:&lt;br /&gt;
&lt;br /&gt;
A. Ask for information or&lt;br /&gt;
B. Challenge someone to a duel&lt;br /&gt;
&lt;br /&gt;
A. ASK FOR INFORMATION&lt;br /&gt;
The player picks one of his or her open cards and asks someone for information about that card. The person providing the clue chooses whether it is information about the element  or power level.&lt;br /&gt;
&lt;br /&gt;
Exception: If the indicated card is a light or shadow spell, the information given cannot be about its element or power, it must be “it is a special spell” instead. No further explanations. &lt;br /&gt;
&lt;br /&gt;
Important! If the information to be provided is repeated on another card, you must also point that out, even if it is a special spell.&lt;br /&gt;
&lt;br /&gt;
B. CHALLEGE SOMEONE TO A DUEL&lt;br /&gt;
The player in turn chooses a rival and challenges him or her to a duel and announces aloud the type of duel, elemental or power level, and must give information to the rival about one of his or her cards, following the same rules previously described, with the exception that the challenger chooses the rival’s card on which to give information. Remember that you cannot give information your rival already knows about the chosen card.&lt;br /&gt;
&lt;br /&gt;
Exception: if the player already has complete information about the cards, skip the action of giving information.&lt;br /&gt;
&lt;br /&gt;
Once the information is given, challenger and challenged proceed to a duel, takING the chosen cards at the same time and place them face up on the table.&lt;br /&gt;
&lt;br /&gt;
The winner of the duel takes a gem, representing 1 victory point and places it in front of him or her. &lt;br /&gt;
&lt;br /&gt;
Important! In case of a tie in a duel, the extravagant ritual is performed again with a second card, bearing in mind the type of duel previously declared. The winner of this second duel will receive two gems instead of one. If the tie persists, a third card is played (increasing the number of gems to be obtained), and so on. In the rare event that a tie persists with all cards in hand, the game is immediately over and the whole group shares victory.&lt;br /&gt;
&lt;br /&gt;
At the end of the duel, both people put the played cards in the discard area in a visible and orderly manner and draw cards from the deck until they have 4 cards in hand again (5 cards in a 2-player game). The winner places the cards drawn openly (without being able to see them, but visible to the other players) and the loser places them hidden (only &lt;br /&gt;
visible to him or her and hidden from other players).&lt;br /&gt;
&lt;br /&gt;
ELEMENTAL DUEL&lt;br /&gt;
In this type of duel only the element of the card is considered, not its power level. Water beats fire, fire beats plant and plant beats water. Light always wins and shadow&lt;br /&gt;
always loses.&lt;br /&gt;
&lt;br /&gt;
POWER LEVEL DUEL&lt;br /&gt;
In this type of duel only the card’s power level is considered, not its element. The card with the higher numerical value wins.&lt;br /&gt;
&lt;br /&gt;
END OF THE GAME&lt;br /&gt;
The game is automatically over when someone gets as many gems as shown below:&lt;br /&gt;
&lt;br /&gt;
2 players: 7 gems&lt;br /&gt;
3 players: 6 gems&lt;br /&gt;
4 players: 5 gems&lt;br /&gt;
5 players: 4 gems&lt;br /&gt;
&lt;br /&gt;
That person is the winner.&lt;/div&gt;</summary>
		<author><name>Jose Manuel</name></author>
	</entry>
	<entry>
		<id>https://es.doc.boardgamearena.com/index.php?title=Gamehelpsimplicity&amp;diff=961</id>
		<title>Gamehelpsimplicity</title>
		<link rel="alternate" type="text/html" href="https://es.doc.boardgamearena.com/index.php?title=Gamehelpsimplicity&amp;diff=961"/>
		<updated>2021-09-22T18:00:23Z</updated>

		<summary type="html">&lt;p&gt;Jose Manuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Simplicity&lt;br /&gt;
&lt;br /&gt;
En la primera ronda se roba el orden de los jugadores y se muestra a la derecha del tablero de planificación. En partidas de 2,4 y 5 participantes, quien juega en último lugar bloquea una loseta en el tablero de planificación con la ficha de demolición. Esta loseta no se podrá adquirir.&lt;br /&gt;
&lt;br /&gt;
El tablero de juego contiene 5 figuras diferentes. El edificio junto a la tabla de planificación puede colocarse en posiciones del tablero de juego con la misma figura(s) que en la misma línea de la tabla de planificación.&lt;br /&gt;
&lt;br /&gt;
Los jugadores, por orden de turno, eligen un edificio de una línea junto a la tabla de planificación y lo colocan en el tablero de juego sobre la figura correspondiente.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edificios&lt;br /&gt;
&lt;br /&gt;
Hay cuatro tipos de edificios diferentes.&lt;br /&gt;
&lt;br /&gt;
- Azul&lt;br /&gt;
&lt;br /&gt;
- Naranja&lt;br /&gt;
&lt;br /&gt;
- Púrpura&lt;br /&gt;
&lt;br /&gt;
- Amarillo&lt;br /&gt;
&lt;br /&gt;
Por el número de edificios adyacentes ortogonales del mismo color, obtienes 1 punto por loseta por cada marcador de jugador que esté en el grupo de edificios.&lt;br /&gt;
Así que si tienes 3 edificios adyacentes de color Púrpura, con dos de tus marcadores de jugador sobre ellos, obtienes 3 x 2 = 6 puntos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Además hay parques.&lt;br /&gt;
&lt;br /&gt;
Parques  &lt;br /&gt;
&lt;br /&gt;
Al final de la partida, un jugador obtiene tantos puntos por cada tipo de edificio distinto adyacente ortogonalmente al parque al cuadrado. Por lo que si tienes un parque con 3 tipos distintos de edificios adyacentes obtienes 3 x 3 = 9 puntos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marcadores de color adyacentes&lt;br /&gt;
&lt;br /&gt;
Cada vez que se coloca un nuevo edificio en el tablero, éste se marca con un marcador del color del jugador.&lt;br /&gt;
&lt;br /&gt;
Al final del juego el jugador obtiene 3 puntos por cada marcador ortogonal adyacente.&lt;/div&gt;</summary>
		<author><name>Jose Manuel</name></author>
	</entry>
	<entry>
		<id>https://es.doc.boardgamearena.com/index.php?title=Gamehelpsimplicity&amp;diff=632</id>
		<title>Gamehelpsimplicity</title>
		<link rel="alternate" type="text/html" href="https://es.doc.boardgamearena.com/index.php?title=Gamehelpsimplicity&amp;diff=632"/>
		<updated>2021-08-19T19:19:57Z</updated>

		<summary type="html">&lt;p&gt;Jose Manuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GAME OBJECTIVE&lt;br /&gt;
&lt;br /&gt;
The goal of Simplicity is to plan the perfect city. To achieve this, each team must choose and strategically position the buildings, forming neighborhoods of buildings of the same type and generating links between their buildings throughout the game. The bigger the neighborhoods and the more connected they are, the more chance you have to win.&lt;br /&gt;
&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
&lt;br /&gt;
Simplicity is a game of exactly five rounds, where the order of the turn changes from round to round according to the position of the pawns on the Planning board. First, it’s the turn of the person who controls the team of the pawn that is at the top of the planning board, then the person who controls the second-place team plays, and so on. Whoever starts can choose any tile next to the Planning board and when taking it they must position their pawn where the tile was.&lt;br /&gt;
&lt;br /&gt;
But beware! The order of play will depend on the position where each player places their pawn. and the best tile may force you to play later on the next round.&lt;br /&gt;
&lt;br /&gt;
The first, second and third spaces of the planning board have a single symbol: The building or park tiles that are next to them can only be placed on a space on the city board with the same symbol.&lt;br /&gt;
The fourth, fifth and sixth spaces of the planning board have two symbols: Building or park tiles in these positions may be placed on spaces on the city board with either of the two symbols.&lt;br /&gt;
The last space on the planning board has no symbols: It is a wild space and the building or park tile next to it can be placed in any space on the city board.&lt;br /&gt;
&lt;br /&gt;
There is a blank space on the city board: this can only be filled with a building or park tile from the last space on the planning board.&lt;br /&gt;
&lt;br /&gt;
END OF THE ROUND&lt;br /&gt;
&lt;br /&gt;
After each team has chosen and placed their first building tile, the first round ends. Then follow these steps to prepare for a new round:&lt;br /&gt;
&lt;br /&gt;
1. Flip the planning board.&lt;br /&gt;
&lt;br /&gt;
2. Take 7 building or park tiles randomly from the bag and place them on the available side of the planning board (where there are no pawns).&lt;br /&gt;
&lt;br /&gt;
3. Give an extra point token to the team that came last in the turn order (whoever has their pawn lowest on the planning board). If playing with the demolition token, this token must also be given to the team that was last.&lt;br /&gt;
&lt;br /&gt;
After the preparation, the second round begins. Following the new turn order, the steps described here must be carried out:&lt;br /&gt;
&lt;br /&gt;
1. Take an available building or park tile and leave a pawn where it was.&lt;br /&gt;
&lt;br /&gt;
2. Construct the building or park tile by positioning it on a valid space on the city board.&lt;br /&gt;
&lt;br /&gt;
3. Place a disk on the newly constructed tile.&lt;br /&gt;
&lt;br /&gt;
Once all the teams have chosen and placed a new building or park tile, the steps to prepare the new round are repeated until the fifth round is over.&lt;br /&gt;
&lt;br /&gt;
END OF THE GAME&lt;br /&gt;
&lt;br /&gt;
After 5 rounds (when all teams have placed all of their color discs) the city of Simplicity is finally complete and it is time to see how each team has performed. Each team earns points in the following ways:&lt;br /&gt;
&lt;br /&gt;
- Links: A link is made up of two discs of the same color placed orthogonally adjacent to each other (horizontal or vertical, not diagonal). It doesn’t matter if the building tiles they are on are the same or different. Each link between discs of the same team will score 3 points.&lt;br /&gt;
&lt;br /&gt;
- Neighborhoods: Each disc will score according to the extent of the neighborhood where it is located. You must count how many building tiles of the same type are placed next to each other orthogonally (horizontally or vertically, not diagonally). The points that each disk gives you will be the number of building tiles that make up the Neighborhood.&lt;br /&gt;
&lt;br /&gt;
- Park tiles: Park tiles are a special type of tile. Unlike the other tiles, these are scored based on the number of different types of building tiles orthogonally adjacent&lt;br /&gt;
to them (horizontally or vertically, not diagonally). Each park tile will score as many points as buildings of different types are adjacent to it, squared.&lt;br /&gt;
&lt;br /&gt;
- Extra point tokens: Each extra point token gives 1 extra point to the team that obtained it.&lt;br /&gt;
&lt;br /&gt;
The person with the most points will be the winner of the game. In case of a tie, whoever is first in the final turn order wins. In games where more than one team is being commanded, the points of the team with the lowest score counts.&lt;br /&gt;
&lt;br /&gt;
SPECIAL RULES&lt;br /&gt;
&lt;br /&gt;
- Two teams per players: In games of 2 or 3 players, each player must control two teams instead of one, which will score independently. It can happen in these cases that a person has to play twice in a row with their different teams. The game proceeds in the same way, but at the end of the game only the lowest score of each player will count.&lt;br /&gt;
&lt;br /&gt;
- Demolition: In games with 2, 4 or 5 players, at the beggining of the round the person who manages the team that is last in the turn order receives the demolition token (in addition to the extra point token). That player immediately places the demolition token on one of the 7 building or park tiles available on the planning board, indicating that that tile will not be available during the next round.&lt;/div&gt;</summary>
		<author><name>Jose Manuel</name></author>
	</entry>
	<entry>
		<id>https://es.doc.boardgamearena.com/index.php?title=Gamehelpsimplicity&amp;diff=631</id>
		<title>Gamehelpsimplicity</title>
		<link rel="alternate" type="text/html" href="https://es.doc.boardgamearena.com/index.php?title=Gamehelpsimplicity&amp;diff=631"/>
		<updated>2021-08-19T19:15:22Z</updated>

		<summary type="html">&lt;p&gt;Jose Manuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GAME OBJECTIVE&lt;br /&gt;
&lt;br /&gt;
The goal of Simplicity is to plan the perfect city. To achieve this, each team must choose and strategically position the buildings, forming neighborhoods of buildings of the same type and generating links between their buildings throughout the game. The bigger the neighborhoods and the more connected they are, the more chance you have to win.&lt;br /&gt;
&lt;br /&gt;
GAMEPLAY&lt;br /&gt;
&lt;br /&gt;
Simplicity is a game of exactly five rounds, where the order of the turn changes from round to round according to the position of the pawns on the Planning board. First, it’s the turn of the person who controls the team of the pawn that is at the top of the planning board, then the person who controls the second-place team plays, and so on. Whoever starts can choose any tile next to the Planning board and when taking it they must position their pawn where the tile was.&lt;br /&gt;
&lt;br /&gt;
But beware! The order of play will depend on the position where each player places their pawn. and the best tile may force you to play later on the next round.&lt;br /&gt;
&lt;br /&gt;
The first, second and third spaces of the planning board have a single symbol: The building or park tiles that are next to them can only be placed on a space on the city board with the same symbol.&lt;br /&gt;
The fourth, fifth and sixth spaces of the planning board have two symbols: Building or park tiles in these positions may be placed on spaces on the city board with either of the two symbols.&lt;br /&gt;
The last space on the planning board has no symbols: It is a wild space and the building or park tile next to it can be placed in any space on the city board.&lt;br /&gt;
&lt;br /&gt;
There is a blank space on the city board: this can only be filled with a building or park tile from the last space on the planning board.&lt;br /&gt;
&lt;br /&gt;
END OF THE ROUND&lt;br /&gt;
&lt;br /&gt;
After each team has chosen and placed their first building tile, the first round ends. Then follow these steps to prepare for a new round:&lt;br /&gt;
&lt;br /&gt;
1. Flip the planning board.&lt;br /&gt;
2. Take 7 building or park tiles randomly from the bag and place them on the available side of the planning board (where there are no pawns).&lt;br /&gt;
3. Give an extra point token to the team that came last in the turn order (whoever has their pawn lowest on the planning board). If playing with the demolition token, this token must also be given to the team that was last.&lt;br /&gt;
&lt;br /&gt;
After the preparation, the second round begins. Following the new turn order, the steps described here must be carried out:&lt;br /&gt;
1. Take an available building or park tile and leave a pawn where it was.&lt;br /&gt;
2. Construct the building or park tile by positioning it on a valid space on the city board.&lt;br /&gt;
3. Place a disk on the newly constructed tile.&lt;br /&gt;
&lt;br /&gt;
Once all the teams have chosen and placed a new building or park tile, the steps to prepare the new round are repeated until the fifth round is over.&lt;br /&gt;
&lt;br /&gt;
END OF THE GAME&lt;br /&gt;
&lt;br /&gt;
After 5 rounds (when all teams have placed all of their color discs) the city of Simplicity is finally complete and it is time to see how each team has performed. Each team earns points in the following ways:&lt;br /&gt;
&lt;br /&gt;
- Links: A link is made up of two discs of the same color placed orthogonally adjacent to each other (horizontal or vertical, not diagonal). It doesn’t matter if the building tiles they are on are the same or different. Each link between discs of the same team will score 3 points.&lt;br /&gt;
- Neighborhoods: Each disc will score according to the extent of the neighborhood where it is located. You must count how many building tiles of the same type are placed next to each other orthogonally (horizontally or vertically, not diagonally). The points that each disk gives you will be the number of building tiles that make up the Neighborhood.&lt;br /&gt;
- Park tiles: Park tiles are a special type of tile. Unlike the other tiles, these are scored based on the number of different types of building tiles orthogonally adjacent&lt;br /&gt;
to them (horizontally or vertically, not diagonally). Each park tile will score as many points as buildings of different types are adjacent to it, squared.&lt;br /&gt;
- Extra point tokens: Each extra point token gives 1 extra point to the team that obtained it.&lt;br /&gt;
&lt;br /&gt;
The person with the most points will be the winner of the game. In case of a tie, whoever is first in the final turn order wins. In games where more than one team is being commanded, the points of the team with the lowest score counts.&lt;br /&gt;
&lt;br /&gt;
SPECIAL RULES&lt;br /&gt;
&lt;br /&gt;
- Two teams per players: In games of 2 or 3 players, each player must control two teams instead of one, which will score independently. It can happen in these cases that a person has to play twice in a row with their different teams. The game proceeds in the same way, but at the end of the game only the lowest score of each player will count.&lt;br /&gt;
&lt;br /&gt;
- Demolition: In games with 2, 4 or 5 players, at the beggining of the round the person who manages the team that is last in the turn order receives the demolition token (in addition to the extra point token). That player immediately places the demolition token on one of the 7 building or park tiles available on the planning board, indicating that that tile will not be available during the next round.&lt;/div&gt;</summary>
		<author><name>Jose Manuel</name></author>
	</entry>
	<entry>
		<id>https://es.doc.boardgamearena.com/index.php?title=Gamehelpsimplicity&amp;diff=630</id>
		<title>Gamehelpsimplicity</title>
		<link rel="alternate" type="text/html" href="https://es.doc.boardgamearena.com/index.php?title=Gamehelpsimplicity&amp;diff=630"/>
		<updated>2021-08-17T19:20:37Z</updated>

		<summary type="html">&lt;p&gt;Jose Manuel: SIMPLICITY RULES&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GAME OBJECTIVE&lt;br /&gt;
&lt;br /&gt;
The goal of Simplicity is to plan the perfect city. To achieve this, each team must choose and strategically position the buildings, forming neighborhoods of buildings of the same type and generating links between their buildings throughout the game. The bigger the neighborhoods and the more connected they are, the more chance you have to win.&lt;br /&gt;
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GAMEPLAY&lt;br /&gt;
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Simplicity is a game of exactly five rounds, where the order of the turn changes from round to round according to the position of the pawns on the Planning board. First, it’s the turn of the person who controls the team of the pawn that is at the top of the planning board, then the person who controls the second-place team plays, and so on. Whoever starts can choose any tile next to the Planning board and when taking it they must position their pawn where the tile was.&lt;br /&gt;
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But beware! The order of play will depend on the position where each player places their pawn. and the best tile may force you to play later on the next round.&lt;br /&gt;
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The first, second and third spaces of the planning board have a single symbol: The building or park tiles that are next to them can only be placed on a space on the city board with the same symbol.&lt;br /&gt;
The fourth, fifth and sixth spaces of the planning board have two symbols: Building or park tiles in these positions may be placed on spaces on the city board with either of the two symbols.&lt;br /&gt;
The last space on the planning board has no symbols: It is a wild space and the building or park tile next to it can be placed in any space on the city board.&lt;br /&gt;
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There is a blank space on the city board: this can only be filled with a building or park tile from the last space on the planning board.&lt;br /&gt;
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END OF THE ROUND&lt;br /&gt;
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After each team has chosen and placed their first building tile, the first round ends. Then follow these steps to prepare for a new round:&lt;br /&gt;
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1. Flip the planning board.&lt;br /&gt;
2. Take 7 building or park tiles randomly from the bag and place them on the available side of the planning board (where there are no pawns).&lt;br /&gt;
3. Give an extra point token to the team that came last in the turn order (whoever has their pawn lowest on the planning board). If playing with the demolition token, this token must also be given to the team that was last.&lt;br /&gt;
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After the preparation, the second round begins. Following the new turn order, the steps described here must be carried out:&lt;br /&gt;
1. Take an available building or park tile and leave a pawn where it was.&lt;br /&gt;
2. Construct the building or park tile by positioning it on a valid space on the city board.&lt;br /&gt;
3. Place a disk on the newly constructed tile.&lt;br /&gt;
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Once all the teams have chosen and placed a new building or park tile, the steps to prepare the new round are repeated until the fifth round is over.&lt;br /&gt;
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END OF THE GAME&lt;br /&gt;
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After 5 rounds (when all teams have placed all of their color discs) the city of Simplicity is finally complete and it is time to see how each team has performed. Each team earns points in the following ways:&lt;br /&gt;
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- Links: A link is made up of two discs of the same color placed orthogonally adjacent to each other (horizontal or vertical, not diagonal). It doesn’t matter if the building tiles they are on are the same or different. Each link between discs of the same team will score 3 points.&lt;br /&gt;
- Neighborhoods: Each disc will score according to the extent of the neighborhood where it is located. You must count how many building tiles of the same type are placed next to each other orthogonally (horizontally or vertically, not diagonally). The points that each disk gives you will be the number of building tiles that make up the Neighborhood.&lt;br /&gt;
- Park tiles: Park tiles are a special type of tile. Unlike the other tiles, these are scored based on the number of different types of building tiles orthogonally adjacent&lt;br /&gt;
to them (horizontally or vertically, not diagonally).&lt;br /&gt;
- Extra point tokens: Each extra point token gives 1 extra point to the team that obtained it.&lt;br /&gt;
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The person with the most points will be the winner of the game. In case of a tie, whoever is first in the final turn order wins. In games where more than one team is being commanded, the points of the team with the lowest score counts.&lt;br /&gt;
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SPECIAL RULES&lt;br /&gt;
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- Two teams per players: In games of 2 or 3 players, each player must control two teams instead of one, which will score independently. It can happen in these cases that a person has to play twice in a row with their different teams. The game proceeds in the same way, but at the end of the game only the lowest score of each player will count.&lt;br /&gt;
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- Demolition: In games with 2, 4 or 5 players, at the beggining of the round the person who manages the team that is last in the turn order receives the demolition token (in addition to the extra point token). That player immediately places the demolition token on one of the 7 building or park tiles available on the planning board, indicating that that tile will not be available during the next round.&lt;/div&gt;</summary>
		<author><name>Jose Manuel</name></author>
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