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		<title>Pegoletech: Página creada con «== Goal of the game ==  You lead five caravans of camels across the Sahara. Guide them to water, reach the oases and fence off as much desert as you can. The player with the most points at the end wins.  Every caravan colour belongs to whoever leads it: the yellow camels you place are &#039;&#039;your&#039;&#039; yellow caravan, and no other player may ever extend it.  == Setup ==  Everything is done automatically when the table starts:  * A watering hole tile (worth 1, 2 or 3 points) is…»</title>
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		<summary type="html">&lt;p&gt;Página creada con «== Goal of the game ==  You lead five caravans of camels across the Sahara. Guide them to water, reach the oases and fence off as much desert as you can. The player with the most points at the end wins.  Every caravan colour belongs to whoever leads it: the yellow camels you place are &amp;#039;&amp;#039;your&amp;#039;&amp;#039; yellow caravan, and no other player may ever extend it.  == Setup ==  Everything is done automatically when the table starts:  * A watering hole tile (worth 1, 2 or 3 points) is…»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Página nueva&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Goal of the game ==&lt;br /&gt;
&lt;br /&gt;
You lead five caravans of camels across the Sahara. Guide them to water, reach the oases and fence off as much desert as you can. The player with the most points at the end wins.&lt;br /&gt;
&lt;br /&gt;
Every caravan colour belongs to whoever leads it: the yellow camels you place are &amp;#039;&amp;#039;your&amp;#039;&amp;#039; yellow caravan, and no other player may ever extend it.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
Everything is done automatically when the table starts:&lt;br /&gt;
&lt;br /&gt;
* A watering hole tile (worth 1, 2 or 3 points) is placed face up on every watering hole hex, and on every oasis hex that did not receive a palm tree.&lt;br /&gt;
* Five of the possible oasis hexes are chosen at random and marked with a palm tree.&lt;br /&gt;
* With 2 or 3 players, the shaded part of the map is left out of the game and the number of camels of each colour is reduced.&lt;br /&gt;
&lt;br /&gt;
== Phase 1: place your leaders ==&lt;br /&gt;
&lt;br /&gt;
In turn order, each player places one leader per turn until everybody has placed their five. A leader is a camel with a rider on it, and it is the seed of a caravan: every camel you place later must grow out of one of your leaders.&lt;br /&gt;
&lt;br /&gt;
* Your &amp;#039;&amp;#039;&amp;#039;first&amp;#039;&amp;#039;&amp;#039; leader must be a different colour from the first leader of every player before you.&lt;br /&gt;
* After that, you may place your leaders in any order you like.&lt;br /&gt;
* A leader may &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; be placed on an oasis, on a watering hole tile, or next to another leader of any colour.&lt;br /&gt;
* A leader &amp;#039;&amp;#039;&amp;#039;may&amp;#039;&amp;#039;&amp;#039; be placed next to a watering hole tile.&lt;br /&gt;
&lt;br /&gt;
== Phase 2: place your camels ==&lt;br /&gt;
&lt;br /&gt;
On your turn you place &amp;#039;&amp;#039;&amp;#039;two camels&amp;#039;&amp;#039;&amp;#039;, in any colours you like (two of the same colour, or two different ones).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Exception:&amp;#039;&amp;#039; on their very first turn of this phase, the first two players in turn order (or the only opponent in a two player game) place a single camel.&lt;br /&gt;
&lt;br /&gt;
Placement rules:&lt;br /&gt;
&lt;br /&gt;
* Each camel must &amp;#039;&amp;#039;&amp;#039;extend one of your own caravans of the same colour&amp;#039;&amp;#039;&amp;#039;: it has to be adjacent to a camel or a leader of that colour belonging to you.&lt;br /&gt;
* A caravan may branch out in as many directions as you want.&lt;br /&gt;
* You may place next to a caravan of a &amp;#039;&amp;#039;&amp;#039;different&amp;#039;&amp;#039;&amp;#039; colour, yours or somebody else&amp;#039;s.&lt;br /&gt;
* You may &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; place next to another player&amp;#039;s caravan of the &amp;#039;&amp;#039;&amp;#039;same&amp;#039;&amp;#039;&amp;#039; colour. This is the main way to block your opponents.&lt;br /&gt;
* The target hex must be empty: no palm tree, no leader, no camel. Placing on top of a watering hole tile is allowed, and that is how you claim it.&lt;br /&gt;
* If your first camel of the turn empties the last camel of a colour, you still place your second camel before the game ends.&lt;br /&gt;
&lt;br /&gt;
== Scoring during the game ==&lt;br /&gt;
&lt;br /&gt;
=== Watering holes ===&lt;br /&gt;
&lt;br /&gt;
Place a camel on a hex with a watering hole tile and you take that tile: 1, 2 or 3 points.&lt;br /&gt;
&lt;br /&gt;
=== Oases ===&lt;br /&gt;
&lt;br /&gt;
Whenever one of your caravans becomes adjacent to a palm tree it was not touching yet, you score &amp;#039;&amp;#039;&amp;#039;5 points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
* Several caravans may reach the same oasis; each one scores it once.&lt;br /&gt;
* One caravan may reach several oases and scores each of them.&lt;br /&gt;
* A watering hole tile sitting on an oasis hex is just a watering hole: claiming it does not turn the hex into an oasis.&lt;br /&gt;
&lt;br /&gt;
=== Crossing the river (River map only) ===&lt;br /&gt;
&lt;br /&gt;
The first time one of your caravans crosses the river, you score &amp;#039;&amp;#039;&amp;#039;5 points&amp;#039;&amp;#039;&amp;#039;. Crossing again with the same caravan scores nothing.&lt;br /&gt;
&lt;br /&gt;
=== Enclosing an area ===&lt;br /&gt;
&lt;br /&gt;
If a &amp;#039;&amp;#039;&amp;#039;single&amp;#039;&amp;#039;&amp;#039; one of your caravans completely surrounds an area — using the edges of the map and the mountains as walls if you like — you enclose it and immediately:&lt;br /&gt;
&lt;br /&gt;
* take &amp;#039;&amp;#039;&amp;#039;every watering hole tile&amp;#039;&amp;#039;&amp;#039; inside the area, and&lt;br /&gt;
* score &amp;#039;&amp;#039;&amp;#039;5 points for every palm tree&amp;#039;&amp;#039;&amp;#039; inside it that this caravan was not already touching.&lt;br /&gt;
&lt;br /&gt;
Points aside, an enclosed area is sealed: from then on nobody may place camels inside it, not even you.&lt;br /&gt;
&lt;br /&gt;
Two details worth knowing:&lt;br /&gt;
&lt;br /&gt;
* The area must be fenced by &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; caravan of one colour. Two of your caravans working together do not enclose anything.&lt;br /&gt;
* Surrounding an area that still has somebody&amp;#039;s pieces inside is a legal move, but it is &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; an enclosure: nothing is claimed, the area is not sealed, and the trapped pieces can still grow out through any free hex.&lt;br /&gt;
&lt;br /&gt;
== End of the game ==&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as a player places the &amp;#039;&amp;#039;&amp;#039;last camel of any colour&amp;#039;&amp;#039;&amp;#039;; that turn is finished normally. It also ends in the rare case where the player to move cannot legally place a single camel.&lt;br /&gt;
&lt;br /&gt;
== Final scoring ==&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Largest caravan&amp;#039;&amp;#039;&amp;#039;: for each of the five colours, whoever has placed the most camels of that colour in total scores &amp;#039;&amp;#039;&amp;#039;10 points&amp;#039;&amp;#039;&amp;#039;. If there is a tie, each tied player scores 5 instead.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;+1 point per empty hex&amp;#039;&amp;#039;&amp;#039; inside the areas you enclosed. Hexes with a palm tree do not count towards this bonus.&lt;br /&gt;
# Everything you collected during the game: watering hole tiles, oases, river crossings.&lt;br /&gt;
&lt;br /&gt;
The highest total wins.&lt;br /&gt;
&lt;br /&gt;
== Table options ==&lt;br /&gt;
&lt;br /&gt;
=== Board side ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Mountain&amp;#039;&amp;#039;&amp;#039; — the daytime map, with a mountain range in the middle.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;River&amp;#039;&amp;#039;&amp;#039; — the night map, where a river runs across the desert and the first crossing of each caravan scores 5 points.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Live scores&amp;#039;&amp;#039;&amp;#039; (default) — every player&amp;#039;s score is updated after each camel, largest caravan majorities included.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Hidden scores&amp;#039;&amp;#039;&amp;#039; — no score at all is shown until the game ends, the way the physical game plays. The largest caravan markers in the player panels are hidden too.&lt;br /&gt;
&lt;br /&gt;
== Playing on BGA ==&lt;br /&gt;
&lt;br /&gt;
* Pick the colour you want from the &amp;#039;&amp;#039;&amp;#039;caravan selector&amp;#039;&amp;#039;&amp;#039; above the map, then click the hex. The selector also shows how many camels of each colour are left in the supply, and it highlights your caravans of that colour on the board.&lt;br /&gt;
* After you finish placing, a &amp;#039;&amp;#039;&amp;#039;Confirm / Undo&amp;#039;&amp;#039;&amp;#039; pair of buttons appears. Undo takes back everything you placed that turn. If you do nothing, the turn is confirmed automatically after five seconds.&lt;br /&gt;
* The pieces each opponent placed on their last turn are marked with a &amp;#039;&amp;#039;&amp;#039;white outline&amp;#039;&amp;#039;&amp;#039;, so you can see at a glance what changed while you were away. The outline moves on when that player plays again.&lt;br /&gt;
* Use the &amp;#039;&amp;#039;&amp;#039;+ / −&amp;#039;&amp;#039;&amp;#039; buttons at the top right if the map does not fit your screen.&lt;br /&gt;
* Each player panel shows the &amp;#039;&amp;#039;&amp;#039;largest caravan markers&amp;#039;&amp;#039;&amp;#039; they are currently leading, and how many points that is worth (10, or 5 when the lead is shared).&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Camels are a shared supply, not a personal one. Spending many camels of one colour brings the end of the game closer and hands the majority to whoever has more of them.&lt;br /&gt;
* Blocking is as strong as scoring: a single camel of the right colour in the right place can stop an opponent&amp;#039;s caravan for good.&lt;br /&gt;
* Enclosing sweeps every watering hole tile inside the area at once, which is usually worth far more than claiming them one by one.&lt;br /&gt;
* Watch the supply counters. When a colour is running low, the game may end sooner than your plans need.&lt;/div&gt;</summary>
		<author><name>Pegoletech</name></author>
	</entry>
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