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Nekonyancer

Let's learn how to play Go-Stop!

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This tutorial exists thanks to: Nekonyancer
0000
NekonyancerWelcome to *Go-Stop,* the most popular Hwatu game in Korea! [green][tip] This tutorial is best viewed on a computer![/green]1maintitlebar_content000
NekonyancerIn *Go-Stop,* players will take turns playing cards from their hand that match cards that are already on the table, capturing both. Specific collections of cards, called *Yaku,* will grant points. When a player has enough points, they can [red]stop[/red] the round to bank what they've earned or [green]go[/green] for even more! [green]After a preset number of rounds, whoever has the most points wins![/green]2maintitlebar_content000
Nekonyancer*Hwatu* are Korean playing cards. They are very similar to Japanese Hanafuda. One can view them as Asian counterparts to Western playing cards. [img]https://x.boardgamearena.net/data/tutorials/img6785ed87345af8.31759026.jpg[/img] A Hwatu deck is comprised of *48 cards:* 4 cards in each of 12 suits.3maintitlebar_content000
NekonyancerEach suit features a different plant and is associated with a different month of the year. For example, [red]*this card*[/red] features maple, representing the month of October. If you hold your mouse over them, the tooltip will show you other cards in the Maple/October suit! [green][tip] Every card in the game has a helpful tooltip![/green]4myhand_item_8000myhand_item_8 1
NekonyancerIn addition to suits, each card belongs to [blue]1 of 4 different types:[/blue] *Bright:* Often has fancy artwork. *Ribbon:* Features a ribbon. *Animal:* Features animals, including insects. *Chaff:* Features only the month's plant.5myhand_item_8000
NekonyancerContrary to what you might expect, [red]the four types are not evenly distributed among the twelve suits.[/red] The *Maple/October* suit, for instance, has 2 chaff cards, 1 animal, and 1 ribbon.6myhand_item_8000
NekonyancerClick on the [blue]*Card List*[/blue] at the top. You should be able to see all the different cards in each month! There are also some notes at the top about three *special* cards. Two of them count as double-chaff cards. The third can count as either an animal or a double-chaff. *Close the Card list before continuing.*7player_name_92143487000btnCardList 7
Nekonyancer[blue]Now that we know how Hwatu cards work, let's get into the game![/blue] It's our turn first. All we have to do is select a card from our hand and play it. If there's another card from the *same month* on the table, we can (usually) capture them!8myhand_item_8000
NekonyancerThere's a [red]*December card*[/red] in our hand (November in Hanafuda), matching [blue]*this card*[/blue] on the table! *Click on it to play it!*9myhand_item_16010card_19 2 myhand_item_16 1
Nekonyancer*Great!* The cards have been placed together. But before we capture them, we need to flip the top card of the [blue]*deck.*[/blue]1card_1665ee4be4bde3200card_deck 2
Nekonyancer[blue]When the top card is flipped, 3 things can happen:[/blue] *1.* It doesn't match anything. The flipped card will just sit there on the table. *2.* It matches something else on the table, and we get to capture them too! *3.* It matches the card we just played (December).2card_deck65ee4be4bde3200
NekonyancerIf it matches the card we just played (December), there will be [red]3 cards of the same month in play.[/red] In this situation, it will create a *stack.* All three of the cards will stay on the table, uncaptured. But if we make a stack on our first turn, we'll score some bonus points!3card_deck65ee4be4bde3200
NekonyancerEnough talk. Let's see what we get...4card_deck65ee4be4bde3200
Nekonyancer[red]Too bad![/red] We flipped a [blue]*June card,*[/blue] which didn't match anything. It will just stay on the table. [red]Well, we still get to capture those December cards.[/red]5card_3865ee4be4be87400card_38 2 card_19 1 card_16 1
NekonyancerThe December cards went into our [red]*inventory,*[/red] which you'll have to *scroll down* to see. The cards in it are automatically sorted by *type* (Bright, Animal, Ribbon, Chaff). The *numbers* for each type show how many cards we have and how many we need to score points.6playertable_9214348765ee4be4c070600playertable_92143487 1
NekonyancerFor example, we currently have [red]*1 ribbon card.*[/red] If we gather *5* of them, we'll score 1 point! Each ribbon card *after* the 5th is worth an additional point!7ribbon_9214348765ee4be4c070600ribbon_92143487 6
NekonyancerAll types of cards work the same way, but with different numbers. Thus, 12 [blue]*chaff cards*[/blue] would be worth *3* points. We got one of those special double-chaff cards, so it shows that we have *2/10* chaffs. [blue]That's enough about scoring for now. Let's watch our opponent take their turn.[/blue]8chaff_9214348765ee4be4c070600chaff_92143487 7
NekonyancerThey played an [blue]*August card,*[/blue] which matched with 2 August cards on the table! In this situation, they must choose 1 of the cards on the table to capture, along with the card they played.1card_2765ee4c3a28a1900card_27 2
NekonyancerThe card they flipped was an [red]*October card,*[/red] which matched an October card on the table. [blue]They'll get to capture 4 cards this turn![/blue]2card_2265ee4c3a2914100card_22 1
NekonyancerNext turn! Now that you've seen how turns normally work, let's learn about some fancy ones. Click on the [red]*Player Aid*[/red] at the top. Then click on *Chaff steal.* There are 5 special plays in this list. Whenever a player performs one of them, each of their opponents must give them one of their captured chaff cards!1player_name_9214348765ee4c3e6b1cf00btnPlayerAid 6
NekonyancerThe last one (Bomb) says it requires 3 cards of the same month in our hand and the 4th card on the table. *Close the Player Aid.* [blue]Do you see what I see?[/blue]4player_name_9214348765ee4c3e6b1cf00
NekonyancerWe have *3 June cards* in our hand, and the [red]*4th one*[/red] is on the table! We can play a bomb! *Click on this card to play all our June cards together!*5myhand_item_2665ee4c3e6b1cf10card_38 1 myhand_item_26 16
Nekonyancer*Awesome!* When we play a bomb, we can capture all the cards of that month. But, as always, we need to see what we get from the [blue]*deck*[/blue] before we capture anything.1card_3065ee4c57e461400card_deck 2
Nekonyancer[red]Darn.[/red] It didn't match anything. Well, playing a bomb is still great!2card_3965ee4c57e4d5a00
NekonyancerPlaying a bomb has some additional effects! First of all, we got two virtual [red]*bomb cards*[/red] in our hand. On our turn, we can throw away one of these bombs instead of playing a card from our hand. We'll still have to flip a card from the deck afterward. [green][tip] They're very useful when there aren't any cards on the table we can match![/green]3myhand_item_bomb_165ee4c57e674a00myhand_item_bomb_1 1 myhand_item_bomb_2 1
NekonyancerAlso, if you check the [red]*Player Aid*[/red] again and go to the *Multiplier* section, you'll see that playing a bomb will also gives us a *x2 score multiplier* for this round! [red]With multiple multipliers, our score can quickly get out of control![/red]4player_name_9214348765ee4c57e674a00btnPlayerAid 6
NekonyancerWhile we're looking at the Player Aid again, let's check out the *penalty* page. According to this page, if we end the round with a *Bright yaku* (requiring 3 bright cards) when our opponent doesn't have a single one, they'll get a x2 [red]penalty![/red] They'll also get penalized if we end with 10 or more *Chaff* cards when our opponent has between 1 and 6 of them!5player_name_9214348765ee4c57e674a00
NekonyancerPenalties work together with multipliers, but multipliers only affect the [green]*winner*[/green] of each round. Penalties only affect the [red]*losers.*[/red] For example, if we win the round with 2 multipliers, and our opponent has 1 penalty, our score will be multiplied by *8* (2 x 2 x 2)! *Close the Player Aid before continuing.*6player_name_9214348765ee4c57e674a00
NekonyancerIn order to stop a round, we need to first gather enough points from *yaku.* *This box* shows how many points we currently have and how many we need to Stop the round. [img]https://x.boardgamearena.net/data/tutorials/img6785ed874ed9d6.05866522.jpg[/img] [green]As you can see, we need 7 points, but that's only because this is a 2-player game. With more players, we only need 3![/green]7overall_player_board_9214348765ee4c57e674a00
NekonyancerI'll *fast-forward* a bit so we can see the end of the round...8516f917c-cd9d-4c99-8842-2169736b132d65ee4c57e674a00
Nekonyancer[green]Okay, take a look at our captured cards now.[/green] We don't have enough Bright, Animal, or Chaff cards to score points, but we have [blue]*7 Ribbons!*[/blue] Remember, the 5th Ribbon card is worth 1 point, as is each Ribbon card after the 5th! Thus, our 7 ribbons are worth *3 points.*1ribbon_9214348765ee4d2c4f2fd00ribbon_92143487 7
NekonyancerIn addition, we have [blue]*three blue ribbons!*[/blue] If you hover over any of them or check the [red]*Player Aid*[/red] again, you'll see that there's a specific Yaku for 3 blue ribbons. [green]It's worth another 3 points![/green]2ribbon_92143487_item_1865ee4d2c4f2fd00btnPlayerAid 6 ribbon_92143487_item_26 2 ribbon_92143487_item_18 2 ribbon_92143487_item_3 2
NekonyancerIf you want to see a quick summary of our score, you can click on [red]*this button.*[/red] It will list all the yaku we're currently scoring from, as well as our multipliers and total adjusted score. (Remember, we have one x2 multiplier because we played a bomb!)3card_score_9214348765ee4d2c4f2fd00card_score_92143487 6
Nekonyancer[red]Remember, we need 7 points to end the round.[/red] Capturing this [blue]*February Ribbon*[/blue] card would give us the last point we need, but we don't have a February card in our hand. The best we can do is pick up a couple chaffs from April. *Play our April Card!*4card_665ee4d2c4f2fd10card_6 2 myhand_item_11 16
NekonyancerOkay, now we'll flip a card from the deck...1card_deck65ee4d36836b800
NekonyancerThe card we flipped from the deck was an *August Bright* card, which matches an *August Chaff* card on the table! Excellent! This will bring us up to a total of *10 Chaff cards!*2card_3265ee4d3683f2200
NekonyancerOur Yaku of 10 Chaff cards gave us the last point we needed! Since we met our point requirement this turn, we must decide whether to [green]*Declare Go*[/green] or [red]*Stop this round.*[/red]3btnChooseGo65ee4d36850b900btnChooseGo 3 btnChooseStop 1
NekonyancerWhen someone [red]*stops the round,*[/red] that player will *steal points* from each of their opponents. According to the [blue]*Card score detail button,*[/blue] we'll steal *14 points* by stopping the round now!4btnChooseStop65ee4d36850b900card_score_92143487 2
Nekonyancer[green]*Declaring Go*[/green] will give us a free point and an opportunity to score even more points, but it has two risky drawbacks: 1. After we get our free point, we get a new point requirement of our *new score + 1.* We can't [red]Stop this round[/red] unless we meet our new requirement! 2. Our opponents will get a chance to [red]Stop this round[/red] themselves! If they do, they'll steal points instead of us. We'll also incur a x2 penalty if this happens (check Player Aid for details), so they'll steal quite a lot!5btnChooseGo65ee4d36850b900
NekonyancerOur opponent only has *1 point* right now. [img]https://x.boardgamearena.net/data/tutorials/img6785ed876fbbd0.64193546.jpg[/img] They probably can't reach 7. And there are two turns left in the round... *Click on [green]"Declare Go!"[/green]*6btnChooseGo65ee4d36850b910btnChooseGo 3
Nekonyancer[blue]As expected, our opponent was not able to reach 7 points on their turn, so now it's back to us.[/blue] We need to meet our new Point Requirement of 9 to stop the round. [img]https://x.boardgamearena.net/data/tutorials/img6785ed87884754.96303180.jpg[/img] All we need is 1 more Chaff or Ribbon card!1myhand_item_bomb_265ee4d565f60600
NekonyancerI don't see a December card on the table, so let's hang onto our own December card. Let's throw away the bomb card instead, and hope we draw something good from the deck. *Click on the Bomb card!*2myhand_item_bomb_265ee4d565f60610myhand_item_bomb_2 16
Nekonyancer*Nice!* We drew a match!! This will give us enough points to meet our new requirement. We can [red]Stop this Round[/red] and steal our opponent's points!1card_2165ee4d678a46600
NekonyancerOn the other hand... we could [green]Declare Go[/green] again. We only have [blue]*one card*[/blue] left in our hand. If we Declare Go again and fail to meet our new Point Requirement next turn, we won't be able to call [red]Stop.[/red] The round will end in a draw, and we'll miss our opportunity to steal points. It's probably a bad idea... But I can't resist. [green]*Declare Go!!*[/green]2myhand_item_4465ee4d678b46d10btnChooseGo 16 myhand_item_44 2 ribbon_92143487_item_13 2 ribbon_92143487_item_31 2 ribbon_92143487_item_6 2
Nekonyancer[red]Last turn![/red] BGA will automatically play our last card for us and flip another card from the deck. If we score another point, meeting our new Point Requirement, BGA will automatically [red]Stop the round[/red] on our behalf. [blue]Here we go![/blue]1myhand_item_4465ee4eb8b2c4900
Nekonyancer[green]YES![/green] We drew a match, so we'll easily meet our new Point Requirement! Too bad the round has to end now. If we [green]Declared Go[/green] a 3rd time, we'd get another *x2* score multiplier (see Player Aid for details)!2card_4265ee4eb8b471c00
NekonyancerYou should be able to see the *Round Result* on the screen now! We scored 16 points with a x2 multiplier, so we stole 32 points from each of our opponents! Nice!3player_name_9214348765ee4eb8b8c9e00
Nekonyancer*When you're ready, close the Round result box. Then click on [blue]"I'm ready!"[/blue] at the top!*4player_name_9214348765ee4eb8b8c9e10btnRoundResultConfirm 16
Nekonyancer[blue]BGA collected and redealt all the cards for Round 2![/blue] The other rounds will play out the same way the first one did. After 6 rounds (or however many rounds are specified in the Lobby Options), [green]whoever has the most points wins![/green]1maintitlebar_content65ee4ef08f13000
Nekonyancer[blue]You may sometimes end up playing extra rounds though![/blue] If a round ends in a *draw* - because no one called Stop or someone triggered a Special End (check the Player Aid for details) - then the [red]*Round Tracker*[/red] will not advance! In addition, everyone will receive a x2 score multiplier for the following round! [red]If there are consecutive draws, these multipliers will stack up![/red]2round_number_wrap65ee4ef08f13000round_number 1
NekonyancerWe've covered most of the rules for a 2 player game, but there are more rules that are specific to 3 player and 4-6 player games! There are too many of them to go through in this tutorial, but the [red]*Player Aid*[/red] will always change to reflect them! [green]Be sure to check it at the beginning of each game you play![/green]3btnPlayerAid65ee4ef08f13000btnPlayerAid 6
NekonyancerIn addition to customizing the number of rounds in the Lobby Options, you can select an alternative ruleset: *Modern Rules* or *Inflation.* The specific rules are mentioned in the Lobby and explained in further detail, as always, by the [red]*Player Aid.*[/red] You can also make a *Custom* ruleset!4maintitlebar_content65ee4ef08f13000btnPlayerAid 6
Nekonyancer[blue]*Thank you for playing through this tutorial for Go-Stop!*[/blue] If you have any questions or comments about the tutorial, feel free to send *Nekonyancer* a message! A big thank you goes out to *ufm* for bringing this game to BGA! Have fun! :D5maintitlebar_content65ee4ef08f13000
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Go-Stop

How to play?
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Display game logs
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Game options

Game mode
Normal mode
Game speed
Turn-based • 2 moves per day (+43200 per turn (maximum 129600))
Number of rounds (excluding draws and instant wins)
6
Rule set
Basic Rules
Bonus double Chaff
0
Bonus triple Chaff
0
Bonus Chaffs steal a Chaff
Disabled
Taking own stack steals 2 Chaffs
Disabled
Rainy Yakus
Disabled
Grenade
Disabled
5 consecutive misses
Disabled
First turn rewards
Stacking
Go multipliers
x2 starting from the third
Animal penalty
Disabled
Ribbon penalty
Disabled
Objectives
Disabled
Single-card objectives
Not preferred
Two-card objectives
Not preferred
Three-card objective
Not preferred

Designer:

Artist: Marcus Richert, Louie Mantia Jr.

Developed by: ufm

Release 240306-1141

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Board Game Arena 69 Board Game Arena • Release 240305-1000 • Legal info • Terms of Use • Terms of Services • Privacy • Cookies π
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