Below is a list of the available gods. They are listed in the order of what phase in the game (I, II, III, IV) they have their main effect. Each god changes the rules for the player choosing him/her in some way.


God of Drunks (I)

If the god Shadipinyi is in play, place his plaque at the front of the queue, before the first player. The plaque functions just like the player plaques, and receives cattle during the generosity of the kings phase. …


  1. Give each player one base. Each player chooses on which side to place it.

  2. Shuffle the Junk Art deck and place it within easy reach of all players.

  3. Spread out the Junk pieces as a supply, with the fan tokens and tape measure nearby.

  4. Start player is: first city - last to have visited an art exhibition; following cities: player with the fewest fans. In case of tie, next in clockwise order.

  5. Finish setting up by following the city's special rules. …

Keep in contact with everyone

Good communication with everyone is essential in Diplomacy. Talk to everyone, even to your enemies or the players that are far away on the other site of the map.

When your are behind, diplomacy is even more important because an avoided battle is a battle won.

Keep also in mind that your today enemies can be your tomorrow friends.

Stay under the radar

When you are intimidating much other players, when you play flamboyant, when you open the game very successfull or when you make outrageous claims, other players will make you a target. …


The game play is like the original Connect4 except on your turn you can do:

  • Drop a checker in
  • Pop one of your own checkers out of the botton row.

Watch out! Your move could help you but if could also change things for your opponent.

Note: Sometimes a PopOut results in Two players having a 4-in-a-row at the same time. In that case, the win goes to the player whose turn it is.

Power Up

Object of the Game

It is played like the original Connect4 game, except players may add any combination of Power checkers to make the game faster and more strategic. …

Fixer Tiles - 1x Use

  • Helicopter (Cost $1k): When on a tile with a Helipad, use this tile and spend 1 MP to move to any Location or Land space on a City tile 1 or 2 tiles away from your current tile. If you move 2 tiles away, ignore all Police Officers from the tile you move through. You still need to avoid ones on the tile you left.

  • Safe (Cost $3k): Receive Income.

  • Disguise (Cost $2k): Lose 1 Notoriety.

  • ID Card (Cost $4k): Take an Extra Action disc (see page xx). …

The remaining pages describe the various city rules. Refer only to your current city!

City Card Overview

  1. City name and page reference.
  2. Number of supported players.
  3. Exhibition end condition.
  4. Direction of play: clockwise, counterclockwise, or simultaneously.
  5. Quick setup reference. Note that these do not replace the rules.
  6. Potential fan gains.
  7. Common base(s). Only shown on certain cards.

Home Town

While you're collaborating with other artists, you still want your art to be appreciated and noticed more than anyone else's.

Players: 2-6. …

Building houses and hotels

Building advances your ability to bankrupt your opponents. Many players build all they can afford. However, this strategy results in losses when houses must be torn down to pay rents or other penalties often.

You should build when you form the first complete color group.

You should build when you can do so and still be left with enough cash to pay a "high probability" expense - namely, rents on Railroads or Utilities, Luxury Tax, and the "nasty" unexposed Community Chest or Chance cards. $150 to $200 is all the cash you need to hold onto if there are no other complete color groups against you. $300 to $400 in cash is recommended if there are one or more complete color groups developed against you. …

  1. Cross off your cards correctly

    This seems obvious, but you would be surprised how many people realize after the game they didn't cross off a card.

  2. Eliminate one possibility every turn

    If you can eliminate all false possibilities first, then you have a huge advantage over the other players. …

Geistesblitz Junior is great for players from 4 years old, but can be made more challenging for more experienced players (6 and up).

Usually, Gary the Ghost lives in a castle, just as ghosts are supposed to. But when his cousin Scarecrow Steve wants to go on holiday, Gary agrees to fill in for him while he's away.

So now Gary haunts the countryside, scaring the field mice out of the haystacks and the crows out of the fields. And he's also made some new friends - Freddie the Frog, Charlie the Chicken and Peter the Piglet. …

Our candidate for the ideal opening is the sequence CF, which leaves the board configured as:

This opening has the following strengths:

  • It empties pit F early in the game, allowing Player1 to play a single stone from F into her mancala each time a single stone lands there.

  • It empties pit F at a time when at least two of the stones from F (those landing in J and I) will likely eventually come back around the board to Player1's side. Furthermore, if Player2 makes the defensive G play, all 5 of the stones from G are ultimately likely to wind back up on Player2's side. …