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	<updated>2026-09-15T23:51:20Z</updated>
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		<id>https://zh.doc.boardgamearena.com/index.php?title=Gamehelpisleofbears&amp;diff=2493</id>
		<title>Gamehelpisleofbears</title>
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		<updated>2026-09-08T09:21:54Z</updated>

		<summary type="html">&lt;p&gt;Sevenlegs：​创建页面，内容为“Full rules and an animated card guide: [https://isle-of-bears.heybyedesign.com/rules isle-of-bears.heybyedesign.com/rules]  Isle of Bears is a two-player abstract. Summer, 2050 — the Arctic is nearly ice-free, and homeless white bears have climbed aboard the black bears&amp;#039; isle. One isle cannot hold two kinds of bear.  == Objective ==  Win the moment &amp;#039;&amp;#039;&amp;#039;every occupied space is topped by bears of your colour&amp;#039;&amp;#039;&amp;#039;. The bear on top of a stack controls that space, an…”&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Full rules and an animated card guide: [https://isle-of-bears.heybyedesign.com/rules isle-of-bears.heybyedesign.com/rules]&lt;br /&gt;
&lt;br /&gt;
Isle of Bears is a two-player abstract. Summer, 2050 — the Arctic is nearly ice-free, and homeless white bears have climbed aboard the black bears&#039; isle. One isle cannot hold two kinds of bear.&lt;br /&gt;
&lt;br /&gt;
== Objective ==&lt;br /&gt;
&lt;br /&gt;
Win the moment &#039;&#039;&#039;every occupied space is topped by bears of your colour&#039;&#039;&#039;. The bear on top of a stack controls that space, and every bear beneath it.&lt;br /&gt;
&lt;br /&gt;
== Board ==&lt;br /&gt;
&lt;br /&gt;
* 4 isles, each 2×2, making a 4×4 grid of 16 spaces.&lt;br /&gt;
* 16 bears start on the board, one per space — 8 white, 8 black.&lt;br /&gt;
* Each player has a deck of 13 action cards and a hand of &#039;&#039;&#039;3, face up&#039;&#039;&#039;. Both hands are public information; only the deck order is hidden.&lt;br /&gt;
&lt;br /&gt;
== Turn sequence ==&lt;br /&gt;
&lt;br /&gt;
Play one card, then resolve these steps in order:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Play a card&#039;&#039;&#039; — choose one of your three face-up cards and resolve its effect. A card affects &#039;&#039;&#039;all&#039;&#039;&#039; bears on a space; a stack always moves together.&lt;br /&gt;
# &#039;&#039;&#039;Overcrowding&#039;&#039;&#039; — a space safely holds 5 bears. If any space holds 6 or more after the effect resolves, all of the &#039;&#039;&#039;opponent&#039;s&#039;&#039;&#039; bears on that space are removed from the game (they fall into the sea). Only the active player&#039;s bears stay.&lt;br /&gt;
# &#039;&#039;&#039;Sinking isles&#039;&#039;&#039; — any isle with no bears left on it sinks and is removed from play. Its spaces no longer exist.&lt;br /&gt;
# &#039;&#039;&#039;Discard &amp;amp; draw&#039;&#039;&#039; — the cards used this turn go to their &#039;&#039;&#039;owner&#039;s&#039;&#039;&#039; discard pile, then you draw back up to 3. If your deck runs out, reshuffle your discard pile into a new deck.&lt;br /&gt;
&lt;br /&gt;
Play then passes to your opponent.&lt;br /&gt;
&lt;br /&gt;
== Card effects ==&lt;br /&gt;
&lt;br /&gt;
Each player has the same 13 cards. See the [https://isle-of-bears.heybyedesign.com/rules#guideSheet animated card guide] for a before → after board for every card.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Straight&#039;&#039;&#039; — Move the whole stack any distance up, down, left or right — landing on other stacks on top.&lt;br /&gt;
* &#039;&#039;&#039;Diagonal&#039;&#039;&#039; — Same idea, but along the four diagonals.&lt;br /&gt;
* &#039;&#039;&#039;Leap&#039;&#039;&#039; — Any direction, any distance — move the stack to any space on the board.&lt;br /&gt;
* &#039;&#039;&#039;Swap&#039;&#039;&#039; — Two spaces trade their entire stacks.&lt;br /&gt;
* &#039;&#039;&#039;Party&#039;&#039;&#039; — The four orthogonal neighbours all pile onto the centre; you choose the stacking order.&lt;br /&gt;
* &#039;&#039;&#039;Push&#039;&#039;&#039; — Your own bear is the pusher and moves along; all eight directions work (an empty direction is a plain one-step move), and a bear pushed off the isle falls into the sea.&lt;br /&gt;
* &#039;&#039;&#039;Dismiss&#039;&#039;&#039; — Released one at a time from the bottom up — each bear goes next to the previous one (restacking allowed), spreading out like a path.&lt;br /&gt;
* &#039;&#039;&#039;Banish&#039;&#039;&#039; — Pick a space: every bear there, including your own, goes into the sea.&lt;br /&gt;
* &#039;&#039;&#039;Play Twice&#039;&#039;&#039; — Activate other cards in front of you, two activations in total — two different cards, or the same one twice.&lt;br /&gt;
* &#039;&#039;&#039;Discard a Card&#039;&#039;&#039; — Send one of your opponent&#039;s face-up cards to their discard pile; they draw only at the end of their turn.&lt;br /&gt;
* &#039;&#039;&#039;Wild Card&#039;&#039;&#039; — Activate any face-up card from either player — Play Twice included. On an opponent&#039;s card, black and white swap. Everything used is discarded together.&lt;br /&gt;
&lt;br /&gt;
== Rulings worth knowing ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Your bears&amp;quot;&#039;&#039;&#039; is decided by the colour on &#039;&#039;&#039;top&#039;&#039;&#039; of a stack. When Wild Card activates an opponent&#039;s card, &amp;quot;your&amp;quot; always means the player who played the Wild Card.&lt;br /&gt;
* &#039;&#039;&#039;Straight and Diagonal may pass over sunken gaps&#039;&#039;&#039;, but must land on a space that still exists.&lt;br /&gt;
* &#039;&#039;&#039;Push&#039;&#039;&#039;: the pushed line stops at the first empty space (bears beyond it are unaffected). The pusher&#039;s destination must exist, so directions that would push it off the board are not offered.&lt;br /&gt;
* &#039;&#039;&#039;Dismiss&#039;&#039;&#039;: a bear may be placed back onto a space you already used, and stacks may re-form as you go.&lt;br /&gt;
* &#039;&#039;&#039;Swap&#039;&#039;&#039; needs bears on both spaces.&lt;br /&gt;
* &#039;&#039;&#039;Wild Card may activate Play Twice&#039;&#039;&#039;, but Wild cannot activate another Wild, and Play Twice cannot activate Play Twice or Wild — that would allow infinite chains.&lt;br /&gt;
* A card with &#039;&#039;&#039;no legal target may still be played&#039;&#039;&#039; — the effect fizzles, and the card is discarded as usual.&lt;br /&gt;
* &#039;&#039;&#039;If a player would start their turn with no cards&#039;&#039;&#039; (possible via Wild → opponent&#039;s Play Twice → your Discard a Card twice), that turn is &#039;&#039;&#039;skipped&#039;&#039;&#039; and their hand is refilled to 3.&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
&lt;br /&gt;
The moment every occupied space is topped by the same colour, that player wins immediately. If no bears are left at sea level at all, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tie-breaker&#039;&#039;&#039; — the number of spaces you control at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== On BGA ==&lt;br /&gt;
&lt;br /&gt;
* Both hands are face up by design — this is not a hidden-information game.&lt;br /&gt;
* If a player quits, a zombie takes over so the table can finish. It plays a random legal move; it is not an AI opponent.&lt;/div&gt;</summary>
		<author><name>Sevenlegs</name></author>
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