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	<updated>2026-10-09T07:37:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelptoybattle&amp;diff=24423</id>
		<title>Gamehelptoybattle</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelptoybattle&amp;diff=24423"/>
		<updated>2025-03-21T23:50:50Z</updated>

		<summary type="html">&lt;p&gt;Snoozefest: /* Either … */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of Game ==&lt;br /&gt;
&lt;br /&gt;
* Immediately win the game by either placing a troop on (one of) their HQ or capturing the required number of medals (number varies by chosen map).&lt;br /&gt;
* If the game ends (by a player being unable to draw or place a troop) without anyone immediately winning, whoever has more medals wins. If tied, the player who ended the game loses.&lt;br /&gt;
&lt;br /&gt;
== Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Either … ===&lt;br /&gt;
&#039;&#039;&#039;A. Draw 2 troops:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Max 8 troops on your rack.&lt;br /&gt;
* If you have 7 troops, you ARE allowed to draw just 1.&lt;br /&gt;
&lt;br /&gt;
=== OR ===&lt;br /&gt;
&#039;&#039;&#039;B. Play 1 troop:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* Place a troop from your rack onto the enemy HQ or a base that is either empty, controlled by any of your own troops, or controlled by a WEAKER enemy troop. Your troop must also have be connected to your HQ by a path of bases you control.&lt;br /&gt;
* After placement, trigger that troop’s effect (if any).&lt;br /&gt;
* Finally, trigger the base’s effect (if any).&lt;br /&gt;
* If you now control region(s) by occupying all the bases surrounding it, claim the medal(s) placed during setup.&lt;/div&gt;</summary>
		<author><name>Snoozefest</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelptoybattle&amp;diff=24422</id>
		<title>Gamehelptoybattle</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelptoybattle&amp;diff=24422"/>
		<updated>2025-03-21T23:48:33Z</updated>

		<summary type="html">&lt;p&gt;Snoozefest: /* Either … */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of Game ==&lt;br /&gt;
&lt;br /&gt;
* Immediately win the game by either placing a troop on (one of) their HQ or capturing the required number of medals (number varies by chosen map).&lt;br /&gt;
* If the game ends (by a player being unable to draw or place a troop) without anyone immediately winning, whoever has more medals wins. If tied, the player who ended the game loses.&lt;br /&gt;
&lt;br /&gt;
== Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Either … ===&lt;br /&gt;
Draw 2 troops: &lt;br /&gt;
- Max 8 troops on your rack.&lt;br /&gt;
- If you have 7 troops, you ARE allowed to draw just 1.&lt;br /&gt;
&lt;br /&gt;
=== or ===&lt;br /&gt;
B. Play 1 troop: &lt;br /&gt;
&lt;br /&gt;
# Place a troop from your rack onto the enemy HQ or a base that is either empty, controlled by any of your own troops, or controlled by a WEAKER enemy troop. This troop must also have be connected to your HQ by a path of bases you control.&lt;br /&gt;
# After placement, trigger that troop’s effect (if any).&lt;br /&gt;
# Finally, trigger the base’s effect (if any).&lt;br /&gt;
# If you now control region(s) by occupying all the bases surrounding it, claim the medal(s) placed during setup.&lt;/div&gt;</summary>
		<author><name>Snoozefest</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelptoybattle&amp;diff=24421</id>
		<title>Gamehelptoybattle</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelptoybattle&amp;diff=24421"/>
		<updated>2025-03-21T20:11:19Z</updated>

		<summary type="html">&lt;p&gt;Snoozefest: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal of Game ==&lt;br /&gt;
&lt;br /&gt;
* Immediately win the game by either placing a troop on (one of) their HQ or capturing the required number of medals (number varies by chosen map).&lt;br /&gt;
* If the game ends (by a player being unable to draw or place a troop) without anyone immediately winning, whoever has more medals wins. If tied, the player who ended the game loses.&lt;br /&gt;
&lt;br /&gt;
== Your Turn ==&lt;br /&gt;
&lt;br /&gt;
=== Either … ===&lt;br /&gt;
A. Draw 2 troops: max 8 troops on your rack. If you have 7 troops, you ARE allowed to draw just 1.&lt;br /&gt;
&lt;br /&gt;
=== or ===&lt;br /&gt;
B. Play 1 troop: &lt;br /&gt;
&lt;br /&gt;
# Place a troop from your rack onto the enemy HQ or a base that is either empty, controlled by any of your own troops, or controlled by a WEAKER enemy troop. This troop must also have be connected to your HQ by a path of bases you control.&lt;br /&gt;
# After placement, trigger that troop’s effect (if any).&lt;br /&gt;
# Finally, trigger the base’s effect (if any).&lt;br /&gt;
# If you now control region(s) by occupying all the bases surrounding it, claim the medal(s) placed during setup.&lt;/div&gt;</summary>
		<author><name>Snoozefest</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelptoybattle&amp;diff=24420</id>
		<title>Gamehelptoybattle</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelptoybattle&amp;diff=24420"/>
		<updated>2025-03-21T20:08:27Z</updated>

		<summary type="html">&lt;p&gt;Snoozefest: Simple rules summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Goal of Game&lt;br /&gt;
Immediately win the game by either placing a troop on (one of) their HQ or capturing the required number of medals (varies by chosen map).&lt;br /&gt;
If the game ends (by a player being unable to draw or place a troop) without anyone immediately winning, whoever has more medals wins. If tied, the player who ended the game loses.&lt;br /&gt;
&lt;br /&gt;
Your Turn&lt;br /&gt;
Either …&lt;br /&gt;
1. Draw 2 troops: max 8 troops on your rack. If you have 7 troops, you ARE allowed to draw just 1.&lt;br /&gt;
or&lt;br /&gt;
2. Play 1 troop: &lt;br /&gt;
A) place a troop from your rack onto the enemy HQ or a base that is either empty, controlled by any of your own troops, or controlled by a WEAKER enemy troop. This troop must also have be connected to your HQ by a path of bases you control.&lt;br /&gt;
B) After placement, trigger that troop’s effect (if any).&lt;br /&gt;
C) Finally, trigger the base’s effect (if any).&lt;br /&gt;
D) If you now control region(s) by occupying all the bases surrounding it, claim the medal(s) placed during setup.&lt;/div&gt;</summary>
		<author><name>Snoozefest</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpwizard&amp;diff=19526</id>
		<title>Gamehelpwizard</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpwizard&amp;diff=19526"/>
		<updated>2024-01-12T01:23:23Z</updated>

		<summary type="html">&lt;p&gt;Snoozefest: /* Gameplay */ added rule re: Wizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
==Objective==&lt;br /&gt;
The objective is to correctly predict the number of tricks you will take in each round in order to receive points. Highest score wins!&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Shuffle all 60 cards, include 13 dwarves, 13 elves, 13 giants, 13 humans, 4 wizards and 4 jesters.&lt;br /&gt;
* Deal a number of cards equal to the round number to each player. The next card turned up is trump.&lt;br /&gt;
* If the card is jester, there is no trump. If the card is wizard, the dealer chooses the trump. In the last round there is no trump.&lt;br /&gt;
* Each player, starting from the player to the left of the dealer, bids a number of tricks that they are going to take.&lt;br /&gt;
* The player to the left of the dealer starts the first trick and leads any card. If the card led is a wizard, it wins (the other players may be play any suit). If it is a jester, the next card played determines the lead suit. If only jesters are played, the first jester wins.&lt;br /&gt;
* Players must follow suit if possible. If a player cannot follow, they play any other suit, including the trump suit. Wizards and jesters can be played at any time.&lt;br /&gt;
* A trick is won by the first wizard played. If there are no wizards, it is won by the highest trump. Else, it is won by the highest card of the lead suit. The winner of a trick leads the next trick.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* If a player predicts correctly, they score 20 points, plus 10 points for each trick taken.&lt;br /&gt;
* If a player predicts wrongly, they lose 10 points for each over or under trick.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When all the cards are dealt out in a round, that round is the last.&lt;br /&gt;
* That means there are 20 rounds with three players, 15 rounds with four, 12 rounds with five and 10 rounds with 6.&lt;br /&gt;
* At the end of the game, the player with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Bidding===&lt;br /&gt;
* Hidden prediction: Predictions are revealed simultaneously before the round is played.&lt;br /&gt;
* Plus/minus 1: The total number of tricks predicted by the players may not equal the number of tricks available in any round.&lt;br /&gt;
* Secret prediction: Predictions are not revealed until the round ends.&lt;br /&gt;
&lt;br /&gt;
===Game Length===&lt;br /&gt;
* 5 rounds: Only 5 rounds are played.&lt;br /&gt;
* Amigo tournament rules: 10 rounds are played with modified number of cards. With 3 players, start with 2 and add 2 each round. With 4 players, start with 1, add 2 until the 6th round, then add 1 each round. With 5 players, start with 2, add 2 in 2nd round and 1 in other rounds.&lt;br /&gt;
&lt;br /&gt;
===Foresight===&lt;br /&gt;
In the first round, when each player only has one card, players do not look at their own cards. Each player holds their card up in front of their forehead so all other players can see the front of the card. After all players have seen the others’ cards, but not their own, predictions are made.&lt;/div&gt;</summary>
		<author><name>Snoozefest</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Tips_turingmachine&amp;diff=19507</id>
		<title>Tips turingmachine</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Tips_turingmachine&amp;diff=19507"/>
		<updated>2024-01-09T19:22:07Z</updated>

		<summary type="html">&lt;p&gt;Snoozefest: a bit more explanation, spelling fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Unicity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Verifiers are required to deduce the code, but you don&#039;t necessarily need to &#039;&#039;use&#039;&#039; them all! You can gain a lot of information simply from noting which ones are present. Let&#039;s take an example, the Verifiers are:&lt;br /&gt;
&lt;br /&gt;
A) blue is odd | blue is even&lt;br /&gt;
&lt;br /&gt;
B) blue &amp;gt;1 | blue = 1&lt;br /&gt;
&lt;br /&gt;
C) no 4 | one 4 | two 4 | three 4&lt;br /&gt;
&lt;br /&gt;
D) blue &amp;lt;4 | blue &amp;gt;3&lt;br /&gt;
&lt;br /&gt;
So firstly, if the answer is &#039;444&#039;, that would mean that the Verifiers A, B, and D would not be required since C alone could find the solution. That is not possible, so it&#039;s not 444.&lt;br /&gt;
&lt;br /&gt;
You can see that we have very little information about yellow and purple. No Verifiers give any information about yellow or purple to deduce their values amongst 1, 2, 3, or 5.&lt;br /&gt;
&lt;br /&gt;
The only information we could have for yellow and purple is regarding the number of 4 -- the total number of 4s (C). So we can deduce yellow and purple must be equal to 4.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if blue was equal to 1, then B&amp;amp;C would be enough (i.e., A and D would not be required -- impossible) to tell the combination is 144. So blue isn&#039;t equal to 1.&lt;br /&gt;
&lt;br /&gt;
If blue was 4 or 5, then B will be useless compared to D. Said differently, A&amp;amp;C&amp;amp;D are enough to tell if it&#039;s 444 or 544, and B would be useless, which isn&#039;t possible. So B isn&#039;t 4 or 5.&lt;br /&gt;
&lt;br /&gt;
So, the two remaining combinations possible are 244 and 344.&lt;br /&gt;
&lt;br /&gt;
But now, consider 244. Verifier C tells you there are 2 4s, D tells you blue is 1/2/3, A says it&#039;s the even one = 2 ... you didn&#039;t need to use B. But all Verifiers are required so blue cannot be 2, and it&#039;s not 244.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And so it&#039;s exactly 344 with 0 check.&lt;br /&gt;
&lt;br /&gt;
And we can verify it:&lt;br /&gt;
&lt;br /&gt;
- with those answers (blue odd, blue&amp;gt;1, two 4s, blue&amp;lt;4), there is only one possibility: blue is forced to be at 3, and so y &amp;amp; p are forced to be at 4&lt;br /&gt;
&lt;br /&gt;
- if you remove Verifier A, there is 2+ solutions: 244 &amp;amp; 344&lt;br /&gt;
&lt;br /&gt;
- if you remove Verifier B, there is 2+ solutions: 144 &amp;amp; 344&lt;br /&gt;
&lt;br /&gt;
- if you remove Verifier C, there is 2+ solutions (25): per example 325 &amp;amp; 314&lt;br /&gt;
&lt;br /&gt;
- if you remove Verifier D, there is 2+ solutions: 344 &amp;amp; 544&lt;br /&gt;
&lt;br /&gt;
So every Verifier is useful, and there is only one possibility at the end. Without the reasoning above, that just mean it&#039;s a valid solution, not that it&#039;s the only one.&lt;/div&gt;</summary>
		<author><name>Snoozefest</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpassyria&amp;diff=7382</id>
		<title>Gamehelpassyria</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpassyria&amp;diff=7382"/>
		<updated>2021-02-15T16:31:13Z</updated>

		<summary type="html">&lt;p&gt;Snoozefest: /* Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Summary of the game ==&lt;br /&gt;
&lt;br /&gt;
=== GAME TURN ===&lt;br /&gt;
==== Farming====&lt;br /&gt;
# Sowing: the first player draws 5 Food cards twice and places them in order&amp;lt;br&amp;gt;&lt;br /&gt;
# Harvest: in turn order, each player chooses one of the 2-card columns&amp;lt;br&amp;gt;&lt;br /&gt;
# New turn order: depending on the columns that are chosen, a new turn order arises&amp;lt;br&amp;gt;&lt;br /&gt;
==== Expansion==== &lt;br /&gt;
Each player, in turn order, performs all of the actions below.&amp;lt;br&amp;gt;&lt;br /&gt;
# New huts: the player places a number of huts corresponding to the value of the Expansion of the current turn&amp;lt;br&amp;gt;&lt;br /&gt;
# Resupplying: &lt;br /&gt;
## Using their cards, the player resupplies their huts&amp;lt;br&amp;gt;&lt;br /&gt;
## Famine: unsupplied huts are removed from the board&amp;lt;br&amp;gt;&lt;br /&gt;
# Wells: the player may place wells on the intersection of 3 hexagons on which they have huts. New wells earn 6/5/4 VP in 1st/2nd/3rd Reign.&lt;br /&gt;
## You can’t build a well next to a ziggurat.&lt;br /&gt;
## Wells can’t be placed between the two rivers.&lt;br /&gt;
## Wells can’t be placed on top of other wells.&lt;br /&gt;
## Building a well is not mandatory.&lt;br /&gt;
## A player may build several wells in the same turn.&lt;br /&gt;
## Once a well is built, it remains in place until the end of the game.&lt;br /&gt;
## The stock of wells is limited, so you cannot build more wells than what the stock contains. &lt;br /&gt;
# Earn Victory Points for villages and for constructed ziggurat levels:&lt;br /&gt;
## 1 VP if Above/Below River Hex&lt;br /&gt;
## 2 VP if Between River Hex&lt;br /&gt;
## 1 VP/Constructed Ziggurat Level&lt;br /&gt;
# Collect Camels (max 10 total):&lt;br /&gt;
## 3 for 1st hut on each river&lt;br /&gt;
## 2 per each additional river hut&lt;br /&gt;
&lt;br /&gt;
==== Actions==== &lt;br /&gt;
Each player, in turn order, spends their camels (totally or in part)&amp;lt;br&amp;gt;&lt;br /&gt;
# Build / extend a ziggurat &#039;&#039;(Cannot build on rivers or next to wells)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Create intrigue in Assur&amp;lt;br&amp;gt;&lt;br /&gt;
# Make an offering to the gods &#039;&#039;(Up to 3 camels)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Buy a Plow or Food card &#039;&#039;(You may never hold more than 1 Plow card. Only 1 Food card may be bought each turn)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
==== End of turn ==== &lt;br /&gt;
If this is not the end of a Reign, place a new Expansion card. Otherwise, a Flood takes place.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== FLOOD ===&lt;br /&gt;
Floods mark the end of a Reign. The first Reign ends after 2 game turns. The second and third Reigns end after 3 turns.&lt;br /&gt;
# Flooding: each hut located on the river is removed&amp;lt;br&amp;gt;&lt;br /&gt;
# Assur: the players count their influence and score points depending on the Expansion cards of the current Reign &#039;&#039;(If tied, most huts wins. If still tied, higher hut wins)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Dignitaries: the players score bonuses depending on the dignitaries on whose spaces they are placed &#039;&#039;(Higher: 1 to 8 points / Middle: a plow card / Lower: 1 camel per hut)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
# Offerings: the players multiply their position on the offerings tracks with the number of ziggurats they own on the board&amp;lt;br&amp;gt;&lt;br /&gt;
# Next reign : place the Bonus card (4-players); place a new Expansion card.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== END OF GAME ===&lt;br /&gt;
At the end of the 3rd Reign, players score 1 point per ziggurat tile, 1 point per Plow card and 1 point for each group of 2&lt;br /&gt;
remaining camels. &#039;&#039;(In case of a tie for first place, all tied players share victory)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== WITH 2 PLAYERS ===&lt;br /&gt;
Influence in Assur: the player with the most influence wins all points from Expansion cards. The second player wins nothing in the 1st Reign, and the value of the lowest card in the other 2 Reigns.&lt;/div&gt;</summary>
		<author><name>Snoozefest</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpninetynine&amp;diff=7142</id>
		<title>Gamehelpninetynine</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpninetynine&amp;diff=7142"/>
		<updated>2021-02-01T14:04:05Z</updated>

		<summary type="html">&lt;p&gt;Snoozefest: some basic strategy tips taken from the designer&amp;#039;s page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ninety-Nine is a 3 player trick taking game. Players bid at the beginning of each hand and are awarded points for each trick they take, plus a bonus for making their bid exactly. The game is named after the maximum number of points which can be earned in one hand.&lt;br /&gt;
&lt;br /&gt;
Bidding in Ninety-Nine is different from other trick taking games. Players bid on how many tricks they think they will win by privately setting aside 3 cards from their initial hand; the bid is based on the suit of those cards. Diamonds are 0, Spades are 1, Hearts are 2, and Clubs are 3. At the end of the hand, each player gets 1 point for each trick they took. If any player takes exactly the number of tricks that they bid, they have made their bid. Bonus points are awarded based on how many players make their bid: 30 points for one player, 20 points for two players, 10 points for 3 players.&lt;br /&gt;
&lt;br /&gt;
Players also have the opportunity at the beginning of each hand to gain bonuses by either declaring their bid publicly (30 points), or revealing their entire hand and bid (60 points). Only one bonus can be taken per hand, and the bonus is only granted if that player makes their bid. If the player misses their bid, the other two players get the bonus instead.&lt;br /&gt;
&lt;br /&gt;
The highest score that can be made in one deal is 99. This occurs when one player wins 9 tricks (9 points), is the only player to succeed (add 30), and played with their cards revealed (add 60).&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
* If in doubt, bid 3 (the average number of tricks taken in a 3-player game)&lt;br /&gt;
* Diamonds and spades (vs. hearts and clubs) are more likely to be used for bidding. Therefore, hearts and clubs are more likely in play, and their Aces and Kings (especially in clubs) more likely to win tricks. Diamonds are especially unreliable trick winners.&lt;br /&gt;
* High cards and low cards are more valuable (as trick winners and losers, respectively) than mid-range cards; 9s, 10s, and Jacks tend to make better bid cards.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
&lt;br /&gt;
By default, the trump suit is determined by a random card draw. If the card is a nine or joker, the round has no trump. In the &amp;quot;Junk the Joker&amp;quot; variant, the first deal in every round has diamonds as trump (or optionally no trump), and subsequent trump suits are determined by the number of players who correctly bid the last trick.&lt;br /&gt;
&lt;br /&gt;
BGA offers four scoring systems:&lt;br /&gt;
&lt;br /&gt;
* A game consists of 3 rounds. Rounds end when at least one player reaches 100 points. Bonus points are awarded to the player(s) that reach or pass 100 (30, 20, or 10 points depending on number of players).&lt;br /&gt;
* A game consists of 3 rounds. Rounds end when at least one player reaches 100 points. No bonus points are awarded at end of round.&lt;br /&gt;
* Rounds end when at least one player reaches 100 points. The first player to win 3 rounds wins.&lt;br /&gt;
* A game consists of 9 hands. Highest score at the end wins&lt;/div&gt;</summary>
		<author><name>Snoozefest</name></author>
	</entry>
</feed>