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	<updated>2026-10-20T04:14:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeontwister&amp;diff=3878</id>
		<title>Gamehelpdungeontwister</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeontwister&amp;diff=3878"/>
		<updated>2020-03-12T13:19:55Z</updated>

		<summary type="html">&lt;p&gt;Vrmlghost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Actions ==&lt;br /&gt;
=== Reveal a Room ===&lt;br /&gt;
A room can only be revealed (turned face-up) if one of&lt;br /&gt;
your characters has direct access to it before it is&lt;br /&gt;
revealed (figure 2). All characters on your starting line&lt;br /&gt;
have direct access to the first two rooms adjacent to the&lt;br /&gt;
starting line. So, both these rooms can be revealed for 1&lt;br /&gt;
AP each.&lt;br /&gt;
Remove all the tokens on the room to be revealed. Slide&lt;br /&gt;
the room to the side from the board’s structure, flip the&lt;br /&gt;
room and replace it in the structure face up as indicated in&lt;br /&gt;
figure 3. The player revealing the room first places all the&lt;br /&gt;
tokens that were on this room except the objects matching&lt;br /&gt;
his own color. These objects are placed by his opponent&lt;br /&gt;
after the revealing player has placed all the other tokens.&lt;br /&gt;
All tokens are placed face-up, no more than one per&lt;br /&gt;
square. Each token must be placed on an empty floor&lt;br /&gt;
square or on a Rotation Gear&lt;br /&gt;
&lt;br /&gt;
=== Rotate a Room ===&lt;br /&gt;
Each room in the labyrinth is equipped with a complex&lt;br /&gt;
wheels and gears mechanism allowing it to rotate. The&lt;br /&gt;
Rotation Gear which triggers this movement is represented&lt;br /&gt;
by a colored spinning arrow and a number within a square of&lt;br /&gt;
each room. Such squares are called Rotation Gear.&lt;br /&gt;
For 1 AP, a character standing on a Rotation Gear can&lt;br /&gt;
rotate the room 1/4 of a turn in the arrow’s direction. He&lt;br /&gt;
can spend 2 AP to rotate 1/2 of a turn, or 3 AP to rotate&lt;br /&gt;
3/4 of a turn, etc.&lt;br /&gt;
All rooms are matched as colored pairs (they are also&lt;br /&gt;
numbered for easier identification), rotating in opposite&lt;br /&gt;
direction from each other. A character standing on the&lt;br /&gt;
Rotation Gear #1 can also choose to remotely rotate the&lt;br /&gt;
other room bearing the same number for 1 AP for each&lt;br /&gt;
1/4 of a turn. The targeted room will rotate in the direction&lt;br /&gt;
of the arrows printed on its own board. In short, to know&lt;br /&gt;
which way the room rotates, look at the arrow printed on&lt;br /&gt;
the rotating room. 1 AP only allows you to rotate one&lt;br /&gt;
room at a time! You can never rotate two rooms at the&lt;br /&gt;
same time.&lt;br /&gt;
To rotate a room, slide the room out of the board’s structure.&lt;br /&gt;
Rotate the room and put it back into the structure.&lt;br /&gt;
When a player rotates a room, he is not allowed to change&lt;br /&gt;
his mind if the new game situation isn’t to his liking. None of&lt;br /&gt;
the tokens in the room change place during a rotation.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
You can use 1 AP to move one of your own characters. The&lt;br /&gt;
white number on the left on each character token (Speed)&lt;br /&gt;
shows how many squares a character can move for 1 AP (for&lt;br /&gt;
example, the Thief can move 5 squares with 1 AP).&lt;br /&gt;
You are never forced to use all of your movement points.&lt;br /&gt;
You can also give more than one AP to the same character&lt;br /&gt;
in order to have it move several times, although one movement&lt;br /&gt;
must be fully completed before another can start&lt;br /&gt;
(first Golden Rule).&lt;br /&gt;
&lt;br /&gt;
===Initiate Combat ===&lt;br /&gt;
You need to spend 1 AP to initiate Combat. A character can&lt;br /&gt;
attack any adjacent enemy character. You cannot initiate a&lt;br /&gt;
Combat through a closed Portcullis or a wall.&lt;br /&gt;
Each player selects a Combat card from his hand and&lt;br /&gt;
places it face-down in front of him. Both cards are then&lt;br /&gt;
revealed simultaneously. Each player adds the card’s value to&lt;br /&gt;
his character’s Combat value (black number on the right on&lt;br /&gt;
his character token).&lt;br /&gt;
The player with the highest total wins the Combat and the&lt;br /&gt;
opponent’s character is wounded. Wounded characters are&lt;br /&gt;
placed face-down.&lt;br /&gt;
In the case of a tie, nothing happens and the player&lt;br /&gt;
whose turn it is can decide to spend 1 new AP to initiate a&lt;br /&gt;
new Combat.&lt;br /&gt;
All used Combat cards are removed from the game. Gather&lt;br /&gt;
them in a single face-down pile. Players are not allowed to look&lt;br /&gt;
at these cards. The “Combat +0” card is the only card that the&lt;br /&gt;
owner always gets back.&lt;br /&gt;
The Active Player cannot attack again a character that has&lt;br /&gt;
been wounded during this turn, even if another character did&lt;br /&gt;
the wounding.&lt;br /&gt;
&lt;br /&gt;
====Group Combat====&lt;br /&gt;
If more than 1 character is adjacent to one or more of his&lt;br /&gt;
opponent’s characters, all living (unwounded) characters&lt;br /&gt;
must participate in the Combat (see figure 4). The attacking&lt;br /&gt;
player adds the Combat value of all his adjacent characters&lt;br /&gt;
and the defending player does the same. Although more&lt;br /&gt;
than one character is attacking or defending, each player&lt;br /&gt;
only plays one Combat card for his team. When the Combat&lt;br /&gt;
is over, all the loser’s characters involved in the combat are&lt;br /&gt;
wounded and placed face-down. &lt;br /&gt;
&lt;br /&gt;
==== Wounded characters====&lt;br /&gt;
When a character is wounded, the object he was carrying is&lt;br /&gt;
left in the square with him. A wounded character cannot carry&lt;br /&gt;
out any Actions. His Combat value is 0 but he is still permitted&lt;br /&gt;
to play a Combat card if he is attacked during following turns. If&lt;br /&gt;
a wounded character loses a Combat, he is removed from the&lt;br /&gt;
game. The player who killed him removes the character token&lt;br /&gt;
from the board and places it in front of him as proof of having&lt;br /&gt;
earned 1 VP. A wounded character cannot attack or participate&lt;br /&gt;
in group Combat. He can only defend himself if he is directly&lt;br /&gt;
attacked (you can only attack one wounded character at the&lt;br /&gt;
same time). If a wounded character wins a Combat, the attacking&lt;br /&gt;
character or characters are wounded.&lt;br /&gt;
&lt;br /&gt;
=== Use a Character’s Special Ability===&lt;br /&gt;
Most characters have one or more Special Abilities. Some of&lt;br /&gt;
them are permanent and do not require the player to spend&lt;br /&gt;
AP to use them; others require 1 AP to be activated. Refer to&lt;br /&gt;
the character description to learn about each character&#039;s&lt;br /&gt;
Special Abilities. Unless otherwise specified, a wounded&lt;br /&gt;
character cannot use his Special Abilities, even if they are&lt;br /&gt;
permanent Abilities.&lt;br /&gt;
&lt;br /&gt;
=== Use an Object ===&lt;br /&gt;
Some objects also have permanent Special Effects that do&lt;br /&gt;
not require the player to spend AP to use them; others&lt;br /&gt;
require 1 AP to be activated. Objects with permanent&lt;br /&gt;
Effects always stay on the board. Objects that require AP to&lt;br /&gt;
have their Effect activated are removed from the board&lt;br /&gt;
once they are used. A wounded character cannot use an&lt;br /&gt;
object requiring AP activation since he is not permitted to&lt;br /&gt;
carry out an Action.&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
Each character can only carry one&lt;br /&gt;
object or one wounded character&lt;br /&gt;
of his own color. To pick&lt;br /&gt;
up an object or a wounded&lt;br /&gt;
character, simply pass&lt;br /&gt;
through or stop on the&lt;br /&gt;
square containing it. This&lt;br /&gt;
doesn’t require the player&lt;br /&gt;
to spend any AP as it is&lt;br /&gt;
part of the character’s movement. A character can also&lt;br /&gt;
drop an object or wounded character in a square while&lt;br /&gt;
carrying out a movement. This also does not require the&lt;br /&gt;
player to spend any AP. But, the second Golden Rule must&lt;br /&gt;
still be followed and no object or wounded character may&lt;br /&gt;
be left on a Pit Trap (unless it is a Rope) or on any other&lt;br /&gt;
forbidden square. There can never be two objects on the&lt;br /&gt;
same square.&lt;br /&gt;
A character moving through a square occupied by a&lt;br /&gt;
wounded character (friendly or enemy) and an object can&lt;br /&gt;
pick up the object for no AP. If one of your characters&lt;br /&gt;
moves through another character of the same color, you&lt;br /&gt;
can take, give or trade objects and/or wounded characters&lt;br /&gt;
as you wish between the two characters. This does&lt;br /&gt;
not cost any AP. However, at the end of any Action, the&lt;br /&gt;
second Golden Rule must always be followed (1 character&lt;br /&gt;
+ 1 object or 1 character + 1 wounded character&lt;br /&gt;
maximum per square).&lt;br /&gt;
Blue characters can use and carry Yellow objects and&lt;br /&gt;
vice versa.&lt;br /&gt;
Objects or wounded characters are always placed underneath&lt;br /&gt;
the token of the character carrying it. At any time,&lt;br /&gt;
any player can look at a token underneath a character,&lt;br /&gt;
friendly or enemy&lt;br /&gt;
&lt;br /&gt;
=== Carrying wounded characters ===&lt;br /&gt;
Wounded characters can be carried like objects by characters&lt;br /&gt;
of the same color. All rules applicable to objects are&lt;br /&gt;
applicable to wounded characters. If a character carrying a&lt;br /&gt;
wounded one loses a Combat, the wounded one is removed&lt;br /&gt;
from the game (+1 VP for the winner) and the carrier&lt;br /&gt;
becomes wounded himself&lt;br /&gt;
&lt;br /&gt;
===Moving a Character out of the Labyrinth===&lt;br /&gt;
As soon as one of your characters moves into any of the&lt;br /&gt;
10 squares on your opponent’s starting line, he exits the&lt;br /&gt;
labyrinth. Remove it from the game and place it in front of&lt;br /&gt;
you to symbolize 1 VP. It is not possible to stay on your&lt;br /&gt;
opponent’s starting line or to move once on it. On the other&lt;br /&gt;
hand, your characters can move, rest or initiate Combat on&lt;br /&gt;
your own starting line.&lt;br /&gt;
You can exit the labyrinth by moving through an opponent’s&lt;br /&gt;
wounded character standing on his starting line. You can also&lt;br /&gt;
initiate Combat against an opponent’s character standing on&lt;br /&gt;
his starting line, as long as your attacking character is still in&lt;br /&gt;
a room and still in the labyrinth.&lt;br /&gt;
If a character leaves the labyrinth while transporting a&lt;br /&gt;
wounded character, the wounded character is safe (remove&lt;br /&gt;
from the game) but is not worth any VP.&lt;br /&gt;
If a character leaves the labyrinth while transporting an&lt;br /&gt;
object, this object is removed from the game&lt;br /&gt;
unless it is the Treasure which is worth 1&lt;br /&gt;
VP (place the Treasure in front of you to&lt;br /&gt;
keep track of your extra VP.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
=== Action Cards ===&lt;br /&gt;
The Active Player chooses an Action card from his deck&lt;br /&gt;
and places it face-up in front of him. All of a player’s Action&lt;br /&gt;
cards must be stacked together face-up, so that only the&lt;br /&gt;
last card played is visible. At the end of a turn, if a player&lt;br /&gt;
has no more Action cards, he gets his 4 Action cards back&lt;br /&gt;
(see phase 3). This is called a completed Action Card Cycle.&lt;br /&gt;
During the first turn, the first player can only play a “2&lt;br /&gt;
Actions” card. Then, during the entire duration of the first&lt;br /&gt;
Action Cards Cycle, a player can only play a card whose&lt;br /&gt;
Actions number is inferior, equal or superior by 1 to the&lt;br /&gt;
highest Action card played since the beginning of the game.&lt;br /&gt;
This rule only applies to the first Action Card Cycle.&lt;br /&gt;
&lt;br /&gt;
As soon as a “4 Actions” card has been played, any player&lt;br /&gt;
can play any Action card for the rest of the game. &lt;br /&gt;
&lt;br /&gt;
=== Combat Cards ===&lt;br /&gt;
You need to spend 1 AP to initiate Combat. A character can&lt;br /&gt;
attack any adjacent enemy character. You cannot initiate a&lt;br /&gt;
Combat through a closed Portcullis or a wall.&lt;br /&gt;
Each player selects a Combat card from his hand and&lt;br /&gt;
places it face-down in front of him. Both cards are then&lt;br /&gt;
revealed simultaneously. Each player adds the card’s value to&lt;br /&gt;
his character’s Combat value (black number on the right on&lt;br /&gt;
his character token).&lt;br /&gt;
The player with the highest total wins the Combat and the&lt;br /&gt;
opponent’s character is wounded. Wounded characters are&lt;br /&gt;
placed face-down.&lt;br /&gt;
In the case of a tie, nothing happens and the player&lt;br /&gt;
whose turn it is can decide to spend 1 new AP to initiate a&lt;br /&gt;
new Combat.&lt;br /&gt;
All used Combat cards are removed from the game. Gather&lt;br /&gt;
them in a single face-down pile. Players are not allowed to look&lt;br /&gt;
at these cards. The “Combat +0” card is the only card that the&lt;br /&gt;
owner always gets back.&lt;br /&gt;
The Active Player cannot attack again a character that has&lt;br /&gt;
been wounded during this turn, even if another character did&lt;br /&gt;
the wounding.&lt;br /&gt;
&lt;br /&gt;
=== Jump Cards ===&lt;br /&gt;
Each player starts the game with 3 “Jump” cards. You can&lt;br /&gt;
use a Jump card to allow any of your characters to jump over&lt;br /&gt;
a Pit Trap. Your character can jump over the Pit Trap and&lt;br /&gt;
land on a square directly behind it (figure 6). A Jump card&lt;br /&gt;
allows you to move two squares: the first square crossed&lt;br /&gt;
must be the Pit Trap and the character must then land on a&lt;br /&gt;
valid square adjacent to the Pit Trap. A valid square is any&lt;br /&gt;
square where the character can complete his movement&lt;br /&gt;
while obeying the second Golden Rule.&lt;br /&gt;
Playing a Jump card costs 1 AP. The used Jump cards are&lt;br /&gt;
removed from the game after use and placed face-down&lt;br /&gt;
with the used Combat cards.&lt;br /&gt;
It is not permitted to jump over a Pit Trap that is occupied&lt;br /&gt;
by a living or wounded character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
You win the game by scoring 5 VP.&lt;br /&gt;
Eliminating an enemy scores 1 VP.&lt;br /&gt;
Getting one of your characters to your enemies starting line earns 1VP (+1VP for goblin, +1VP if carrying treasure)&lt;/div&gt;</summary>
		<author><name>Vrmlghost</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=1777</id>
		<title>Gamehelphive</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelphive&amp;diff=1777"/>
		<updated>2016-03-01T00:23:12Z</updated>

		<summary type="html">&lt;p&gt;Vrmlghost: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each turn, you may either place an insect or move an insect. All insects in play must be contiguous at all times.&lt;br /&gt;
&lt;br /&gt;
The first player&#039;s Queen Bee to be surrounded on all sides loses. You must place your Queen Bee by your fourth turn.&lt;br /&gt;
&lt;br /&gt;
Tournament opening rule: You cannot place your queen as your first move.&lt;br /&gt;
&lt;br /&gt;
Movement rules:&lt;br /&gt;
* Queen Bee: Can only move one space&lt;br /&gt;
* Beetle: Only one space, but it can move on top of another insect&lt;br /&gt;
* Spider: 3 spaces in one direction&lt;br /&gt;
* Grasshopper: Moves to the next open space in a straight line&lt;br /&gt;
* Soldier Ant: It can move an unlimited amount along outside borders&lt;br /&gt;
&lt;br /&gt;
Expansion Pieces:&lt;br /&gt;
* Mosquito: Uses the movement ability of any piece it is touching&lt;br /&gt;
* Ladybug: Travels two spaces on top of other pieces and one space back down&lt;br /&gt;
* Pill bug: Can move a single space, or move a piece* currently adjacent to it to another adjacent location&lt;br /&gt;
&lt;br /&gt;
 * The pill bug isn&#039;t allowed to move the piece that just moved. Also, the piece that the pill bug moves isn&#039;t allowed to move on the very next turn&lt;br /&gt;
&lt;br /&gt;
This is just a brief summary of movement rules. This has a comprehensive overview of movement rules: http://boardgamegeek.com/thread/371756/hive-detailed-review&lt;/div&gt;</summary>
		<author><name>Vrmlghost</name></author>
	</entry>
	<entry>
		<id>http://en.doc.boardgamearena.com/index.php?title=Gamehelpeightmastersrevenge&amp;diff=1671</id>
		<title>Gamehelpeightmastersrevenge</title>
		<link rel="alternate" type="text/html" href="http://en.doc.boardgamearena.com/index.php?title=Gamehelpeightmastersrevenge&amp;diff=1671"/>
		<updated>2015-11-16T21:50:02Z</updated>

		<summary type="html">&lt;p&gt;Vrmlghost: /* Passive player (defender) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview and aim of the game===&lt;br /&gt;
&lt;br /&gt;
8 Masters’ Revenge is a fighting game for 1 to 4 players (only available for 2 players on BGA).&lt;br /&gt;
&lt;br /&gt;
You are a martial arts master and you want to beat your opponents, strike after strike. Your only weapons&lt;br /&gt;
are your 2 hands, represented by the 2 cards you have in play. Find the weak point in your opponent’s guard&lt;br /&gt;
to deal damage to him.&lt;br /&gt;
&lt;br /&gt;
As soon as his &amp;quot;health&amp;quot; marker reaches the last space of his life track (whose length depends of the number&lt;br /&gt;
of players), he is out of the game.&lt;br /&gt;
&lt;br /&gt;
The last surviving player wins the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Turn break down====&lt;br /&gt;
&lt;br /&gt;
=====Active player (attacker)=====&lt;br /&gt;
&lt;br /&gt;
The active player can choose to perform one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Draw 2 cards (or 1 card if he or she already has 3 cards in hand due to having a handsize limit of 4 cards).&lt;br /&gt;
After drawing cards the active player may move one token, in his or her area, to an adjacent field. &#039;&#039;&#039;Important: A damange token that lies on a emtpy field can only be placed on an adjacent empty field, and a damage token that lies on a card can only be placed on an adjacent card!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Or&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Perform an attack! In order to do so the active player has to place a card from his/her hand in play. This card has to be put adjacent to the two cards already in play. The card that is not adjacent to the new card will be discarded and is the card that performs the attack.&lt;br /&gt;
Now 5 steps take place:&lt;br /&gt;
# Apply token effect (if any).&lt;br /&gt;
# Check if the attack hits! An attack hits if the &#039;&#039;attacker’s attack value&#039;&#039; is &#039;&#039;&#039;exactly equal&#039;&#039;&#039; to the &#039;&#039;defender’s defense value&#039;&#039;. (the attack value is the value created with the new card put in play; more below).&lt;br /&gt;
# Deal damage if the attack hits.&lt;br /&gt;
# Apply the effect of the discarded card.&lt;br /&gt;
# Play an extra turn if a pair was formed with the new card (meaning that the center numbers are equal -&amp;gt; 1/1 2/2 3/3 4/4 5/5).&lt;br /&gt;
&lt;br /&gt;
During the extra turn a new attack can be launched or &#039;&#039;&#039;1&#039;&#039;&#039; card can be drawn. When no new pair is formed or when a card is drawn the turn is passed on the the second player.&lt;br /&gt;
&lt;br /&gt;
=====Passive player (defender)=====&lt;br /&gt;
When the active player launches an attack, the passive player has 3 options if certain conditions are met.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Do nothing and take the blow (shouting: &amp;quot;&#039;&#039;that doesn&#039;t hurt me!&#039;&#039;&amp;quot;)&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Block the attack.&amp;lt;/b&amp;gt; You can block an attack if you meet the following condition.&lt;br /&gt;
    &amp;lt;ol&amp;gt;&amp;lt;li&amp;gt;If you have a card in play that has the same color as the card with which is attacked. (so you can block a yellow card with a    &lt;br /&gt;
            yellow card).&lt;br /&gt;
    &amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
      Blocking will reduce incoming dmg with 1. However, a card used for blocking stays in its blocking state, until it is discarded (used to attack), meaning you cannot use it a second time for blocking and you cannot form a pair with it. Most important if you&#039;re attacked a second time with a card of the same color and you still have the card in the blocking area &#039;&#039;&#039;you will suffer 2 additional damage&#039;&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Counter the attack&amp;lt;/b&amp;gt;. You can launch a counter attack on your opponents attack when you meet 2 conditions. &lt;br /&gt;
   &amp;lt;ol&amp;gt;&amp;lt;li&amp;gt; you have in play a card with a dragon symbol&amp;lt;/li&amp;gt;&lt;br /&gt;
       &amp;lt;li&amp;gt;you have a card in your hand with a dragon symbol&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
If both conditions are met, you can form a dragon pair by playing the dragon card from your hand next to the dragon card you have in play. Be careful, as your opponent may perform a counter attack on your counter attack, if your opponent matches both conditions as well. When the attacker is not able to counter the counter attack his/her turn ends immediately and as such the effects from the card with which was attacked are not applied. (You can continue countering each other until one of you no longer has a card with a dragon symbol, to put in play).&lt;br /&gt;
 &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Computation of defense and attack values=====&lt;br /&gt;
&lt;br /&gt;
The Attack value is equal to the sum of the numbers in the center of the couple of cards you have in play&amp;lt;br/&amp;gt;&lt;br /&gt;
The Defense value is equal to the sum of the numbers of both ends of the couple of cards you have in play&lt;br /&gt;
&lt;br /&gt;
Example: you have a 2-4 and a 5-1 card in play. (2-4/5-1)&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus attack value = 9 (4+5)&amp;lt;br/&amp;gt;&lt;br /&gt;
and defense value = 3 (2+1)&lt;/div&gt;</summary>
		<author><name>Vrmlghost</name></author>
	</entry>
</feed>