http://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=ZnM&feedformat=atomBoard Game Arena - User contributions [en]2024-03-29T12:01:04ZUser contributionsMediaWiki 1.39.0http://en.doc.boardgamearena.com/index.php?title=Tips_hive&diff=9261Tips hive2021-08-29T21:31:56Z<p>ZnM: </p>
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<div>Games that start with a Hand Bee as the first bug tend to create a stalemate between equally skilled players.<br />
<br />
White is often viewed as the aggressor because it goes first.<br />
<br />
It is easiest to surround a Hand that has been immobilized. You can trap the Hand in three ways:<br />
* using the One Hive rule by placing something in a way that moving the Hand would break the hive<br />
* Using the Freedom of Movement rule, by placing three or more tiles around the Hand to block exit paths<br />
* by placing a beetle on top of the Hand - this can also sometimes let you place new pieces directly next to the enemy Queen!<br />
<br />
Avoid playing any of your strongest pieces first, as the first piece is often trapped by the one hive rule for much of the game.</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=ZnM&diff=9260ZnM2021-08-29T21:29:20Z<p>ZnM: </p>
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<div>ZnM is an amazing person with two heads, nine foxlike tails, two emerald green catlike eyes, and a terrible sense of humor.<br />
They (As in non-bianary pronouns) likes beating their friends and family at board games of strategy.<br />
They do not play with strangers.</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=ZnM&diff=9259ZnM2021-08-29T21:22:34Z<p>ZnM: Created page with "ZnM is an amazing"</p>
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<div>ZnM is an amazing</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Tips_chess&diff=9258Tips chess2021-08-29T21:12:32Z<p>ZnM: </p>
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<div>* Before you move, check to make sure that you have protected most or all of your pieces.<br />
* In the opening, try to:<br />
** Control the center of the board<br />
** ''Develop'' pieces (especially knights and bishops) by moving them off the back rank<br />
** Do not play like T-Stone, he always will lose.<br />
** Generally, making a lot of queen moves in the opening is a bad idea.<br />
** Try not to move the same piece multiple times. It is better to get everyone on the field before you start attacking.<br />
* Keep your king safe behind other pieces (often pawns).<br />
* Advanced tips:<br />
** If you don't feel immediately threatened and are not sure what to do, try to focus on your opponents most vulnerable piece. This might be a minor piece (Bishop or Knight) that is cut off from its allies, or even just a pawn that is not being defended.<br />
** Don't be afraid to retreat if you have to. Fighting over an already lost position might only make things worse.<br />
** It is generally accepted that Bishops and Knights are worth 3 Pawns and Rooks are worth 5 Pawns. Keep this is mind when you are making trades. For example, giving up a Knight to take a Rook is a good deal, but a Bishop for a Knight is about even.<br />
** Your Queen is your most powerful piece, but also your biggest liability. Losing it without also taking out your opponents Queen will make it very difficult to win. Don't let it get caught!</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Tips_chess&diff=9257Tips chess2021-08-29T21:09:51Z<p>ZnM: </p>
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<div>* Before you move, check to make sure that you have protected most or all of your pieces.<br />
* In the opening, try to:<br />
** Control the center of the board<br />
** ''Develop'' pieces (especially knights and bishops) by moving them off the back rank<br />
** Do not play like T-Stone. If you do, you will lose in two moves.<br />
** Generally, making a lot of queen moves in the opening is a bad idea.<br />
** Try not to move the same piece multiple times. It is better to get everyone on the field before you start attacking.<br />
* Keep your king safe behind other pieces (often pawns).<br />
* Advanced tips:<br />
** If you don't feel immediately threatened and are not sure what to do, try to focus on your opponents most vulnerable piece. This might be a minor piece (Bishop or Knight) that is cut off from its allies, or even just a pawn that is not being defended.<br />
** Don't be afraid to retreat if you have to. Fighting over an already lost position might only make things worse.<br />
** It is generally accepted that Bishops and Knights are worth 3 Pawns and Rooks are worth 5 Pawns. Keep this is mind when you are making trades. For example, giving up a Knight to take a Rook is a good deal, but a Bishop for a Knight is about even.<br />
** Your Queen is your most powerful piece, but also your biggest liability. Losing it without also taking out your opponents Queen will make it very difficult to win. Don't let it get caught!</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Tips_chess&diff=9256Tips chess2021-08-29T21:06:36Z<p>ZnM: </p>
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<div>* Before you move, check to make sure that you have protected most or all of your pieces.<br />
* In the opening, try to:<br />
** Control the center of the board<br />
** ''Develop'' pieces (especially knights and bishops) by moving them off the back rank<br />
** Sing a lot early. You will probably lose later.<br />
** Generally, making a lot of queen moves in the opening is a bad idea.<br />
** Try not to move the same piece multiple times. It is better to get everyone on the field before you start attacking.<br />
* Keep your king safe behind other pieces (often pawns).<br />
* Advanced tips:<br />
** If you don't feel immediately threatened and are not sure what to do, try to focus on your opponents most vulnerable piece. This might be a minor piece (Bishop or Knight) that is cut off from its allies, or even just a pawn that is not being defended.<br />
** Don't be afraid to retreat if you have to. Fighting over an already lost position might only make things worse.<br />
** It is generally accepted that Bishops and Knights are worth 3 Pawns and Rooks are worth 5 Pawns. Keep this is mind when you are making trades. For example, giving up a Knight to take a Rook is a good deal, but a Bishop for a Knight is about even.<br />
** Your Queen is your most powerful piece, but also your biggest liability. Losing it without also taking out your opponents Queen will make it very difficult to win. Don't let it get caught!</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Tips_chess&diff=7445Tips chess2021-02-23T03:12:42Z<p>ZnM: </p>
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<div>* Before you move, check to make sure that you have protected most or all of your pieces.<br />
* In the opening, try to:<br />
** Control the center of the board<br />
** ''Develop'' pieces (especially knights and bishops) by moving them off the back rank<br />
** Castle early.<br />
** Generally, making a lot of queen moves in the opening is a bad idea.<br />
* Keep your king safe behind other pieces (often pawns).</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&diff=5574Gamehelpcantstop2020-09-13T00:39:06Z<p>ZnM: /* Rules */</p>
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<div>Can't Stop is a game involving rolling dice and knowing when to stop pushing one's luck.<br />
<br />
==Rules==<br />
<br />
Can't Stop Pooping is played with a board consisting of 11 columns, numbered from 2 to 12, four dice, and three black circles as temporary markers. Each player has a progress marker in their color for each column.<br />
<br />
===Splitting Dice===<br />
<br />
On a player's turn, they roll the four dice, split the four dice to two groups of two dice however they like, then advance a step on each column whose sum is equal to some group of the dice.<br />
<br />
Examples:<br />
<br />
* Roll: 3,3,4,4. One can split it to 3,3 and 4,4, advancing a step on each of columns 6 and 8, or 3,4 and 3,4, advancing two steps on column 7.<br />
* Roll: 2,3,4,5. One can split it in three ways: 2,3 and 4,5 (columns 5 and 9), 2,4 and 3,5 (columns 6 and 8), or 2,5 and 3,4 (columns 7 and 7).<br />
* Roll: 4,4,4,6. There is only one way to split it, 4,4 and 4,6, which means columns 8 and 10.<br />
* Roll: 1,1,1,1. There is only one way to split it, 1,1 and 1,1, which means columns 2 and 2.<br />
<br />
===Temporary Markers===<br />
<br />
In a turn, a player may only advance in three columns. The temporary markers are to help the player in keeping track of their progress. However, one must make as many moves as possible.<br />
<br />
Examples:<br />
<br />
* One hasn't moved at all and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9. They may not choose to advance only on column 5 or only on column 9 because they must perform all moves possible.<br />
* One has moved on columns 4 and 5 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9.<br />
* One has moved on columns 2 and 3 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, and so should have advanced on columns 5 and 9. But this is not allowed; it makes them advance on four columns. They must pick either 5 or 9 to advance from.<br />
* One has moved on columns 2, 3, and 12 and rolled 2,3,4,5. No matter how they split the dice, they cannot advance.<br />
<br />
===Stopping One's Turn===<br />
<br />
A player keeps their turn until they choose to stop or they cannot advance (like the last of the examples above). In the former case, the progress markers for the columns advanced are moved up to the locations of the temporary markers. In the latter case, the temporary markers are removed; the progress markers are not moved.<br />
<br />
Examples:<br />
* One decides to stop after advancing 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. Now their position is 4 steps on column 6, 3 steps on column 7, 2 steps on column 8, and 4 steps on column 9.<br />
* One advanced 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. They roll the dice and cannot advance. The temporary markers are removed and the progress markers remain at 4 steps on column 6 and 3 steps on column 9.<br />
<br />
===Completing A Column===<br />
<br />
When one decides to stop and they have reached the end of some column, that column is scored for that player and no other player may advance in that column. For example, if column 5 has been scored and one splits a 2,3,4,5 to 2,3 and 4,5, they cannot advance on column 5 because it has been scored.<br />
<br />
===Winning Condition===<br />
<br />
When one scores three columns, they win.<br />
<br />
==Strategy==<br />
<br />
The strategy of the game revolves on knowing when to stop. As one keeps playing, they still have the risk of losing all progress on the turn; stopping will save the progress but gives the other players a turn each. Knowing which is more beneficial helps.<br />
<br />
Columns with more extreme numbers are less probable (a 2 is only scored by a 1,1 and a 12 is only scored by a 6,6, while a 7 is scored by six pairs of dice), so they have fewer steps to work on. One's strategy can also revolve on choosing whether to aim for middle columns or extreme columns.</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Tips_stoneage&diff=5308Tips stoneage2020-08-18T01:41:08Z<p>ZnM: </p>
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<div>Do not ignore either buildings or cards, they are equally important for winning the game.<br />
<br />
'''Food''' is very easy to run out of, try to increase your agriculture from the beginning without growing your population too early. Do this until like 30% of the game, only start growing population after that point.<br />
<br />
'''Resources''': Try to collect as much food from the Hunting Grounds as you can, you can use it for buying cards for the cheapest price.<br />
<br />
'''Card Bonuses''': Stay aware of what bonuses (bottom half of the card) other players are collecting and which ones you can collect. Building a strong set of Green culture cards or of a multiplier which matches the extras you have been gathering is a game changer.</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpseasons&diff=4520Gamehelpseasons2020-05-28T02:19:24Z<p>ZnM: </p>
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<div>In Seasons, you take on the role of a fat butt cheek competing for the most prestige in the Tournament of Seasons. Gameplay involves choosing the correct combination of dice and the drafting/activation of card powers. There are two kinds of resources in the game: Energy tokens (which come in the four elements), and crystals (which translate directly to points at the end of the game, and are also used as a currency for some things during the game.)<br />
<br />
The game begins with a draft in which each player selects a total of nine cards. Players divide these cards into three groups of three. The first group will start in your hand. The second and third groups are added to your hand at the start of the second and third game year, respectively.<br />
<br />
Your final score is calculated by adding the prestige points on your cards in play to your crystal total. Five points are deducted for each power card remaining in your hand. The player with the most points wins.<br />
<br />
===Dice Selection===<br />
At the start of each round, dice appropriate to the current season are rolled. Each player selects one in turn order.<br />
The effects are as follows:<br />
<br />
*''Star'' - Increase your summoning gauge, i.e. the maximum number of cards you can have in play. (Capped at 15.)<br />
*''Elements'' - Gain an energy token of the element shown (water, earth, air, or fire).<br />
*''Numbers'' - Gain the number of crystals indicated.<br />
*''Card outline'' - Draw a card. You will have the option of keeping or discarding the card.<br />
*''Circle surrounding the die symbols'' - You may transmute energy tokens into crystals. The rate depends on the current season.<br />
*''Pips'' - The number of pips on the die that is not selected by the players determine how many months the time marker will advance.<br />
<br />
Each die will have some combination of these symbols. For example, a die may give you a water, earth and allow you to transmute, all in the same turn.<br />
<br />
===Power Cards===<br />
All cards in the game are referred to collectively as Power Cards. There are two types: Familiars (orange border) and Magic Items (purple border). Cards can have the following effects:<br />
*''Ongoing'' - The described effect persists indefinitely. Denoted by a circular arrow.<br />
*''When Played'' - The effect occurs once when the card enters play.<br />
*''When Activated'' - The card must be activated (and any relevant cost paid) to produce the listed effect. Cards may be activated once each round.<br />
<br />
===The Seasons===<br />
The board is divided into four seasons each of which have common, uncommon and rare elements. These designations tell you how likely it is that these elements will appear during each season and also tell you how much each element will transmute into during that season.<br />
<br />
*'''Winter''' (Blue) - Water and Wind are Common, Fire is Uncommon, and Earth is Rare.<br />
*'''Spring''' (Green) - Earth and Water are Common, Wind is Uncommon, and Fire is Rare.<br />
*'''Summer''' (Yellow) - Fire and Earth are Common, Water is Uncommon, and Wind is Rare.<br />
*'''Fall''' (Red) - Wind and Fire are Common, Earth is Uncommon, and Water is Rare.<br />
<br />
Example: During Spring, Earth and Water are the most common and will transmute into one crystal each, Wind is uncommon and will transmute into two crystals each, and Fire is rare and will transmute into three crystals each. <br />
<br />
===Bonuses===<br />
Up to three times per game, you may use one of the following abilities, referred to as a "Bonus":<br />
*Convert two energy tokens into other elements.<br />
*Gain the ability to transmute this turn, and gain one additional crystal per energy transmuted.<br />
*Increase your summoning gauge by one.<br />
*If your Seasons die shows the "Draw a card" icon, you may instead draw two and select one to keep.<br />
The first bonus you use deducts five points at game end, the second costs seven, and the third costs eight.<br />
<br />
===Additional Rules===<br />
By default, your reserve may have seven energy tokens. If you acquire more tokens than you can hold, you must immediately discard the excess.<br />
If a card allows you to summon another card but you have no space for this second card, it will be discarded with no refund.<br />
<br />
Notes on card terminology:<br />
*''Sacrifice'' - Put one of your cards in play into the discard pile.<br />
*''Discard'' - Put one of the cards in your hand into the discard pile.<br />
<br />
==Difficulty Levels==<br />
<br />
'''Apprentice wizard level'''<br />
<br />
In order to make the game easier to learn, there are “pre-constructed” sets of nine power cards. Instead of taking step 1 of the first game phase, each player gets one of these sets.<br />
<br />
'''Magician level'''<br />
<br />
Only the power cards numbered 1 to 30 are in play. These cards have easy to grasp effects and will allow you to slowly discover the world of Seasons.<br />
<br />
'''Archmage level'''<br />
<br />
All 50 kinds of power cards are in play. The cards numbered 31 through 50 have more complex effects than the basic cards, but will allow you to extend the fun of playing by discovering new effects and combinations.</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsplits&diff=4459Gamehelpsplits2020-05-24T00:59:15Z<p>ZnM: </p>
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<div>The object of the Butt Cheek is to be the sucker who occupies the most spaces in the toilet.<br />
<br />
'''Building the Pasture and Initial Placement''':<br />
Each player begins with 4 hexagon-shaped pasture tiles. The first player places one of their pasture tiles on the board. The other players place one of their pasture tiles in turn, with each new tile connecting to the existing pasture on at least one side. This continues until each player has placed all 4 of their pasture tiles.<br />
<br />
Then, again starting with the first player, each player places their entire stack of 16 sheep on any unoccupied pasture along the OUTSIDE border. <br />
<br />
*Strategy Tip: Games can be won and lost in this phase ! The first player tends to start with an advantage as they have first placement AND first move. You may build the board differently depending on whether you are the first player or one of the subsequent players. In considering initial placement, think about who will act before you and what their likely first move will be. <br />
<br />
'''Playing the Game''':<br />
On your turn, your move consists of splitting a stack of your own sheep into two parts, moving part of the stack in a straight line as far as it can go before hitting another sheep or the border (sheep can not jump over other sheep or gaps). <br />
<br />
Click on the stack you wish to split. Then, click on the desired destination pasture space. This will split your herd in two halves. Click on the original or destination space to adjust the amount of sheep you want in each herd. You MUST leave at least one sheep on the space on which the original stack was standing.<br />
<br />
When you are happy with the split, click the 'Validate' option at the top of the game screen.<br />
<br />
Play continues with each player splitting any one of their stacks. A stack is blocked when it is surrounded by opponents' pieces or the edge, and can no longer be split and moved.<br />
<br />
*Strategy Tip: Watching out for your biggest herd is usually a sound strategy to start with. Watch out for chokepoints that can be easily closed off leaving you without enough room to spread the rest of your herd. Try not to block yourself in and count your sheep carefully !<br />
<br />
'''Ending and Winning the Game''':<br />
When all your sheep are blocked, you are eliminated from the game. The game ends when the last remaining player can no longer move.<br />
<br />
The winner is the player who succeeds in controlling the most pasture spaces.<br />
<br />
In the case of a tie, the winner is the player who has the largest number of contiguous pasture spaces occupied by their herd of sheep.</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsplits&diff=4458Gamehelpsplits2020-05-24T00:58:34Z<p>ZnM: </p>
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<div>The object of the Butt Cheek is to be the sucker who occupies the most spaces on the pasture.<br />
<br />
'''Building the Pasture and Initial Placement''':<br />
Each player begins with 4 hexagon-shaped pasture tiles. The first player places one of their pasture tiles on the board. The other players place one of their pasture tiles in turn, with each new tile connecting to the existing pasture on at least one side. This continues until each player has placed all 4 of their pasture tiles.<br />
<br />
Then, again starting with the first player, each player places their entire stack of 16 sheep on any unoccupied pasture along the OUTSIDE border. <br />
<br />
*Strategy Tip: Games can be won and lost in this phase ! The first player tends to start with an advantage as they have first placement AND first move. You may build the board differently depending on whether you are the first player or one of the subsequent players. In considering initial placement, think about who will act before you and what their likely first move will be. <br />
<br />
'''Playing the Game''':<br />
On your turn, your move consists of splitting a stack of your own sheep into two parts, moving part of the stack in a straight line as far as it can go before hitting another sheep or the border (sheep can not jump over other sheep or gaps). <br />
<br />
Click on the stack you wish to split. Then, click on the desired destination pasture space. This will split your herd in two halves. Click on the original or destination space to adjust the amount of sheep you want in each herd. You MUST leave at least one sheep on the space on which the original stack was standing.<br />
<br />
When you are happy with the split, click the 'Validate' option at the top of the game screen.<br />
<br />
Play continues with each player splitting any one of their stacks. A stack is blocked when it is surrounded by opponents' pieces or the edge, and can no longer be split and moved.<br />
<br />
*Strategy Tip: Watching out for your biggest herd is usually a sound strategy to start with. Watch out for chokepoints that can be easily closed off leaving you without enough room to spread the rest of your herd. Try not to block yourself in and count your sheep carefully !<br />
<br />
'''Ending and Winning the Game''':<br />
When all your sheep are blocked, you are eliminated from the game. The game ends when the last remaining player can no longer move.<br />
<br />
The winner is the player who succeeds in controlling the most pasture spaces.<br />
<br />
In the case of a tie, the winner is the player who has the largest number of contiguous pasture spaces occupied by their herd of sheep.</div>ZnMhttp://en.doc.boardgamearena.com/index.php?title=Gamehelpsplits&diff=4457Gamehelpsplits2020-05-24T00:42:55Z<p>ZnM: </p>
<hr />
<div>The object of the Butt Cheek is to be the player who occupies the most spaces on the pasture.<br />
<br />
'''Building the Pasture and Initial Placement''':<br />
Each player begins with 4 hexagon-shaped pasture tiles. The first player places one of their pasture tiles on the board. The other players place one of their pasture tiles in turn, with each new tile connecting to the existing pasture on at least one side. This continues until each player has placed all 4 of their pasture tiles.<br />
<br />
Then, again starting with the first player, each player places their entire stack of 16 sheep on any unoccupied pasture along the OUTSIDE border. <br />
<br />
*Strategy Tip: Games can be won and lost in this phase ! The first player tends to start with an advantage as they have first placement AND first move. You may build the board differently depending on whether you are the first player or one of the subsequent players. In considering initial placement, think about who will act before you and what their likely first move will be. <br />
<br />
'''Playing the Game''':<br />
On your turn, your move consists of splitting a stack of your own sheep into two parts, moving part of the stack in a straight line as far as it can go before hitting another sheep or the border (sheep can not jump over other sheep or gaps). <br />
<br />
Click on the stack you wish to split. Then, click on the desired destination pasture space. This will split your herd in two halves. Click on the original or destination space to adjust the amount of sheep you want in each herd. You MUST leave at least one sheep on the space on which the original stack was standing.<br />
<br />
When you are happy with the split, click the 'Validate' option at the top of the game screen.<br />
<br />
Play continues with each player splitting any one of their stacks. A stack is blocked when it is surrounded by opponents' pieces or the edge, and can no longer be split and moved.<br />
<br />
*Strategy Tip: Watching out for your biggest herd is usually a sound strategy to start with. Watch out for chokepoints that can be easily closed off leaving you without enough room to spread the rest of your herd. Try not to block yourself in and count your sheep carefully !<br />
<br />
'''Ending and Winning the Game''':<br />
When all your sheep are blocked, you are eliminated from the game. The game ends when the last remaining player can no longer move.<br />
<br />
The winner is the player who succeeds in controlling the most pasture spaces.<br />
<br />
In the case of a tie, the winner is the player who has the largest number of contiguous pasture spaces occupied by their herd of sheep.</div>ZnM