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	<updated>2026-10-03T08:38:25Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_thegang&amp;diff=29844</id>
		<title>Tips thegang</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_thegang&amp;diff=29844"/>
		<updated>2026-05-19T01:07:45Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Closing guidance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;The following tips aren’t set-in-stone rules, but are meant to give you an idea of how communication works in this game. As a group, figure out for yourselves how you’d like to communicate best without discussing your hand.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to &#039;&#039;&#039;take chips away&#039;&#039;&#039; from other players. This is exactly how you communicate the quality of your own hand and help others to categorize you. The more the chips move, the more communication takes place.&lt;br /&gt;
&lt;br /&gt;
Always evaluate the &#039;&#039;&#039;current state&#039;&#039;&#039;, not how good it might still become.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Phase&#039;&#039;&#039;: Having a pair from the start: definitely take the highest number, otherwise evaluate the rank of your High Card.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;From 2nd Phase&#039;&#039;&#039;: If something was revealed in this phase that increases your rating, take a higher (or at least equally high) chip than in the previous round. This allows fellow players to draw conclusions about your specific card values.&amp;lt;/br&amp;gt;&lt;br /&gt;
Conversely: If nothing fitting your hand was revealed, take a chip that is 1 lower. If then no one wants to indicate a hit with a higher chip, you can return to the evaluation of the previous round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Guide --&amp;gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This is a concise &#039;&#039;pre‑flop strategy guide&#039;&#039; for &#039;&#039;The Gang&#039;&#039; focused on **rank‑only** pre‑flop chip selection. It defines a simple, repeatable convention for mapping numbered chips to rank percentiles, explains why the convention helps, clarifies how &#039;&#039;&#039;Ace‑high&#039;&#039;&#039; hands should be placed so both charts work smoothly, and provides two separate, actionable mapping options you can adopt at the table.&lt;br /&gt;
&lt;br /&gt;
== Core conventions to adopt ==&lt;br /&gt;
* &#039;&#039;&#039;Establish a ranking convention.&#039;&#039;&#039; Map each chip number to a clear percentile bucket so everyone interprets chip choices the same way.&lt;br /&gt;
* &#039;&#039;&#039;Conservative default.&#039;&#039;&#039; On the pre‑flop stage, default to slightly conservative picks and only escalate when community cards materially change the actual hand strength.&lt;br /&gt;
* &#039;&#039;&#039;Controlled chip theft.&#039;&#039;&#039; Taking another player’s chip is the only legal private signal—use it to correct obvious misrankings, not to bluff.&lt;br /&gt;
* &#039;&#039;&#039;Do not consider suits at this stage.&#039;&#039;&#039; Pre‑flop picks are based on ranks only; suitedness and flush/straight potential are ignored for the initial ranking.&lt;br /&gt;
* &#039;&#039;&#039;Timing as a soft signal.&#039;&#039;&#039; Picking a chip quickly signals a stronger rank; taking time to pick a chip, or picking then returning a chip, signals a weaker rank.&lt;br /&gt;
* &#039;&#039;&#039;Ranking is only about the cards you hold.&#039;&#039;&#039; Base your pre‑flop chip choice exclusively on the two ranks in your hand.&lt;br /&gt;
&lt;br /&gt;
== Why a percentile convention helps ==&lt;br /&gt;
* &#039;&#039;&#039;Reduces ambiguity.&#039;&#039;&#039; Percentiles let players interpret rankings consistently.&lt;br /&gt;
* &#039;&#039;&#039;Makes steals informative.&#039;&#039;&#039; A chip take becomes a clear corrective statement about percentile.&lt;br /&gt;
* &#039;&#039;&#039;Improves planning.&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039; Schedule Specialists and Challenges &#039;&#039;&#039; deliberately because you know which percentile buckets are likely to win or lose across rounds.&lt;br /&gt;
** &#039;&#039;&#039; Budget risk &#039;&#039;&#039; by tracking how many top‑bucket rank outcomes remain and deciding when to spend a Specialist or accept a Challenge.&lt;br /&gt;
** &#039;&#039;&#039; Assign informal roles &#039;&#039;&#039; based on predictable chip distributions.&lt;br /&gt;
** &#039;&#039;&#039; Make corrective plays efficient: &#039;&#039;&#039; a chip take can reallocate risk and reduce disputes.&lt;br /&gt;
&lt;br /&gt;
== Pre‑flop decision rules (rank‑only) ==&lt;br /&gt;
* &#039;&#039;&#039;Pairs are one group.&#039;&#039;&#039; Treat any pocket pair as a single pre‑flop signal category for the initial chip pick.&lt;br /&gt;
* &#039;&#039;&#039;Do not consider suits at this stage.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ranking is only about the cards you hold.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Timing as a soft signal.&#039;&#039;&#039; Picking quickly = stronger; taking time = weaker.&lt;br /&gt;
* &#039;&#039;&#039;No talk; use takes to correct.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Conservative default for speculative hands.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Two possible rank grouping charts for five players ==&lt;br /&gt;
When suits are ignored, every two‑card hand reduces to one of **91 distinct rank outcomes**: 13 pairs + 78 two‑rank combos. The charts below group those 91 outcomes into five buckets each.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; padding:0 8px;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Count (of 91)&lt;br /&gt;
! Percentage&lt;br /&gt;
|-&lt;br /&gt;
| A) Pairs&lt;br /&gt;
| 13&lt;br /&gt;
| 14.29%&lt;br /&gt;
|-&lt;br /&gt;
| B) A/K high&lt;br /&gt;
| 23&lt;br /&gt;
| 25.27%&lt;br /&gt;
|-&lt;br /&gt;
| C) Q/J high&lt;br /&gt;
| 19&lt;br /&gt;
| 20.88%&lt;br /&gt;
|-&lt;br /&gt;
| D) 10/9/8 high&lt;br /&gt;
| 21&lt;br /&gt;
| 23.08%&lt;br /&gt;
|-&lt;br /&gt;
| E) 7 high or lower&lt;br /&gt;
| 15&lt;br /&gt;
| 16.48%&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;width:50%; vertical-align:top; padding:0 8px;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Count (of 91)&lt;br /&gt;
! Percentage&lt;br /&gt;
|-&lt;br /&gt;
| A) Pairs or A high&lt;br /&gt;
| 25&lt;br /&gt;
| 27.47%&lt;br /&gt;
|-&lt;br /&gt;
| B) K/Q high&lt;br /&gt;
| 21&lt;br /&gt;
| 23.08%&lt;br /&gt;
|-&lt;br /&gt;
| C) J/10 high&lt;br /&gt;
| 17&lt;br /&gt;
| 18.68%&lt;br /&gt;
|-&lt;br /&gt;
| D) 9/8/7 high&lt;br /&gt;
| 18&lt;br /&gt;
| 19.78%&lt;br /&gt;
|-&lt;br /&gt;
| E) 6 high or lower&lt;br /&gt;
| 10&lt;br /&gt;
| 10.99%&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
  &lt;br /&gt;
== Ace‑high placement mapping ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Aspect&lt;br /&gt;
! Chart 1 guidance&lt;br /&gt;
! Chart 2 guidance&lt;br /&gt;
|-&lt;br /&gt;
| Where A‑high sits&lt;br /&gt;
| A‑high is part of Group B (A/K high)&lt;br /&gt;
| A‑high is part of Group A (Pairs or A high)&lt;br /&gt;
|-&lt;br /&gt;
| How to treat strong A‑highs&lt;br /&gt;
| AK and AQ normally claim the second chip or top of Group B; promote only when no pairs are present&lt;br /&gt;
| AK and AQ sit comfortably in the top bucket with pairs&lt;br /&gt;
|-&lt;br /&gt;
| How to treat weak A‑highs&lt;br /&gt;
| A2–A5 sit at the lower end of Group B&lt;br /&gt;
| A2–A5 are in the top bucket by Chart 2; adopt Chart 1 if you dislike promoting weak A‑highs&lt;br /&gt;
|-&lt;br /&gt;
| Practical rule of thumb&lt;br /&gt;
| Use Chart 1 to prioritize pairs&lt;br /&gt;
| Use Chart 2 to reward A‑high alongside pairs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Practical mapping and two separate options ==&lt;br /&gt;
=== Option 1: Use Chart 1 ===&lt;br /&gt;
* Philosophy: keep pairs distinct.&lt;br /&gt;
* Bucket guidance (5‑player): Top = pairs; Second = A/K high; Middle = Q/J high; Lower = 10/9/8 and 7‑low.&lt;br /&gt;
* When to steal: correct clear misorders.&lt;br /&gt;
&lt;br /&gt;
=== Option 2: Use Chart 2 ===&lt;br /&gt;
* Philosophy: pairs + A‑high top bucket.&lt;br /&gt;
* Bucket guidance (5‑player): Top = pairs or A‑high; Second = K/Q high; Middle = J/10 high; Lower = 9/8/7 and 6‑low.&lt;br /&gt;
* When to steal: correct clear misorders.&lt;br /&gt;
&lt;br /&gt;
== Table setup checklist ==&lt;br /&gt;
* Agree which chart you’re using and display it.&lt;br /&gt;
* Tweak boundaries if misorders are frequent.&lt;br /&gt;
* Set steal etiquette: corrective vs punitive.&lt;br /&gt;
&lt;br /&gt;
== Closing guidance ==&lt;br /&gt;
* Pick one option and be consistent.&lt;br /&gt;
* Start conservative; shift to aggressive only after the group reliably interprets percentiles.&lt;br /&gt;
* Use chip takes to correct, not confuse.&lt;br /&gt;
&amp;lt;!-- End of guide --&amp;gt;&lt;br /&gt;
&amp;lt;!--cheatsheet --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre‑flop Cheat Sheet ==&lt;br /&gt;
This cheat sheet maps common two‑rank examples to recommended pre‑flop chips for a &#039;&#039;&#039;5‑player baseline&#039;&#039;&#039;, with quick adjustment rules for &#039;&#039;&#039;4&#039;&#039;&#039; and &#039;&#039;&#039;6&#039;&#039;&#039; player games. Use this at the table as a compact reference. All picks are &#039;&#039;&#039;rank‑only&#039;&#039;&#039; (no suits).&lt;br /&gt;
&lt;br /&gt;
===How to read this sheet===&lt;br /&gt;
*&#039;&#039;&#039;Chip scale (5‑player baseline):&#039;&#039;&#039; 5 = top, 1 = bottom.&lt;br /&gt;
*&#039;&#039;&#039;Adjust for player count:&#039;&#039;&#039; For &#039;&#039;&#039;4 players&#039;&#039;&#039;, move each recommended chip &#039;&#039;&#039;up one step&#039;&#039;&#039; (e.g., 4 → 5). For &#039;&#039;&#039;6 players&#039;&#039;&#039;, move each recommended chip &#039;&#039;&#039;down one step&#039;&#039;&#039; (e.g., 3 → 2).&lt;br /&gt;
*&#039;&#039;&#039;Pairs:&#039;&#039;&#039; All pocket pairs map to the pair bucket pre‑flop.&lt;br /&gt;
*&#039;&#039;&#039;Timing cues:&#039;&#039;&#039; Quick pick = stronger; taking time or returning a chip = weaker. Use timing as secondary confirmation only.&lt;br /&gt;
*&#039;&#039;&#039;Use chip takes to correct misorders&#039;&#039;&#039; rather than arguing.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%; text-align:left;&amp;quot;&lt;br /&gt;
!Example hand&lt;br /&gt;
!Chart 1 bucket (pairs separate)&lt;br /&gt;
!Chart 1 chip (5‑player)&lt;br /&gt;
!Chart 2 bucket (pairs + A‑high)&lt;br /&gt;
!Chart 2 chip (5‑player)&lt;br /&gt;
!Quick note / guidance&lt;br /&gt;
|-&lt;br /&gt;
|AA, KK, QQ&lt;br /&gt;
|Pairs&lt;br /&gt;
|5&lt;br /&gt;
|Pairs or A high&lt;br /&gt;
|5&lt;br /&gt;
|All pairs start in the pair bucket; treat uniformly pre‑flop.&lt;br /&gt;
|-&lt;br /&gt;
|AK (unsuited)&lt;br /&gt;
|A/K high&lt;br /&gt;
|4&lt;br /&gt;
|Pairs or A high&lt;br /&gt;
|5&lt;br /&gt;
|Strong A‑high; Chart 1 maps to chip 4, Chart 2 places in top bucket.&lt;br /&gt;
|-&lt;br /&gt;
|AQ&lt;br /&gt;
|A/K high&lt;br /&gt;
|4&lt;br /&gt;
|Pairs or A high&lt;br /&gt;
|5&lt;br /&gt;
|Strong A‑high; treat like AK for baseline mapping.&lt;br /&gt;
|-&lt;br /&gt;
|AJ, AT&lt;br /&gt;
|A/K high&lt;br /&gt;
|3&lt;br /&gt;
|Pairs or A high&lt;br /&gt;
|5&lt;br /&gt;
|Lower A‑highs; Chart 1 places lower than AK/AQ.&lt;br /&gt;
|-&lt;br /&gt;
|A9–A5&lt;br /&gt;
|A/K high&lt;br /&gt;
|3&lt;br /&gt;
|Pairs or A high&lt;br /&gt;
|5&lt;br /&gt;
|Weak A‑highs; Chart 1 keeps them in second/third chip range.&lt;br /&gt;
|-&lt;br /&gt;
|KQ, KJ, KT&lt;br /&gt;
|A/K high&lt;br /&gt;
|3&lt;br /&gt;
|K/Q high&lt;br /&gt;
|4&lt;br /&gt;
|Strong K‑high hands; Chart 2 groups them with K/Q.&lt;br /&gt;
|-&lt;br /&gt;
|QJ, QT&lt;br /&gt;
|Q/J high&lt;br /&gt;
|3&lt;br /&gt;
|K/Q high&lt;br /&gt;
|4&lt;br /&gt;
|Q‑J range; Chart 2 groups with K/Q for a tighter mid bucket.&lt;br /&gt;
|-&lt;br /&gt;
|JT, T9&lt;br /&gt;
|Q/J high&lt;br /&gt;
|2&lt;br /&gt;
|J/10 high&lt;br /&gt;
|3&lt;br /&gt;
|Connectors and high singletons; mid/low mid buckets.&lt;br /&gt;
|-&lt;br /&gt;
|T8, 98, 87&lt;br /&gt;
|10/9/8 high&lt;br /&gt;
|2&lt;br /&gt;
|9/8/7 high&lt;br /&gt;
|2&lt;br /&gt;
|Lower connectors and middling singletons; default to lower chips.&lt;br /&gt;
|-&lt;br /&gt;
|76, 65, 54, 43, 32&lt;br /&gt;
|7 high or lower&lt;br /&gt;
|1&lt;br /&gt;
|6 high or lower&lt;br /&gt;
|1&lt;br /&gt;
|Bottom ranks; speculative only pre‑flop.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- End of cheat sheet --&amp;gt;&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdozito&amp;diff=29393</id>
		<title>Gamehelpdozito</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdozito&amp;diff=29393"/>
		<updated>2026-04-13T04:46:07Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* End of round &amp;amp; scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Scoring chart: ==&lt;br /&gt;
&lt;br /&gt;
Group of 1 card: 0&lt;br /&gt;
&lt;br /&gt;
Group of 2 cards: 2&lt;br /&gt;
&lt;br /&gt;
Group of 3 cards: 5&lt;br /&gt;
&lt;br /&gt;
Group of 4 cards: 10&lt;br /&gt;
&lt;br /&gt;
Group of 5 cards: 16&lt;br /&gt;
&lt;br /&gt;
Group of 6 cards: 25&lt;br /&gt;
&lt;br /&gt;
Group of 7 cards: 35&lt;br /&gt;
&lt;br /&gt;
Group of 8 cards: 45&lt;br /&gt;
&lt;br /&gt;
Group of 9 cards: 55&lt;br /&gt;
&lt;br /&gt;
Group of 10 cards: 65&lt;br /&gt;
&lt;br /&gt;
Group of 11 cards: 75&lt;br /&gt;
&lt;br /&gt;
Group of 12 cards: You instantly win the game!&lt;br /&gt;
[[File:Dozito Grid.png|thumb|Dozito Grid]]&lt;br /&gt;
== Game summary ==&lt;br /&gt;
In “Dozito”, your goal is to form the largest groups of same-color cards within a 4x3 grid. But beware: each card exists only once and must be placed in a specific spot based on its number, from 1 to 12.&lt;br /&gt;
Each group will score points at the end of the round — just like the Dozito suns on your cards…&lt;br /&gt;
After 1 or 3 rounds, the player with the most points wins the game!&lt;br /&gt;
&lt;br /&gt;
=== Turn structure ===&lt;br /&gt;
On your turn, take the top card from one of the two discard piles (Choice A), or draw the top card from the draw pile (Choice B).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Choice A ====&lt;br /&gt;
&lt;br /&gt;
Click on one of the two top cards from the discard piles.&lt;br /&gt;
&lt;br /&gt;
It is automatically placed in the matching numbered slot of your grid (e.g. a card 2 goes in slot 2). You then replace the card already present:&lt;br /&gt;
&lt;br /&gt;
- If the replaced card is already face up, your turn ends: click on one of the two discard piles to discard the replaced card.&lt;br /&gt;
&lt;br /&gt;
- If the replaced card is still face down, it will flip face up. You may place it into your grid or discard it to end your turn. Continue until you flip a card that matches a slot already occupied by a face-up card in your grid, or until you choose to discard your card. You must then discard one of these two cards onto a discard pile, and your turn ends.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Choice B ====&lt;br /&gt;
&lt;br /&gt;
Click on the draw pile to reveal a card.&lt;br /&gt;
&lt;br /&gt;
- If you don’t want to place it in your grid, discard it onto one of the discard piles. Your turn ends.&lt;br /&gt;
&lt;br /&gt;
- If you want to place it in your grid, click the matching slot and follow the same rules as in Choice A until your turn end.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Special cards ===&lt;br /&gt;
There are three types of special cards in the game.&lt;br /&gt;
&lt;br /&gt;
==== “STOP” cards: ====&lt;br /&gt;
If you draw a “STOP” card, your turn ends immediately after placing (or not placing) the card in your grid. The replaced card must be discarded. “STOP” cards always have three Dozito suns.&lt;br /&gt;
&lt;br /&gt;
==== “EXTRA TURN” cards: ====&lt;br /&gt;
If you discard a “Extra Turn” card from your grid or from the draw pile, immediately take another turn.&lt;br /&gt;
&lt;br /&gt;
==== “JOKER” cards (3 per color): ====&lt;br /&gt;
These cards have no number, meaning they can be placed anywhere in your grid.&lt;br /&gt;
If you replace a face-up joker with a numbered card, discard the joker and end your turn.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== End of round &amp;amp; scoring ===&lt;br /&gt;
&lt;br /&gt;
As soon as all the cards in a player’s grid are face up at the end of their turn (including jokers), the end of the round is triggered.&lt;br /&gt;
&lt;br /&gt;
All other players take one final turn, then scoring begins: score points for all valid groups, along with 1 point for each Dozito sun in your grid.&lt;br /&gt;
&lt;br /&gt;
Note: Cards still face down are not revealed during scoring! They do not count for any points.&lt;br /&gt;
&lt;br /&gt;
The first player of the next round is the one with the lowest total score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After the chosen number of rounds (1 or 3), the player with the highest score wins!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there is a tie, the player with the highest single-round score wins. If the tie persists, the victory is shared!&#039;&#039;&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=28702</id>
		<title>Gamehelploveletter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=28702"/>
		<updated>2026-02-27T04:47:36Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Game play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
== Theme ==&lt;br /&gt;
In the wake of the arrest of Queen Marianna for high treason, none was more heartbroken than her daughter, Princess Annette.&lt;br /&gt;
Suitors throughout the City-State of Tempest sought to ease Annette&#039;s sorrow by courting her to bring some joy into her life.&lt;br /&gt;
&lt;br /&gt;
You are one of these suitors, trying to get your love letter to the princess.&lt;br /&gt;
Unfortunately, she has locked herself in the palace, so you must rely on intermediaries to carry your message.&lt;br /&gt;
&lt;br /&gt;
During the game, you hold one secret card in your hand.&lt;br /&gt;
This is who currently carries your message of love for the princess.&lt;br /&gt;
&lt;br /&gt;
Make sure that the person closest to the princess holds your love letter at the end of the day, so it reaches her first!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* One of the 16 playing cards is removed at the beginning of each round and the others are shuffled.&lt;br /&gt;
* Every player is dealt one card.&lt;br /&gt;
* The remaining cards form a pile in the centre of the table.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Players take turns drawing one card (making two cards in hand) and discarding one card (returning to one card in hand).&lt;br /&gt;
* When a player discards a card, its effect is applied.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+Card effects - 2-4 players (Classic)&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Simplified effect description&lt;br /&gt;
!Full effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Princess&#039;&#039;&#039; Annette&lt;br /&gt;
|Discard = out!&lt;br /&gt;
|If you discard the Princess — no matter how or why — she has tossed your letter into the fire. You are knocked out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Countess&#039;&#039;&#039; Wilhelmina&lt;br /&gt;
|Must discard with King or Prince in hand&lt;br /&gt;
|Unlike other cards which take effect when discarded, the text on the Countess applies while she is in your hand. In fact, she has no effect when you discard her. If you ever have the Countess and either the King or Prince in your hand, you must discard the Countess. You do not have to reveal the other card in your hand. Of course, you can also discard the Countess even if you do not have a royal family member in your hand. She likes to play mind games.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;King&#039;&#039;&#039; Arnaud IV&lt;br /&gt;
|Swap hands&lt;br /&gt;
|When you discard King Arnaud IV, trade the card in your hand with the card held by another player of your choice. You cannot trade with a player who is out of the round, nor with someone protected by the Handmaid. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Prince&#039;&#039;&#039; Arnaud&lt;br /&gt;
|A player must discard&lt;br /&gt;
|When you discard Prince Arnaud, choose one player still in the round  (including yourself). That player discards their hand (do not apply its effect, unless it&#039;s Princess Annette) and draws a new card. If the deck is empty, that player draws the card that was removed at the start of the round. If all other players are protected by the Handmaid, you must choose yourself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Handmaid&#039;&#039;&#039; Susannah&lt;br /&gt;
|May not be targeted&lt;br /&gt;
|When you discard the Handmaid, you are immune to the effects of other players’ cards until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baron&#039;&#039;&#039; Talus&lt;br /&gt;
|Compare -&amp;gt; lower = out&lt;br /&gt;
|When discarded, choose one other player still in the round. You and that player secretly compare your hands. The player with the lower rank is knocked out of the round. In case of a tie, nothing happens. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Priest&#039;&#039;&#039; Tomas&lt;br /&gt;
|Look at one&lt;br /&gt;
|When you discard the Priest, you can look at one other player’s hand. DO NOT reveal the hand to all players.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039; Odette&lt;br /&gt;
|Guess value -&amp;gt; out&lt;br /&gt;
|When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing. If your opponent holds an Assassin, you&#039;re out (even if you guess correctly!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+Card effects for &#039;&#039;&#039;&#039;&#039;additional&#039;&#039;&#039;&#039;&#039; cards - 5-8 players (Discontinued)&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Simplified effect description&lt;br /&gt;
!Full effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Bishop&#039;&#039;&#039; Vinizio&lt;br /&gt;
|Guess value -&amp;gt; +1★&lt;br /&gt;
|Similar to a Guard, name a number other than 1 and choose another player. If they have that number card in their hand, gain 1 ★. If the guess is correct, the targeted player can choose whether to keep or discard the card. Despite his impressive 9, the Bishop always loses to the Princess at the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Dowager Queen&#039;&#039;&#039; Tummia&lt;br /&gt;
|Compare -&amp;gt; &#039;&#039;&#039;higher&#039;&#039;&#039; = out&lt;br /&gt;
|Acts as a Baron, but the highest card is eliminated instead of the lowest.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Constable&#039;&#039;&#039; Viktor&lt;br /&gt;
|Out -&amp;gt; +1★&lt;br /&gt;
|If this card is in your discard pile then this gives you 1 ★ if you are knocked out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Count&#039;&#039;&#039; Guntram&lt;br /&gt;
| +1 value @round end&lt;br /&gt;
|Add +1 to your card value at the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Sycophant&#039;&#039;&#039; Morris&lt;br /&gt;
|Choose target&lt;br /&gt;
|Lets you decide who will be the target of the next card played.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baroness&#039;&#039;&#039; Fiona&lt;br /&gt;
|Look at two&lt;br /&gt;
|Allows you to see TWO hands.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Cardinal&#039;&#039;&#039; Vesper&lt;br /&gt;
|Swap two hands + look at one&lt;br /&gt;
|Exchanges the hands of 2 players. You may see one of the hands.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039; Odette&lt;br /&gt;
|Guess value -&amp;gt; out&lt;br /&gt;
|When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Jester&#039;&#039;&#039; Darius&lt;br /&gt;
|Guess winner -&amp;gt; +1★&lt;br /&gt;
|Allows you to guess who will win the round and score 1 ★ if this is the case.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
|Guard = out&lt;br /&gt;
|Kills your opponent if they use a guard against you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+New Card effects - 2-6 players (Full Game)&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Princess&#039;&#039;&#039;&lt;br /&gt;
|If you play or discard this card, you are out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Countess&#039;&#039;&#039;&lt;br /&gt;
|If the King or Prince is in your hand, you must play this card.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
|Choose and trade hands with another player.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Chancellor&#039;&#039;&#039;&lt;br /&gt;
|Draw 2 cards. Keep 1 card and put your other 2 on the bottom of the deck in any order.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Prince&#039;&#039;&#039;&lt;br /&gt;
|Choose any player (including yourself). That player discards their hand and redraws.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Handmaid&#039;&#039;&#039;&lt;br /&gt;
|Until your next turn, other players cannot choose you for their card effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baron&#039;&#039;&#039;&lt;br /&gt;
|Choose and secretly compare hands with another player. Whoever has the lower value is out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Priest&#039;&#039;&#039;&lt;br /&gt;
|Choose and look at another player&#039;s hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039;&lt;br /&gt;
|Choose another player and name a non-Guard card. If that player has that card, they are out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
|At the end of the round, if you are the only player in the round who played or discarded a Spy, gain 1 favor token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Round End ===&lt;br /&gt;
&lt;br /&gt;
# No cards in the deck or&lt;br /&gt;
# One player remains.&lt;br /&gt;
* The player holding the Princess or card with the highest value earns 1 ★ token.&lt;br /&gt;
&lt;br /&gt;
==== Tiebreak ====&lt;br /&gt;
&lt;br /&gt;
* Sum of the value of each player&#039;s discarded cards.&lt;br /&gt;
* If a tie remains, nobody gets a ★ token.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:auto;&amp;quot;&lt;br /&gt;
|+Winning № of ★s&lt;br /&gt;
!№ Players&lt;br /&gt;
!№ ★ tokens&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=28701</id>
		<title>Gamehelploveletter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelploveletter&amp;diff=28701"/>
		<updated>2026-02-27T04:43:20Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Game play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
== Theme ==&lt;br /&gt;
In the wake of the arrest of Queen Marianna for high treason, none was more heartbroken than her daughter, Princess Annette.&lt;br /&gt;
Suitors throughout the City-State of Tempest sought to ease Annette&#039;s sorrow by courting her to bring some joy into her life.&lt;br /&gt;
&lt;br /&gt;
You are one of these suitors, trying to get your love letter to the princess.&lt;br /&gt;
Unfortunately, she has locked herself in the palace, so you must rely on intermediaries to carry your message.&lt;br /&gt;
&lt;br /&gt;
During the game, you hold one secret card in your hand.&lt;br /&gt;
This is who currently carries your message of love for the princess.&lt;br /&gt;
&lt;br /&gt;
Make sure that the person closest to the princess holds your love letter at the end of the day, so it reaches her first!&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* One of the 16 playing cards is removed at the beginning of each round and the others are shuffled.&lt;br /&gt;
* Every player is dealt one card.&lt;br /&gt;
* The remaining cards form a pile in the centre of the table.&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
* Players take turns drawing one card (making two cards in hand) and discarding one card (returning to one card in hand).&lt;br /&gt;
* When a player discards a card, its effect is applied.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+Card effects - 2-4 players (Classic)&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Simplified effect description&lt;br /&gt;
!Full effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Princess&#039;&#039;&#039; Annette&lt;br /&gt;
|Discard = out!&lt;br /&gt;
|If you discard the Princess — no matter how or why — she has tossed your letter into the fire. You are knocked out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Countess&#039;&#039;&#039; Wilhelmina&lt;br /&gt;
|Must discard with King or Prince in hand&lt;br /&gt;
|Unlike other cards which take effect when discarded, the text on the Countess applies while she is in your hand. In fact, she has no effect when you discard her. If you ever have the Countess and either the King or Prince in your hand, you must discard the Countess. You do not have to reveal the other card in your hand. Of course, you can also discard the Countess even if you do not have a royal family member in your hand. She likes to play mind games.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;King&#039;&#039;&#039; Arnaud IV&lt;br /&gt;
|Swap hands&lt;br /&gt;
|When you discard King Arnaud IV, trade the card in your hand with the card held by another player of your choice. You cannot trade with a player who is out of the round, nor with someone protected by the Handmaid. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Prince&#039;&#039;&#039; Arnaud&lt;br /&gt;
|A player must discard&lt;br /&gt;
|When you discard Prince Arnaud, choose one player still in the round  (including yourself). That player discards their hand (do not apply its effect, unless it&#039;s Princess Annette) and draws a new card. If the deck is empty, that player draws the card that was removed at the start of the round. If all other players are protected by the Handmaid, you must choose yourself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Handmaid&#039;&#039;&#039; Susannah&lt;br /&gt;
|May not be targeted&lt;br /&gt;
|When you discard the Handmaid, you are immune to the effects of other players’ cards until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baron&#039;&#039;&#039; Talus&lt;br /&gt;
|Compare -&amp;gt; lower = out&lt;br /&gt;
|When discarded, choose one other player still in the round. You and that player secretly compare your hands. The player with the lower rank is knocked out of the round. In case of a tie, nothing happens. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Priest&#039;&#039;&#039; Tomas&lt;br /&gt;
|Look at one&lt;br /&gt;
|When you discard the Priest, you can look at one other player’s hand. DO NOT reveal the hand to all players.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039; Odette&lt;br /&gt;
|Guess value -&amp;gt; out&lt;br /&gt;
|When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing. If your opponent holds an Assassin, you&#039;re out (even if you guess correctly!)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+Card effects for &#039;&#039;&#039;&#039;&#039;additional&#039;&#039;&#039;&#039;&#039; cards - 5-8 players (Discontinued)&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Simplified effect description&lt;br /&gt;
!Full effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Bishop&#039;&#039;&#039; Vinizio&lt;br /&gt;
|Guess value -&amp;gt; +1★&lt;br /&gt;
|Similar to a Guard, name a number other than 1 and choose another player. If they have that number card in their hand, gain 1 ★. If the guess is correct, the targeted player can choose whether to keep or discard the card. Despite his impressive 9, the Bishop always loses to the Princess at the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Dowager Queen&#039;&#039;&#039; Tummia&lt;br /&gt;
|Compare -&amp;gt; &#039;&#039;&#039;higher&#039;&#039;&#039; = out&lt;br /&gt;
|Acts as a Baron, but the highest card is eliminated instead of the lowest.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Constable&#039;&#039;&#039; Viktor&lt;br /&gt;
|Out -&amp;gt; +1★&lt;br /&gt;
|If this card is in your discard pile then this gives you 1 ★ if you are knocked out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Count&#039;&#039;&#039; Guntram&lt;br /&gt;
| +1 value @round end&lt;br /&gt;
|Add +1 to your card value at the end of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Sycophant&#039;&#039;&#039; Morris&lt;br /&gt;
|Choose target&lt;br /&gt;
|Lets you decide who will be the target of the next card played.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baroness&#039;&#039;&#039; Fiona&lt;br /&gt;
|Look at two&lt;br /&gt;
|Allows you to see TWO hands.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Cardinal&#039;&#039;&#039; Vesper&lt;br /&gt;
|Swap two hands + look at one&lt;br /&gt;
|Exchanges the hands of 2 players. You may see one of the hands.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039; Odette&lt;br /&gt;
|Guess value -&amp;gt; out&lt;br /&gt;
|When you discard the Guard, choose a player and name a card value (other than 1). If that player has a card with that value, that player is knocked out of the round. If all other players still in the round are protected by the Handmaid, this card does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Jester&#039;&#039;&#039; Darius&lt;br /&gt;
|Guess winner -&amp;gt; +1★&lt;br /&gt;
|Allows you to guess who will win the round and score 1 ★ if this is the case.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Assassin&#039;&#039;&#039;&lt;br /&gt;
|Guard = out&lt;br /&gt;
|Kills your opponent if they use a guard against you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left;width:auto;&amp;quot;&lt;br /&gt;
|+New Card effects - 2-6 players (Full Game)&lt;br /&gt;
!Value&lt;br /&gt;
!№&lt;br /&gt;
!style=&amp;quot;width:7rem;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;width:12rem;&amp;quot;|Effect description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Princess&#039;&#039;&#039;&lt;br /&gt;
|If you play or discard this card, you are out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;Countess&#039;&#039;&#039;&lt;br /&gt;
|If the King or Prince is in your hand, you must play this card.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
|Choose and trade hands with another player.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Chancellor&#039;&#039;&#039;&lt;br /&gt;
|Draw 2 cards. Keep 1 card and put your other 2 on the bottom of the deck in any order.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Prince&#039;&#039;&#039;&lt;br /&gt;
|Choose any player (including yourself). That player discards their hand and redraws.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Handmaid&#039;&#039;&#039;&lt;br /&gt;
|Until your next turn, other players cannot choose you for their card effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Baron&#039;&#039;&#039;&lt;br /&gt;
|Choose and secretly compare hands with another player. Whoever has the lower value is out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Priest&#039;&#039;&#039;&lt;br /&gt;
|Choose and look at another player&#039;s hand.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|5&lt;br /&gt;
|&#039;&#039;&#039;Guard&#039;&#039;&#039;&lt;br /&gt;
|Choose another player and name a non-Guard card. If that player has that card, they are out of the round.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot;|2&lt;br /&gt;
|&#039;&#039;&#039;Spy&#039;&#039;&#039;&lt;br /&gt;
|At the end of the round, if you are the only player in the round who played or discarded a Spy, gain 1 favor token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Round End ===&lt;br /&gt;
&lt;br /&gt;
# No cards in the deck or&lt;br /&gt;
# One player remains.&lt;br /&gt;
* The player holding the Princess or card with the highest value earns 1 ★ token.&lt;br /&gt;
&lt;br /&gt;
==== Tiebreak ====&lt;br /&gt;
&lt;br /&gt;
* Sum of the value of each player&#039;s discarded cards.&lt;br /&gt;
* If a tie remains, nobody gets a ★ token.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;width:auto;&amp;quot;&lt;br /&gt;
|+Winning № of ★s&lt;br /&gt;
!№ Players&lt;br /&gt;
!№ ★ tokens&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|5-8&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwhist&amp;diff=28490</id>
		<title>Gamehelpwhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwhist&amp;diff=28490"/>
		<updated>2026-02-12T08:22:03Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: Created page with &amp;quot;==Gameplay (Four Players)== ===Setup=== * Players are split into teams of 2, with partners sitting across. * A standard 52 card deck is used. The cards in each suit rank (from high to low) A &amp;gt; K &amp;gt; Q &amp;gt; ... &amp;gt; 2.  ===Deal=== * The game consists of a series of hands. * The turn to deal rotates clockwise with each hand.  * Deal each player 13 cards, with the dealer&amp;#039;s last card turned face up to indicate trumps. The trump suit beats any of the other three suits played in that...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay (Four Players)==&lt;br /&gt;
===Setup===&lt;br /&gt;
* Players are split into teams of 2, with partners sitting across.&lt;br /&gt;
* A standard 52 card deck is used. The cards in each suit rank (from high to low) A &amp;gt; K &amp;gt; Q &amp;gt; ... &amp;gt; 2.&lt;br /&gt;
&lt;br /&gt;
===Deal===&lt;br /&gt;
* The game consists of a series of hands.&lt;br /&gt;
* The turn to deal rotates clockwise with each hand. &lt;br /&gt;
* Deal each player 13 cards, with the dealer&#039;s last card turned face up to indicate trumps. The trump suit beats any of the other three suits played in that hand.&lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
* The play begins with the player to the dealer&#039;s left, who leads the first card.&lt;br /&gt;
* Play follows clockwise. Each player must follow the suit led, if they can. If not, they may play any other card in their hand.&lt;br /&gt;
* The player who has played the highest trump card, or if no trump was played, the highest card of the suit led, wins the trick. That player then leads to the next trick.&lt;br /&gt;
* Continue until all tricks have been played and won.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
* When all 13 tricks have been played, the side which won more tricks scores 1 point for each trick they won in excess of 6.&lt;br /&gt;
* Game ends when a team reaches the target score. That team wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Target Score: 5, 7, or 10&lt;br /&gt;
&lt;br /&gt;
===Bid Whist===&lt;br /&gt;
* Two jokers are added. Jokers are the highest trump cards, except in no-trump bids where jokers are worthless.&lt;br /&gt;
* With four players, each player is dealt 12 cards, not 13.&lt;br /&gt;
&lt;br /&gt;
====Bidding Phase====&lt;br /&gt;
* Before playing tricks, there is a bidding phase. Clockwise, each player may bid or pass. The dealer is forced to bid if everyone else passes.&lt;br /&gt;
* When bidding, indicate the number of tricks to take (3-7 for 9-13 tricks) and the type (Uptown (A &amp;gt; K &amp;gt; ... 2), Downtown (A &amp;gt; 2 &amp;gt; ... &amp;gt; K), No Trump). Larger numbers are higher than smaller numbers, and No Trump is higher than Uptown/Downtown.&lt;br /&gt;
* The highest bidder becomes the declarer. If they named Uptown or Downtown, they must name the trump suit. Otherwise, they must name if the hand is played Uptown or Downtown.&lt;br /&gt;
&lt;br /&gt;
====After Bidding====&lt;br /&gt;
* The declarer draws 6 cards from the kitty and discards 6 cards, and this counts as a scored trick.&lt;br /&gt;
* Only the declarer side wins or loses points. If they make the bid, they gain the number of points corresponding to their bid. Otherwise, deduct that from the declarer side.&lt;br /&gt;
* Game also ends when a team reaches negative of the target score (e.g. -7 for target score 7). That team loses, and the other team wins.&lt;br /&gt;
&lt;br /&gt;
===Two Player Whist===&lt;br /&gt;
* Each player is dealt 26 cards: 8 straw piles (piles of 2 cards) and a hand of 10 cards. If playing Bid Whist, deal 2 fewer straw piles.&lt;br /&gt;
* If playing Bid Whist, the types of bids become High (win tricks) or Low (avoid tricks). If the non-dealer bids High, they automatically becomes the declarer.&lt;br /&gt;
* The dealer leads the first trick if the non-dealer bids High. Otherwise, the non-dealer leads first.&lt;br /&gt;
* Each trick consists of 4 cards, 2 from each player. Cards can be played from the hand or the top of straw piles.&lt;br /&gt;
&lt;br /&gt;
===Solitaire Mode===&lt;br /&gt;
For details, go to https://boardgamegeek.com/thread/2969333/whist-solitaire.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppokerdice&amp;diff=28488</id>
		<title>Gamehelppokerdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppokerdice&amp;diff=28488"/>
		<updated>2026-02-12T07:34:02Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Each player has 5 dices with 6 sides (one each of A, K, Q, J, 10, 9).&lt;br /&gt;
* In each round, each player rolls all 5 dice. Then, they may reroll any number of those dice up to twice (click on the dice that you want to reroll).&lt;br /&gt;
* After all rerolls (or when the player stops), compare all hands from highest to lowest.&lt;br /&gt;
* Tied hands are resolved by the dice used in the combination, then by those unused. Note that A &amp;gt; K &amp;gt; Q &amp;gt; J &amp;gt; 10 &amp;gt; 9.&lt;br /&gt;
* Lose lives according to the variant chosen. By default, rank-based life loss is used.&lt;br /&gt;
* Game ends when a player loses all lives. The player with the most remaining lives wins.&lt;br /&gt;
&lt;br /&gt;
==Poker Dice Hands==&lt;br /&gt;
In the following table, 1 is the best combination while 8 is the worst. Note that there are no suits in this game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Example !! Rank (Standard) !! Rank (Probability-based)&lt;br /&gt;
|-&lt;br /&gt;
| Five of a Kind&lt;br /&gt;
| A-A-A-A-A&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Four of a Kind&lt;br /&gt;
| A-A-A-A-K&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Full House&lt;br /&gt;
| A-A-A-K-K&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Straight&lt;br /&gt;
| A-K-Q-10-J&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Three of a Kind&lt;br /&gt;
| A-A-A-K-Q&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Two Pair&lt;br /&gt;
| A-A-K-K-Q&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| One Pair&lt;br /&gt;
| A-A-K-Q-J&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
|- &lt;br /&gt;
| No Combination&lt;br /&gt;
| A-K-Q-J-9&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Number of Lives: 3 or 5&lt;br /&gt;
* Life Loss: Rank-based life loss, All players except winner lose 1 life or Lowest rank players lose 1 life (Detailed below)&lt;br /&gt;
* Hank Rank: Standard or Probability-based (Described above)&lt;br /&gt;
* Simultaneous Mode: All players play simultaneously. Rolled dice are revealed at the end of the round.&lt;br /&gt;
* Elimination Mode: Off or On (Detailed below)&lt;br /&gt;
&lt;br /&gt;
===Life Loss===&lt;br /&gt;
* Rank-based life loss: The number of lives is multiplied by the number of players - 1. All players lose lives equal to the round rank - 1. If all players tie, all players lose 1 life.&lt;br /&gt;
* All players except winner lose 1 life: All players except the round winner lose 1 life. If all players tie, all players lose 1 life.&lt;br /&gt;
* Lowest rank players lose 1 life: The lowest rank players of the round lose 1 life. If all players tie, all players lose 1 life.&lt;br /&gt;
&lt;br /&gt;
===Elimination Mode===&lt;br /&gt;
* Off: When a player loses all lives, the game ends. All remaining players are ranked by the number of remaining lives.&lt;br /&gt;
* On: When a player loses all lives, the player is eliminated and the game continues. Game ends when only one player is left.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppokerdice&amp;diff=28487</id>
		<title>Gamehelppokerdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppokerdice&amp;diff=28487"/>
		<updated>2026-02-12T07:15:07Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Each player has 5 dices with 6 sides (one each of A, K, Q, J, 10, 9).&lt;br /&gt;
* In each round, each player rolls all 5 dice. Then, they may reroll any number of those dice up to twice (click on the dice that you want to reroll).&lt;br /&gt;
* After all rerolls (or when the player stops), compare all hands from highest to lowest. Tied hands are resolved by the dice used in the combination, then by those unused.&lt;br /&gt;
* Lose lives according to the variant chosen. By default, rank-based life loss is used.&lt;br /&gt;
* Game ends when a player loses all lives. The player with the most remaining lives wins.&lt;br /&gt;
&lt;br /&gt;
==Poker Dice Hands==&lt;br /&gt;
In the following table, 1 is the best combination while 8 is the worst. Note that there are no suits in this game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Example !! Rank (Standard) !! Rank (Probability-based)&lt;br /&gt;
|-&lt;br /&gt;
| Five of a Kind&lt;br /&gt;
| A-A-A-A-A&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Four of a Kind&lt;br /&gt;
| A-A-A-A-K&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Full House&lt;br /&gt;
| A-A-A-K-K&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Straight&lt;br /&gt;
| A-K-Q-10-J&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Three of a Kind&lt;br /&gt;
| A-A-A-K-Q&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Two Pair&lt;br /&gt;
| A-A-K-K-Q&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| One Pair&lt;br /&gt;
| A-A-K-Q-J&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
|- &lt;br /&gt;
| No Combination&lt;br /&gt;
| A-K-Q-J-9&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Number of Lives: 3 or 5&lt;br /&gt;
* Life Loss: Rank-based life loss, All players except winner lose 1 life or Lowest rank players lose 1 life (Detailed below)&lt;br /&gt;
* Hank Rank: Standard or Probability-based (Described above)&lt;br /&gt;
* Simultaneous Mode: All players play simultaneously. Rolled dice are revealed at the end of the round.&lt;br /&gt;
* Elimination Mode: Off or On (Detailed below)&lt;br /&gt;
&lt;br /&gt;
===Life Loss===&lt;br /&gt;
* Rank-based life loss: The number of lives is multiplied by the number of players - 1. All players lose lives equal to the round rank - 1. If all players tie, all players lose 1 life.&lt;br /&gt;
* All players except winner lose 1 life: All players except the round winner lose 1 life. If all players tie, all players lose 1 life.&lt;br /&gt;
* Lowest rank players lose 1 life: The lowest rank players of the round lose 1 life. If all players tie, all players lose 1 life.&lt;br /&gt;
&lt;br /&gt;
===Elimination Mode===&lt;br /&gt;
* Off: When a player loses all lives, the game ends. All remaining players are ranked by the number of remaining lives.&lt;br /&gt;
* On: When a player loses all lives, the player is eliminated and the game continues. Game ends when only one player is left.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppokerdice&amp;diff=28486</id>
		<title>Gamehelppokerdice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppokerdice&amp;diff=28486"/>
		<updated>2026-02-12T07:14:44Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: Created page with &amp;quot;==Gameplay== * Each player has 5 dices with 6 sides (one each of A, K, Q, J, 10, 9). * In each round, each player rolls all 5 dice. Then, they may reroll any number of those dice up to twice (click on the dice that you want to reroll). * After all rerolls (or when the player stops), compare all hands from highest to lowest. Tied hands are resolved by the dice used in the combination, then by those unused. * Lose lives according to the variant chosen. By default, rank-bas...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Each player has 5 dices with 6 sides (one each of A, K, Q, J, 10, 9).&lt;br /&gt;
* In each round, each player rolls all 5 dice. Then, they may reroll any number of those dice up to twice (click on the dice that you want to reroll).&lt;br /&gt;
* After all rerolls (or when the player stops), compare all hands from highest to lowest. Tied hands are resolved by the dice used in the combination, then by those unused.&lt;br /&gt;
* Lose lives according to the variant chosen. By default, rank-based life loss is used.&lt;br /&gt;
* Game ends when a player loses all lives. The player with the most remaining lives wins.&lt;br /&gt;
&lt;br /&gt;
==Poker Dice Hands==&lt;br /&gt;
In the following table, 1 is the best combination while 8 is the worst. Note that there are no suits in this game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Example !! Rank (Standard) !! Rank (Probability-based)&lt;br /&gt;
|-&lt;br /&gt;
| Five of a Kind&lt;br /&gt;
| A-A-A-A-A&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Four of a Kind&lt;br /&gt;
| A-A-A-A-K&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Full House&lt;br /&gt;
| A-A-A-K-K&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Straight&lt;br /&gt;
| A-K-Q-10-J&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Three of a Kind&lt;br /&gt;
| A-A-A-K-Q&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Two Pair&lt;br /&gt;
| A-A-K-K-Q&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| One Pair&lt;br /&gt;
| A-A-K-Q-J&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
|- &lt;br /&gt;
| No Combination&lt;br /&gt;
| A-K-Q-J-9&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Number of Lives: 3 or 5&lt;br /&gt;
* Life Loss: Rank-based life loss, All players except winner lose 1 life or Lowest rank players lose 1 life (Detailed below)&lt;br /&gt;
* Hank Rank: Standard or Probability-based&lt;br /&gt;
* Simultaneous Mode: All players play simultaneously. Rolled dice are revealed at the end of the round.&lt;br /&gt;
* Elimination Mode: Off or On (Detailed below)&lt;br /&gt;
&lt;br /&gt;
===Life Loss===&lt;br /&gt;
* Rank-based life loss: The number of lives is multiplied by the number of players - 1. All players lose lives equal to the round rank - 1. If all players tie, all players lose 1 life.&lt;br /&gt;
* All players except winner lose 1 life: All players except the round winner lose 1 life. If all players tie, all players lose 1 life.&lt;br /&gt;
* Lowest rank players lose 1 life: The lowest rank players of the round lose 1 life. If all players tie, all players lose 1 life.&lt;br /&gt;
&lt;br /&gt;
===Elimination Mode===&lt;br /&gt;
* Off: When a player loses all lives, the game ends. All remaining players are ranked by the number of remaining lives.&lt;br /&gt;
* On: When a player loses all lives, the player is eliminated and the game continues. Game ends when only one player is left.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpknockoutwhist&amp;diff=28485</id>
		<title>Gamehelpknockoutwhist</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpknockoutwhist&amp;diff=28485"/>
		<updated>2026-02-12T06:02:30Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: Created page with &amp;quot;==Objective== Stay in the game by winning at least 1 trick each round.  ==Gameplay== ===Deal=== The dealing player rotates clockwise with each hand.  For the first hand, deal 7 cards to each player. This number decreases by 1 each hand, until 1.  There is a trump for each hand. For the first hand, turn the next card face up and use its suit.   From the second hand onwards, the player who won the most tricks last hand chooses the trump instead, unless there is a tie (in t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Stay in the game by winning at least 1 trick each round.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Deal===&lt;br /&gt;
The dealing player rotates clockwise with each hand.&lt;br /&gt;
&lt;br /&gt;
For the first hand, deal 7 cards to each player. This number decreases by 1 each hand, until 1.&lt;br /&gt;
&lt;br /&gt;
There is a trump for each hand. For the first hand, turn the next card face up and use its suit. &lt;br /&gt;
&lt;br /&gt;
From the second hand onwards, the player who won the most tricks last hand chooses the trump instead, unless there is a tie (in that case, use the first hand&#039;s method). &lt;br /&gt;
&lt;br /&gt;
===Play===&lt;br /&gt;
The play begins with the player to the dealer&#039;s left, who leads the first card. The lead may be any suit. &lt;br /&gt;
&lt;br /&gt;
Play follows clockwise. Each player must follow the suit led, if they can. If not, they may play any other card in their hand.&lt;br /&gt;
&lt;br /&gt;
The player who has played the highest trump card, or if no trump was played, the highest card of the suit led, wins the trick. That player then leads to the next trick.&lt;br /&gt;
&lt;br /&gt;
Continue until all tricks have been played and won.&lt;br /&gt;
&lt;br /&gt;
===Elimination===&lt;br /&gt;
If a player takes no tricks in a hand, they are eliminated from the game.&lt;br /&gt;
&lt;br /&gt;
When all but one player are eliminated, the game ends and the surviving player wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Dog&#039;s Life===&lt;br /&gt;
The first time when a player would be eliminated (by taking no tricks in a hand), they gain the &amp;quot;Dog&#039;s Life&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
If several players are eliminated simultaneously, they all gain the Dog&#039;s Life.&lt;br /&gt;
&lt;br /&gt;
A player on a Dog&#039;s Life is only dealt one card in the next hand, which can be played on any trick.&lt;br /&gt;
&lt;br /&gt;
If a player on a Dog&#039;s Life manages to take a trick with their hand, they reenter the game and is dealt a normal hand starting from the next hand, as normal. If not, they are eliminated.&lt;br /&gt;
&lt;br /&gt;
===Card Exchange===&lt;br /&gt;
After trumps are chosen but before the first trick is led, each player may discard 0-3 cards and redraw the same number of cards.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfrenchtarot&amp;diff=28484</id>
		<title>Gamehelpfrenchtarot</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfrenchtarot&amp;diff=28484"/>
		<updated>2026-02-12T01:43:41Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Each round of Tarot involves two stages: bidding and playing. In the bidding stage, the person who bids the highest becomes the Taker. All the other players are playing collectively against the Taker (except in the five-player version, where the Taker has a secret partner). In the playing stage, the players play tricks until all hands are empty. Cards are worth points. The Taker has to gain a certain number of points to win the round. If the Taker does not succeed, the Taker loses the points they collected and everyone else gains points. &lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
Ranks (from strongest to weakest): &#039;&#039;&#039;{{card|R}} {{card|D}} {{card|C}} {{card|V}} {{card|10}} {{card|9}} {{card|8}} {{card|7}} {{card|6}} {{card|5}} {{card|4}} {{card|3}} {{card|2}} {{card|1}}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Letter || French meaning || American equivalent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;R&#039;&#039;&#039; || Roi || King&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;D&#039;&#039;&#039; || Dame || Queen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C&#039;&#039;&#039; || Cavalier || Knight&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;V&#039;&#039;&#039; || Valet || Jack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Card Types====&lt;br /&gt;
&lt;br /&gt;
A Tarot deck has 78 cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 &amp;quot;Fool&amp;quot;&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;21 Trump cards&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;56 suited cards ({{club|color=black}}, {{heart|color=red}}, {{spade|color=black}}, {{diamond|color=red}})&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Cards====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;1 of Trump&#039;&#039;&#039; (The Little One) {{trump|1}}, the &#039;&#039;&#039;21 of Trump&#039;&#039;&#039; {{trump|21}} (The World), and &#039;&#039;&#039;The Fool&#039;&#039;&#039; (The Excuse) are called the &#039;&#039;&#039;Bout&#039;&#039;&#039; or &amp;quot;honor&amp;quot; cards. They are worth the most points and change the target score for victory in a round. The more of these cards the Taker has, the easier it is for them to win.&lt;br /&gt;
&lt;br /&gt;
The Fool has no suit and no rank. It can be played at any point. So use it when you want to avoid giving the Taker a card that would benefit them. If The Fool is played first, the next card determines the lead suit of the trick.&lt;br /&gt;
&lt;br /&gt;
== Card points ==&lt;br /&gt;
&lt;br /&gt;
Each card is worth points. If you win a trick, you get the points of the cards in the trick. You may hover over your cards to see the point value. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Bout ({{trump|1}}, {{trump|21}}, Fool): 4 ½ points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Roi/King: 4 ½ points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Dame/Queen: 3 ½ points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Cavalier/Knight: 2 ½ points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Valet/Jack: 1 ½ points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All other cards: ½ point&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Taker&#039;s Goal ==&lt;br /&gt;
&lt;br /&gt;
The points the Taker needs to get to win the round change depending on the number of Bout cards won. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;All 3 Bouts: 36 points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;2 Bouts: 41 points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 Bouts: 51 points&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;No Bouts: 56 points&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since Bout cards make it easier for the Taker to win, the Taker wants to gain them. The other players want to keep them away from the Taker. The {{trump|21}} will never be taken from its owner. The Fool is almost never taken from its owner (it can only be taken if played in the final trick). But the {{trump|1}} can easily be taken.&lt;br /&gt;
&lt;br /&gt;
== The Deal and Bidding ==&lt;br /&gt;
&lt;br /&gt;
All cards are dealt to each player except for 6 (in the three- or four-player version) or 3 cards (in the five-player version). These cards are placed face down in a pile called the &amp;quot;Kitty&amp;quot;. The Kitty remains hidden until bidding is over. The winner of the bid determines whether the Kitty is revealed and what happens to it.&lt;br /&gt;
&lt;br /&gt;
Counterclockwise from the Dealer, each player either bids or passes. The person who bids the highest becomes the Taker. There are four possible bids:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Name || Definition || Score Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small&#039;&#039;&#039; || The Kitty is revealed to all players. The Taker integrates it into their hand and discards an equal number of cards. The discarded cards count for the Taker&#039;s score. || None&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guard&#039;&#039;&#039; || The Kitty is revealed to all players. The Taker integrates it into their hand and discards an equal number of cards. The discarded cards count for the Taker&#039;s score. || x2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guard Without the Kitty&#039;&#039;&#039; || The Kitty remains hidden to all players, but the cards still count for the Taker&#039;s score || x4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guard Against the Kitty&#039;&#039;&#039; || The Kitty remains hidden to all players. The cards are counted in each &#039;&#039;&#039;defender&#039;s&#039;&#039;&#039;&#039; score for the round|| x6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most variants forbid the Taker from putting any K/R, Trumps, or Bout cards in the Kitty. Some variants allow this if the Taker announces it.&lt;br /&gt;
&lt;br /&gt;
In the five-player version, after the Taker has been determined, but before the Kitty is revealed, the Taker calls out a suit. The person who has the King {{card|R}} of that suit is the Taker&#039;s secret partner, making the round 2 versus 3. The partner&#039;s identity is not revealed until the called King {{card|R}} is played, allowing the partner to help the Taker in secret. If the King {{card|R}} of that suit is in the Kitty or in the Taker&#039;s own hand, the Taker has no partner and the round is 1 versus 4. In the rare case that the Taker has all four Kings {{card|R}} in hand, then when calling a suit, they show them. In this case, the player with the Queen {{card|D}} in that suit becomes the secret partner.&lt;br /&gt;
&lt;br /&gt;
== Play ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;One must follow suit&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;One must play a trump if one cannot follow suit&lt;br /&gt;
  &amp;lt;li&amp;gt;If a previous player could not follow suit and played a trump, the other players still have to follow suit if they can.&lt;br /&gt;
  &amp;lt;li&amp;gt;If one must play a trump, one must play a higher trump than any trump already played on the trick.&lt;br /&gt;
  &amp;lt;li&amp;gt;One must play a lower trump if unable to play a higher one&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If one cannot follow suit nor play a trump, one can play any card&lt;br /&gt;
  &amp;lt;li&amp;gt;The Fool can be played on any trick. The person who played the Fool keeps it, not the trick winner &#039;&#039;&#039;UNLESS&#039;&#039;&#039; the Fool is played on the last trick. Then the winner of the trick takes it. This is how the Taker may win all four bouts.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
All the players&#039; scores should add up to 0 after each round.&lt;br /&gt;
&lt;br /&gt;
In the five-player variant, the Taker&#039;s partner shares 1/3 of the Taker&#039;s loss.&lt;br /&gt;
&lt;br /&gt;
If the Petit {{trump|1}} is played on the last trick, the winner scores 10x the bid.&lt;br /&gt;
&lt;br /&gt;
==== Bonuses====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Poignée&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before playing the first card, a player has the option to declare &#039;&#039;poignée&#039;&#039; (&amp;quot;handful&amp;quot;). When you do this, you show your hand to the players and prove you have a certain number of Trumps (depending on number of players). If the declarer wins the trick, they win extra points. But if they don&#039;t, they lose the same number of points. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
!| Name || Players || Trumps || Points&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |&#039;&#039;&#039;Simple Poignée&#039;&#039;&#039; || 3 || 13 || rowspan=3|&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 10&lt;br /&gt;
|- &lt;br /&gt;
| 5 || 8&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |&#039;&#039;&#039;Double Poignée&#039;&#039;&#039; || 3 || 15 || rowspan=3|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 13&lt;br /&gt;
|- &lt;br /&gt;
| 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |&#039;&#039;&#039;Double Poignée&#039;&#039;&#039; || 3 || 18 || rowspan=3|&#039;&#039;&#039;40&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| 4 || 15&lt;br /&gt;
|- &lt;br /&gt;
| 5 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Poignée bonus goes to the winner of the trick. It is not counted in the bid&#039;s multiplier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Slam&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After dealing the Kitty, the Taker may declare a Slam. That means the Taker intends to win &#039;&#039;all&#039;&#039; the tricks. The Taker gets bonus points if they take all tricks and did not declare a Slam.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;400 points if achieved (not counted in the bid multiplier)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;200 points if not declared but still achieved&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-200 points if declared but not achieved&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;One at the End/Petit au Bout&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Fool is played on the last trick, the winner of the trick gets to either add 10 points to their score (if they are the Taker) or subtract 10 points from the Taker&#039;s score. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Misères&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If playing with this variant, any player can declare Misère (&amp;quot;misery&amp;quot;) before playing their first card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;Misère of Trumps&#039;&#039;: If you have no Trump cards and no Fool&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;Misère of Honors&#039;&#039;: If you have no face cards or Bout cards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The declarer gains 10 points for each player. All other players subtract 10 points from their score. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Goulash&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If playing with this variant, then during bidding, if everybody passes, then the goal becomes to avoid taking points. The winner of the trick &amp;quot;pays&amp;quot; each opponent the points they took. &#039;&#039;Petit au bout&#039;&#039;, &#039;&#039;Slam&#039;&#039;, and &#039;&#039;Poignée&#039;&#039; cannot be declared. The Fool remains the property of one who plays it. If it is played on the last trick, it wins it. The Kitty is set aside. No one takes it into their hand or counts it in scoring.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquarius&amp;diff=28434</id>
		<title>Gamehelpaquarius</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpaquarius&amp;diff=28434"/>
		<updated>2026-02-09T07:30:41Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: Created page with &amp;quot;==Setup== Each player gets a different secret Goal (Air, Earth, Fire, Space, Water), along with 3 cards as their initial hand.  The remaining Goals are placed as invisible players.  The centre starts with a non-Action card.  ==Gameplay== On a player&amp;#039;s turn, they must draw a card, then play a card.  If the played card is an Element card, place it such that at least a portion of one edge matches an Element of a neighbor card&amp;#039;s edge.  Cards may not be placed perpendicular t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
Each player gets a different secret Goal (Air, Earth, Fire, Space, Water), along with 3 cards as their initial hand.&lt;br /&gt;
&lt;br /&gt;
The remaining Goals are placed as invisible players.&lt;br /&gt;
&lt;br /&gt;
The centre starts with a non-Action card.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
On a player&#039;s turn, they must draw a card, then play a card.&lt;br /&gt;
&lt;br /&gt;
If the played card is an Element card, place it such that at least a portion of one edge matches an Element of a neighbor card&#039;s edge.&lt;br /&gt;
&lt;br /&gt;
Cards may not be placed perpendicular to one another, skewed, or misaligned.&lt;br /&gt;
&lt;br /&gt;
If the Element card played cause 2/3/4 different Elements to form connections at the same time, draw 1/2/3 extra card(s).&lt;br /&gt;
&lt;br /&gt;
If the played card is an Action card, discard it and activate its function.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
At any time, if a chain of seven connected panels of a (visible) player&#039;s Goal&#039;s Element is in place, that player wins.&lt;br /&gt;
&lt;br /&gt;
==Special Cards==&lt;br /&gt;
===Action Cards===&lt;br /&gt;
* Trade Goals: Swap your Goal with another player&#039;s (including invisible players).&lt;br /&gt;
* Shuffle Goals: Shuffle all Goals and redeal them.&lt;br /&gt;
* Trade Hands: Swap your hand with another player&#039;s.&lt;br /&gt;
* Shuffle Hands: Shuffle all cards in players&#039; hands and deal them back evenly, starting with yourself.&lt;br /&gt;
* Zap a Card: Select an Element card on the table and add it to your hand.&lt;br /&gt;
* Move a Card: Select an Element card on the table and move it to a new legal position. The card can be rotated.&lt;br /&gt;
&lt;br /&gt;
Zap a Card or Move a Card can be used to create isolated cards.&lt;br /&gt;
&lt;br /&gt;
===Wild Cards===&lt;br /&gt;
When played as an Element card, Wild cards are all Elements at the same time.&lt;br /&gt;
&lt;br /&gt;
However, you cannot draw extra cards when playing a Wild card as an Element card.&lt;br /&gt;
&lt;br /&gt;
Wild cards can also be played as any Action card.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:ArielFriedrichGauss&amp;diff=28433</id>
		<title>User:ArielFriedrichGauss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:ArielFriedrichGauss&amp;diff=28433"/>
		<updated>2026-02-09T07:14:07Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Santorini Full Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Ariel is a student interested in board games. Being a member of Board Game Arena since 2020, she treats the hobby as beyond means of leisure, as a way to strategize with low stakes in real life.&lt;br /&gt;
&lt;br /&gt;
==Origin of Username==&lt;br /&gt;
Ariel comes from her actual English name. Besides, she admires Karl Friedrich Gauss as she likes mathematics, therefore she combined the two together to form her username. She also used this name for other websites. The short form is Ariel Gauss, so watch out for her on other game platforms.&lt;br /&gt;
&lt;br /&gt;
==Experience in Board Games==&lt;br /&gt;
By December 2021, Ariel has played over 125 different board games, with 2700 tables in total. She also earned about 570 achievements due to this, which gives her about 17k of experience. She has also become an alpha reviewer since 2021.&lt;br /&gt;
&lt;br /&gt;
Ariel prefers strategy games, although she does not like most abstract chess games, such as international chess. This is because of the lack of randomness, making the victor almost certain before a game. She also likes bluffing games because of the mind factor.&lt;br /&gt;
&lt;br /&gt;
===BGA Wiki===&lt;br /&gt;
Ariel used to update the game list on BGA wiki every day, but stopped doing do after others take the mantle. She once updated the alpha game list too, but ceased doing so after a warning is posted in the reviews session. She has also written some game help pages on the wiki.&lt;br /&gt;
&lt;br /&gt;
===Santorini Full Guide===&lt;br /&gt;
In September 2020, Ariel joined the Santorini Full Guide plan upon shcowcow’s request, taking the role of publisher. However, as shcowcow and YTBlueBlueberry had disappeared one month later, the development of the guide was suspended for eight months. Later, TodiLiju joined the team and the project continues.&lt;br /&gt;
&lt;br /&gt;
The guide published twice a week at first, but after TodiLiju’s arrival, it changed to once per week (every Thursday). The development was suspended and picked up again from time to time due to various reasons.&lt;br /&gt;
&lt;br /&gt;
The last power, Theseus, was published on 9th February 2025, marking the end of the project. It can now be found [[Fullguidesantorini|here]].&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:ArielFriedrichGauss&amp;diff=28432</id>
		<title>User:ArielFriedrichGauss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:ArielFriedrichGauss&amp;diff=28432"/>
		<updated>2026-02-09T07:13:37Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Santorini Full Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Ariel is a student interested in board games. Being a member of Board Game Arena since 2020, she treats the hobby as beyond means of leisure, as a way to strategize with low stakes in real life.&lt;br /&gt;
&lt;br /&gt;
==Origin of Username==&lt;br /&gt;
Ariel comes from her actual English name. Besides, she admires Karl Friedrich Gauss as she likes mathematics, therefore she combined the two together to form her username. She also used this name for other websites. The short form is Ariel Gauss, so watch out for her on other game platforms.&lt;br /&gt;
&lt;br /&gt;
==Experience in Board Games==&lt;br /&gt;
By December 2021, Ariel has played over 125 different board games, with 2700 tables in total. She also earned about 570 achievements due to this, which gives her about 17k of experience. She has also become an alpha reviewer since 2021.&lt;br /&gt;
&lt;br /&gt;
Ariel prefers strategy games, although she does not like most abstract chess games, such as international chess. This is because of the lack of randomness, making the victor almost certain before a game. She also likes bluffing games because of the mind factor.&lt;br /&gt;
&lt;br /&gt;
===BGA Wiki===&lt;br /&gt;
Ariel used to update the game list on BGA wiki every day, but stopped doing do after others take the mantle. She once updated the alpha game list too, but ceased doing so after a warning is posted in the reviews session. She has also written some game help pages on the wiki.&lt;br /&gt;
&lt;br /&gt;
===Santorini Full Guide===&lt;br /&gt;
In September 2020, Ariel joined the Santorini Full Guide plan upon shcowcow’s request, taking the role of publisher. However, as shcowcow and YTBlueBlueberry had disappeared one month later, the development of the guide was suspended for eight months. Later, TodiLiju joined the team and the project continues.&lt;br /&gt;
&lt;br /&gt;
The guide published twice a week at first, but after TodiLiju’s arrival, it changed to once per week (every Thursday). The development was suspended and continued from time to time due to various reasons.&lt;br /&gt;
&lt;br /&gt;
The last hero, Theseus, was published on 9th February 2025, marking the end of the project. It can now be found [[Fullguidesantorini|here]].&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:ArielFriedrichGauss&amp;diff=28431</id>
		<title>User:ArielFriedrichGauss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:ArielFriedrichGauss&amp;diff=28431"/>
		<updated>2026-02-09T07:11:36Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* BGA Wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Ariel is a student interested in board games. Being a member of Board Game Arena since 2020, she treats the hobby as beyond means of leisure, as a way to strategize with low stakes in real life.&lt;br /&gt;
&lt;br /&gt;
==Origin of Username==&lt;br /&gt;
Ariel comes from her actual English name. Besides, she admires Karl Friedrich Gauss as she likes mathematics, therefore she combined the two together to form her username. She also used this name for other websites. The short form is Ariel Gauss, so watch out for her on other game platforms.&lt;br /&gt;
&lt;br /&gt;
==Experience in Board Games==&lt;br /&gt;
By December 2021, Ariel has played over 125 different board games, with 2700 tables in total. She also earned about 570 achievements due to this, which gives her about 17k of experience. She has also become an alpha reviewer since 2021.&lt;br /&gt;
&lt;br /&gt;
Ariel prefers strategy games, although she does not like most abstract chess games, such as international chess. This is because of the lack of randomness, making the victor almost certain before a game. She also likes bluffing games because of the mind factor.&lt;br /&gt;
&lt;br /&gt;
===BGA Wiki===&lt;br /&gt;
Ariel used to update the game list on BGA wiki every day, but stopped doing do after others take the mantle. She once updated the alpha game list too, but ceased doing so after a warning is posted in the reviews session. She has also written some game help pages on the wiki.&lt;br /&gt;
&lt;br /&gt;
===Santorini Full Guide===&lt;br /&gt;
In September 2020, Ariel joined the Santorini Full Guide plan upon shcowcow’s request, taking the role of publisher. However, as shcowcow and YTBlueBlueberry had disappeared one month later, the development of the guide was suspended for eight months. Later, TodiLiju joined the team and the project continues.&lt;br /&gt;
&lt;br /&gt;
The guide published twice a week at first, but after TodiLiju’s arrival, it changed to once per week (every Thursday). The development was also suspended for a short period of time in November 2021 due to academic reasons.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:ArielFriedrichGauss&amp;diff=28430</id>
		<title>User:ArielFriedrichGauss</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:ArielFriedrichGauss&amp;diff=28430"/>
		<updated>2026-02-09T07:10:38Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Ariel is a student interested in board games. Being a member of Board Game Arena since 2020, she treats the hobby as beyond means of leisure, as a way to strategize with low stakes in real life.&lt;br /&gt;
&lt;br /&gt;
==Origin of Username==&lt;br /&gt;
Ariel comes from her actual English name. Besides, she admires Karl Friedrich Gauss as she likes mathematics, therefore she combined the two together to form her username. She also used this name for other websites. The short form is Ariel Gauss, so watch out for her on other game platforms.&lt;br /&gt;
&lt;br /&gt;
==Experience in Board Games==&lt;br /&gt;
By December 2021, Ariel has played over 125 different board games, with 2700 tables in total. She also earned about 570 achievements due to this, which gives her about 17k of experience. She has also become an alpha reviewer since 2021.&lt;br /&gt;
&lt;br /&gt;
Ariel prefers strategy games, although she does not like most abstract chess games, such as international chess. This is because of the lack of randomness, making the victor almost certain before a game. She also likes bluffing games because of the mind factor.&lt;br /&gt;
&lt;br /&gt;
===BGA Wiki===&lt;br /&gt;
Ariel updates the game list on BGA wiki every day. She had updated the alpha game list too, but ceased doing so after a warning is posted in the reviews session. She has also written some game help pages on the wiki.&lt;br /&gt;
&lt;br /&gt;
===Santorini Full Guide===&lt;br /&gt;
In September 2020, Ariel joined the Santorini Full Guide plan upon shcowcow’s request, taking the role of publisher. However, as shcowcow and YTBlueBlueberry had disappeared one month later, the development of the guide was suspended for eight months. Later, TodiLiju joined the team and the project continues.&lt;br /&gt;
&lt;br /&gt;
The guide published twice a week at first, but after TodiLiju’s arrival, it changed to once per week (every Thursday). The development was also suspended for a short period of time in November 2021 due to academic reasons.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_pilipili&amp;diff=28423</id>
		<title>Tips pilipili</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_pilipili&amp;diff=28423"/>
		<updated>2026-02-08T06:57:08Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
For a list of all missions, go to https://boardgamegeek.com/thread/3645149/list-of-missions (note that 3s before bidding and 5s before blind are not available on BGA).&lt;br /&gt;
&lt;br /&gt;
This game is similar to Oh Hell, but without suits or trump. Also, there are no bonuses for successfully making higher bids (except for 2 of the missions).&lt;br /&gt;
&lt;br /&gt;
Pay attention to others&#039; bids, as there is no reason for underbidding or overbidding, except for the final bidder (who is getting screwed). Even if that&#039;s you, tallying the other players&#039; bids can be helpful on deciding yours.&lt;br /&gt;
&lt;br /&gt;
You can also watch out for high cards (assuming a rather even distribution of numbers), and who has/hasn&#039;t fufilled their bids - those who do has little motivation to disrupt others&#039; plans, except for pushing someone else over 6 Pili.&lt;br /&gt;
&lt;br /&gt;
And it would be helpful to save (almost) sure tricks later (such as the 0/56 cards or especially high/low cards), so that you have more room adjusting for unexpected tricks.&lt;br /&gt;
&lt;br /&gt;
Last but not least, there are no absolute for advice, especially considering the number of missions on this! Be cautious but flexible, especially for more chaotic missions.&lt;br /&gt;
&lt;br /&gt;
==Advice for Missions==&lt;br /&gt;
===Give X Cards===&lt;br /&gt;
The most common type of missions, it means more flexibility on bidding (you can get rid of unwanted cards afterwards), plus partial information on a neighbour&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
Of course, you should throw away high cards for a 0 bid, but should you throw away middling cards if you have enough for your bid? Their bid might reveal whether they want to pass high cards.&lt;br /&gt;
&lt;br /&gt;
Once the passing is done, remember those cards you pass away (at least until the person you are passing to have played them).&lt;br /&gt;
&lt;br /&gt;
===Pass All Cards===&lt;br /&gt;
This is definitely chaotic bidding! Though you know another person&#039;s hand, and can guess which tricks they might earn.&lt;br /&gt;
&lt;br /&gt;
Most of the time, bidding 1 is more of a safe choice, as it can be hard to make a 0 if you unfortunately get passed a high card. Though if the hand you saw are definitely winning a lot of tricks, that&#039;s another case.&lt;br /&gt;
&lt;br /&gt;
===Forbidden to Bid 0/1===&lt;br /&gt;
&lt;br /&gt;
===Foresight===&lt;br /&gt;
Not it&#039;s official name, but Wizard (also a bidding how many tricks you will take game) calls a similar variant this.&lt;br /&gt;
&lt;br /&gt;
If there is just one trick, mind your probability and try your best to make a guess (good luck if you are the last bidder - you have no choice!).&lt;br /&gt;
&lt;br /&gt;
For two, you know everyone&#039;s hand after bidding. Take that into account.&lt;br /&gt;
&lt;br /&gt;
===Draw 1 Card After Bidding===&lt;br /&gt;
&lt;br /&gt;
===Public Hands After Bidding===&lt;br /&gt;
&lt;br /&gt;
===Discard Pili for Successful Bids===&lt;br /&gt;
Many people think this is the time for going bold, but more often than not, it isn&#039;t (especially for 3 tricks). Bid what you would bid without this. Do not go over just because of the bonus.&lt;br /&gt;
&lt;br /&gt;
===Simultaneous Play===&lt;br /&gt;
&lt;br /&gt;
===Card Values Reversed===&lt;br /&gt;
This is boring after a few plays. Just reverse the values in your hand, don&#039;t be careless, and it&#039;s one of the most normal variants.&lt;br /&gt;
&lt;br /&gt;
===1 Pili for First/Last Trick===&lt;br /&gt;
&lt;br /&gt;
===No Copying Last Bet===&lt;br /&gt;
&lt;br /&gt;
===Gain Another Player&#039;s Pili===&lt;br /&gt;
&lt;br /&gt;
===Always Play Highest/Lowest===&lt;br /&gt;
&lt;br /&gt;
===1 Pili for Certain Cards===&lt;br /&gt;
&lt;br /&gt;
===Exchange 1 After Winning a Trick===&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Fullguidesantorini&amp;diff=28398</id>
		<title>Fullguidesantorini</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Fullguidesantorini&amp;diff=28398"/>
		<updated>2026-02-07T09:05:03Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Others */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About Us==&lt;br /&gt;
Hi everyone. I (shcowcow) and my team is now developing a full guide of all gods in Santorini. We will publish once every 3 days in BGA Wiki. Therefore, to maintain this speed we need a lot of help.&lt;br /&gt;
&lt;br /&gt;
If you fulfill any of these, please leave a message in our group and help us:&lt;br /&gt;
* Good at editing Wikipedias or IT&lt;br /&gt;
* Good at Santorini strategies&lt;br /&gt;
* Has an influence on game developers&lt;br /&gt;
&lt;br /&gt;
Thank you. Here are also some links to related websites.&lt;br /&gt;
* Link to our group: https://boardgamearena.com/group?id=6898114&lt;br /&gt;
* Link to our plan: https://boardgamegeek.com/thread/2665882/santorini-full-guide&lt;br /&gt;
* Link to the forum: https://boardgamearena.com/forum/viewtopic.php?f=262&amp;amp;t=17293&lt;br /&gt;
&lt;br /&gt;
==Link to Strategies==&lt;br /&gt;
Here are all the links to the strategies of each god.&lt;br /&gt;
&lt;br /&gt;
===Simple Gods===&lt;br /&gt;
* [[SantoriniPowerApollo|Apollo: God of Music]]&lt;br /&gt;
* [[SantoriniPowerArtemis|Artemis: Goddess of the Hunt]]&lt;br /&gt;
* [[SantoriniPowerAthena|Athena: Goddess of Wisdom]]&lt;br /&gt;
* [[SantoriniPowerAtlas|Atlas: Titan Shouldering the Heavens]]&lt;br /&gt;
* [[SantoriniPowerDemeter|Demeter: Goddess of the Harvest]]&lt;br /&gt;
* [[SantoriniPowerHephaestus|Hephaestus: God of Blacksmiths]]&lt;br /&gt;
* [[SantoriniPowerHermes|Hermes: God of Travel]]&lt;br /&gt;
* [[SantoriniPowerMinotaur|Minotaur: Bull-headed Monster]]&lt;br /&gt;
* [[SantoriniPowerPan|Pan: God of the Wild]]&lt;br /&gt;
* [[SantoriniPowerPrometheus|Prometheus: Titan Benefactor of Mankind]]&lt;br /&gt;
&lt;br /&gt;
===Advanced Gods===&lt;br /&gt;
* [[SantoriniPowerAphrodite|Aphrodite: Goddess of Love]]&lt;br /&gt;
* [[SantoriniPowerAres|Ares: God of War]]&lt;br /&gt;
* [[SantoriniPowerBia|Bia: Goddess of Violence]]&lt;br /&gt;
* [[SantoriniPowerChaos|Chaos: Primordial Nothingness]]&lt;br /&gt;
* [[SantoriniPowerCharon|Charon: Ferryman to the Underworld]]&lt;br /&gt;
* [[SantoriniPowerChronus|Chronus: God of Time]]&lt;br /&gt;
* [[SantoriniPowerCirce|Circe: Divine Enchantress]]&lt;br /&gt;
* [[SantoriniPowerDionysus|Dionysus: God of Wine]]&lt;br /&gt;
* [[SantoriniPowerEros|Eros: God of Desire]]&lt;br /&gt;
* [[SantoriniPowerHera|Hera: Goddess of Marriage]]&lt;br /&gt;
* [[SantoriniPowerHestia|Hestia: Goddess of Hearth and Home]]&lt;br /&gt;
* [[SantoriniPowerHypnus|Hypnus: God of Sleep]]&lt;br /&gt;
* [[SantoriniPowerLimus|Limus: Goddess of Famine]]&lt;br /&gt;
* [[SantoriniPowerMedusa|Medusa: Petrifying Gorgon]]&lt;br /&gt;
* [[SantoriniPowerMorpheus|Morpheus: God of Dreams]]&lt;br /&gt;
* [[SantoriniPowerPersephone|Persephone: Goddess of Spring Growth]]&lt;br /&gt;
* [[SantoriniPowerPoseidon|Poseidon: God of the Sea]]&lt;br /&gt;
* [[SantoriniPowerSelene|Selene: Goddess of the Moon]]&lt;br /&gt;
* [[SantoriniPowerTriton|Triton: God of the Waves]]&lt;br /&gt;
* [[SantoriniPowerZeus|Zeus: God of the Sky]]&lt;br /&gt;
&lt;br /&gt;
===Golden Fleece Gods===&lt;br /&gt;
* [[SantoriniPowerAeolus|Aeolus: God of the Winds]]&lt;br /&gt;
* [[SantoriniPowerCharybdis|Charybdis: Whirlpool Monster]]&lt;br /&gt;
* [[SantoriniPowerClio|Clio: Muse of History]]&lt;br /&gt;
* [[SantoriniPowerEuropa|Europa &amp;amp; Talus: Queen and Guardian Automaton]]&lt;br /&gt;
* [[SantoriniPowerGaea|Gaea: Goddess of the Earth]]&lt;br /&gt;
* [[SantoriniPowerGraeae|Graeae: The Gray Hags]]&lt;br /&gt;
* [[SantoriniPowerHades|Hades: God of the Underworld]]&lt;br /&gt;
* [[SantoriniPowerHarpies|Harpies: Winged Menaces]]&lt;br /&gt;
* [[SantoriniPowerHecate|Hecate: Goddess of Magic]]&lt;br /&gt;
* [[SantoriniPowerNemesis|Nemesis: Goddess of Retribution]]&lt;br /&gt;
* [[SantoriniPowerSiren|Siren: Alluring Sea Nymph]]&lt;br /&gt;
* [[SantoriniPowerTartarus|Tartarus: God of the Abyss]]&lt;br /&gt;
* [[SantoriniPowerTerpsichore|Terpsichore: Muse of Dancing]]&lt;br /&gt;
* [[SantoriniPowerUrania|Urania: Muse of Astronomy]]&lt;br /&gt;
&lt;br /&gt;
===Promo Gods===&lt;br /&gt;
* [[SantoriniPowerAsteria|Asteria: Goddess of Falling Stars]]&lt;br /&gt;
* [[SantoriniPowerCastor|Castor &amp;amp; Pollux: Mortal and Divine Brothers]]&lt;br /&gt;
* [[SantoriniPowerEris|Eris: Goddess of Discord]]&lt;br /&gt;
* [[SantoriniPowerHippolyta|Hippolyta: Queen of the Amazons]]&lt;br /&gt;
* [[SantoriniPowerHydra|Hydra: Many Headed Monster]]&lt;br /&gt;
* [[SantoriniPowerIris|Iris: Goddess of Rainbow]]&lt;br /&gt;
* [[SantoriniPowerMaenads|Maenads: Raving Ones]]&lt;br /&gt;
* [[SantoriniPowerNyx|Nyx: Goddess of Night]]&lt;br /&gt;
* [[SantoriniPowerPegasus|Pegasus: Winged Horse]]&lt;br /&gt;
* [[SantoriniPowerProteus|Proteus: Shapeshifting Sea God]]&lt;br /&gt;
* [[SantoriniPowerScylla|Scylla: Menacing Sea Monster]]&lt;br /&gt;
* [[SantoriniPowerTyche|Tyche: Goddess of Fortune]]&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
* [[SantoriniPowerAchilles|Achilles: Volatile Warrior]]&lt;br /&gt;
* [[SantoriniPowerAdonis|Adonis: Devastalingly Handsome]]&lt;br /&gt;
* [[SantoriniPowerAtalanta|Atalanta: Swift Huntress]]&lt;br /&gt;
* [[SantoriniPowerBellerophon|Bellerophon: Tamer of Pegasus]]&lt;br /&gt;
* [[SantoriniPowerHeracles|Heracles: Doer of Great Deeds]]&lt;br /&gt;
* [[SantoriniPowerJason|Jason: Leader of the Argonauts]]&lt;br /&gt;
* [[SantoriniPowerMedea|Medea: Powerful Sorceress]]&lt;br /&gt;
* [[SantoriniPowerOdysseus|Odysseus: Cunning Leader]]&lt;br /&gt;
* [[SantoriniPowerPolyphemus|Polyphemus: Gigantic Cyclops]]&lt;br /&gt;
* [[SantoriniPowerTheseus|Theseus: Slayer of the Minotaur]]&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* [[Tips santorini|Santorini Strategies]]&lt;br /&gt;
&lt;br /&gt;
==Update Log==&lt;br /&gt;
* 5th September 2020: Apollo is done.&lt;br /&gt;
* 8th September 2020: Artemis is done.&lt;br /&gt;
* 14th September 2020: Athena is done.&lt;br /&gt;
* 16th September 2020: Atlas is done.&lt;br /&gt;
* 21st September 2020: Demeter and Hephaestus are done.&lt;br /&gt;
* 24th September 2020: Hermes is done.&lt;br /&gt;
* 28th September 2020: Minotaur is done.&lt;br /&gt;
* 6th October 2020: Pan and Prometheus are done.&lt;br /&gt;
* 10th December 2020: Aphrodite (without conclusion) and Ares (with early game) are done.&lt;br /&gt;
* 23rd May 2021: Currently, the development of this guide is suspended. We need more players to help finish this big project since shcowcow and YTBlueBlueberry have not been working on it for several months. If you are interested please contact ArielFriedrichGauss.&lt;br /&gt;
* 27th May 2021: [https://en.doc.boardgamearena.com/User:Todi_Liju Todi Liju] has joined our team! He is the 3rd in BGA Santorini.&lt;br /&gt;
* 28th May 2021: Aphrodite is done.&lt;br /&gt;
* 30th May 2021: Ares is done.&lt;br /&gt;
* 31st May 2021: Bia is done.&lt;br /&gt;
* 2nd June 2021: Chaos is done.&lt;br /&gt;
* 4th June 2021: Charon is done.&lt;br /&gt;
* 7th June 2021: Chronus is done.&lt;br /&gt;
* 18th June 2021: Circe is done.&lt;br /&gt;
* 7th July 2021: Dionysus is done.&lt;br /&gt;
* 14th July 2021: Eros is done.&lt;br /&gt;
* 25th July 2021: Hera is done.&lt;br /&gt;
* 31st July 2021: Hestia is done.&lt;br /&gt;
* 21st August 2021: Hypnus is done.&lt;br /&gt;
* 28th August 2021: Limus is done.&lt;br /&gt;
* 1st September 2021: Medusa is done.&lt;br /&gt;
* 8th September 2021: Morpheus is done.&lt;br /&gt;
* 16th September 2021: Persephone is done.&lt;br /&gt;
* 23rd September 2021: Poseidon is done.&lt;br /&gt;
* 1st October 2021: Selene is done.&lt;br /&gt;
* 6th October 2021: Triton is done.&lt;br /&gt;
* 13th October 2021: Zeus is done.&lt;br /&gt;
* 21st October 2021: Aeolus is done.&lt;br /&gt;
* 28th October 2021: Charybdis is done.&lt;br /&gt;
* 4th November 2021: Clio is done.&lt;br /&gt;
* 11th November 2021: Europa and Talus is done.&lt;br /&gt;
* 17th November 2021: The development of this guide will be suspended until 15th December 2021. Sorry for any inconvenience caused.&lt;br /&gt;
* 15th December 2021: Gaea is done.&lt;br /&gt;
* 23rd December 2021: Graeae is done.&lt;br /&gt;
* 30th December 2021: Hades is done, and this is our last update in 2021! Stay tuned for a new year present!&lt;br /&gt;
* 31st December 2021: All photos up to Hades are uploaded.&lt;br /&gt;
* 1st January 2022: Your new year present has arrived! Harpies is done!&lt;br /&gt;
* 5th January 2022: Hecate is done.&lt;br /&gt;
* 12th January 2022: Nemesis is done.&lt;br /&gt;
* 19th January 2022: Siren is done.&lt;br /&gt;
* 26th January 2022: Tartarus is done.&lt;br /&gt;
* 3rd February 2022: Terpsichore is done.&lt;br /&gt;
* 7th February 2022: Photos of Selene, Triton and Zeus are uploaded.&lt;br /&gt;
* 10th February 2022: Urania is done.&lt;br /&gt;
* 17th February 2022: Asteria is done.&lt;br /&gt;
* 25th February 2022: Castor &amp;amp; Pollux is done.&lt;br /&gt;
* 4th March 2022: Eris is done.&lt;br /&gt;
* 11th March 2022: Hippolyta is done.&lt;br /&gt;
* 24th March 2022: Hydra is done.&lt;br /&gt;
* 2nd April 2022: Iris is done.&lt;br /&gt;
* 8th April 2022: Maenads is done.&lt;br /&gt;
* 15th April 2022: Nyx is done.&lt;br /&gt;
* 29th April 2022: Pegasus is done.&lt;br /&gt;
* 14th May 2022: Proteus is done.&lt;br /&gt;
* 28th June 2022: Scylla is done.&lt;br /&gt;
* 15th July 2022: Tyche is done.&lt;br /&gt;
* 22nd September 2022: Changed some content of Aphrodite, Hera, Medusa, Charybdis and Hades. The heroes will be done soon.&lt;br /&gt;
* 25th January 2023: The first part of heroes (Achilles, Adonis, Atalanta, Bellerophon and Heracles) are done. Uploaded all photos up to Bellerophon.&lt;br /&gt;
* 7th Sepetember 2024: Jason and Medea are done.&lt;br /&gt;
* 14th September 2024: Odysseus is done.&lt;br /&gt;
* 15th September 2024: Polyphemus is done.&lt;br /&gt;
* 9th February 2025: Theseus is done. All powers are completed.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwonders&amp;diff=28397</id>
		<title>Gamehelpsevenwonders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwonders&amp;diff=28397"/>
		<updated>2026-02-07T08:15:35Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
In [https://boardgamegeek.com/boardgame/68448/7-wonders 7 Wonders] your aim is to make your civilization thrive over three &#039;&#039;ages&#039;&#039;, by ramping up your production of raw and/or manufactured goods, building different types of constructions, and taking care of your relations with your neighbors. During the game, you can also build and upgrade your &#039;&#039;wonder&#039;&#039;, which gives you additional advantages (points or capabilities). You do not need to construct your wonder at all, but it is recommended.&lt;br /&gt;
&lt;br /&gt;
The player with the most points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
== Table setup ==&lt;br /&gt;
&lt;br /&gt;
Number of players:&lt;br /&gt;
&lt;br /&gt;
• it is possible to play with 3 to 7 players on BoardGameArena.&lt;br /&gt;
&lt;br /&gt;
• BoardGameArena suggests 4 players&lt;br /&gt;
&lt;br /&gt;
• [https://boardgamegeek.com/boardgame/68448/7-wonders BoardGameGeek community] suggests 4-5 players.&lt;br /&gt;
&lt;br /&gt;
Choices:&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;Game mode&#039;&#039;: normal and training&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;Game speed&#039;&#039;: as any other game&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;Wonder board side&#039;&#039;: allow players to choose their preferred side of their Wonder board, or set it randomly&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;Wonder board side&#039;&#039; has been set to &#039;&#039;Choose Wonder side&#039;&#039;, at the very beginning the players can choose between two sides of their Wonder board. Side A is usually easier to accomplish.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The game proceeds over 3 &#039;&#039;ages&#039;&#039;, each comprising 6 rounds.&lt;br /&gt;
&lt;br /&gt;
=== Card drafting rounds ===&lt;br /&gt;
A round is simple: you are shown a hand of cards, you take one of them and perform one action with it, then the hand is moved on to the &#039;&#039;next&#039;&#039; player (shown by the &#039;&#039;hands rotation&#039;&#039; arrow). All players do this at the same time.&lt;br /&gt;
&lt;br /&gt;
Each age starts with 7 cards in each hand. The last round happens when the player has two cards in the hand: one is selected, the other is discarded.&lt;br /&gt;
&lt;br /&gt;
For each card, there can be &#039;&#039;&#039;three to four actions&#039;&#039;&#039; that you can take, shown when you hover on the card:&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;1. Construct&#039;&#039;&#039; ====&lt;br /&gt;
(arrow pointing to card thumbnails): &#039;&#039;&#039;Add the specific card to your capabilities, paying its associated cost if any.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The cost is shown on the top left of the card; a symbol over it shows if you are allowed to do this move:&lt;br /&gt;
&lt;br /&gt;
• a red cross indicates that you don&#039;t have and can&#039;t gather the necessary resources to construct&lt;br /&gt;
&lt;br /&gt;
• a yellow check mark with a number indicates how much you have to pay your neighbors to gather the necessary resources.&lt;br /&gt;
&lt;br /&gt;
− You can only buy resources from a neighbor if they have that resource available.&lt;br /&gt;
&lt;br /&gt;
− You pay 2 coins per resource, unless you have acquired a yellow card allowing you to buy that resource from that neighbor for only 1 coin.&lt;br /&gt;
&lt;br /&gt;
• a green check mark shows that you can construct with your own resources only&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;2. Build wonder stage&#039;&#039;&#039; ====&lt;br /&gt;
(arrow pointing to a layered pyramid): &#039;&#039;&#039;Use this card as a marker on the lower side of the Wonder board, gaining the shown advantages&#039;&#039;&#039; (e.g. victory points, or capabilities). The Wonder plan can only be deployed passing through the stages in order, from left to right. A symbol below the next stage you can build shows you if it&#039;s possible to build it or not, with the same convention as explained above for constructing a card;&lt;br /&gt;
&lt;br /&gt;
==== 3. Sell the card ====&lt;br /&gt;
(arrow pointing to a coin with a 3 inside): &#039;&#039;&#039;Gain 3 coins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;4. Construct a card&#039;&#039;&#039; ====&lt;br /&gt;
(arrow pointing to a blank card with a red cross on the top-left corner): This is optionally shown to players who have this capability, provided by one of their wonder stage. Once per age, it&#039;s possible to construct a card without paying its cost.&lt;br /&gt;
&lt;br /&gt;
=== Some wonder stages provide additional capabilities: ===&lt;br /&gt;
• &#039;&#039;&#039;Construct a card for free&#039;&#039;&#039; in each age: as described above&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Play last card&#039;&#039;&#039; (two blank cards with a green check mark): the last card in each age is usually discarded, but the player with this capability can play it (with the usual rules regarding the cost)&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Construct a discarded card for free&#039;&#039;&#039; (many blank cards, the bigger with a red cross on it): the player can look through all discarded cards so far and build it for free&lt;br /&gt;
&lt;br /&gt;
• &#039;&#039;&#039;Copy neighboring guilds&#039;&#039;&#039; (purple card with two triangles on the sides): the player will get additional points depending on the cards equipped by the neighbors at the end of the match.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
After the last card-drafting round, the age is ended and the fighting phase begins. Military capabilities are compared to award victory or lose points. This is done automatically, but you get to see how you score with an animation.&lt;br /&gt;
&lt;br /&gt;
== End of game Scoring ==&lt;br /&gt;
&lt;br /&gt;
The game ends at the end of the third Age, after the Conflict tokens have been handed out.&lt;br /&gt;
Each player totals their civilization points and the player with the highest total is declared the winner.&lt;br /&gt;
In case of a tie, the player with the most coins in their treasury is the winner. A tie on coins is not broken further&lt;br /&gt;
&lt;br /&gt;
Points are counted from 7 categories in the following order:&lt;br /&gt;
==== Military Conflicts ====&lt;br /&gt;
&lt;br /&gt;
Each player adds their Victory and Defeat tokens (this total can be negative!).&lt;br /&gt;
==== Treasury Contents ====&lt;br /&gt;
&lt;br /&gt;
For every 3 coins in their possession at the end of the game, players score 1 victory point. Leftover coins score no points.&lt;br /&gt;
&lt;br /&gt;
==== Wonders ====&lt;br /&gt;
&lt;br /&gt;
Each player then adds to their score the victory points from their wonder.&lt;br /&gt;
&lt;br /&gt;
==== Civilian Structures ====&lt;br /&gt;
&lt;br /&gt;
Each player adds the victory points of their Civilian structures. This amount is indicated on each Civilian structure.&lt;br /&gt;
&lt;br /&gt;
==== Scientific Structures ====&lt;br /&gt;
&lt;br /&gt;
The scientific cards earn victory points in two very different ways: from sets of identical symbols and from sets of 3 different symbols.&lt;br /&gt;
Be careful : the victory points earned by both methods are cumulative.&lt;br /&gt;
&lt;br /&gt;
For each set of the 3 existing scientific symbols, the player wins 7 points.&lt;br /&gt;
&lt;br /&gt;
If you have multiple of the same scientific symbol, the points you win grow quadratically:&lt;br /&gt;
&lt;br /&gt;
• 1 symbol: 1 victory point&lt;br /&gt;
&lt;br /&gt;
• 2 symbols: 4 victory points&lt;br /&gt;
&lt;br /&gt;
• 3 symbols: 9 victory points&lt;br /&gt;
&lt;br /&gt;
• 4 symbols: 16 victory points&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
&lt;br /&gt;
• the number of points gained is equal to the number of symbols squared.&lt;br /&gt;
&lt;br /&gt;
• there are 4 green cards for each symbol, for a maximum of 16 victory points per family of symbols.&lt;br /&gt;
&lt;br /&gt;
• this maximum can be increased with the Scientific Guild and the Wonder of Babylon: 5 identical symbols earn 25 victory points and 6 identical symbols earn 36 victory points.&lt;br /&gt;
&lt;br /&gt;
===== Commercial Structures =====&lt;br /&gt;
&lt;br /&gt;
Some commercial structures from Age III grant victory points.&lt;br /&gt;
&lt;br /&gt;
==== Guilds ====&lt;br /&gt;
&lt;br /&gt;
Each Guild is worth a number of victory points depending on the configuration of the player’s city and/or that of the two neighboring cities (see description of the structures)&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Edifice ===&lt;br /&gt;
&lt;br /&gt;
There is an Edifice for each age, with 2/3/3/4/5 participation pawns (&#039;pawns&#039; for short) for 3/4/5/6/7 players.&lt;br /&gt;
&lt;br /&gt;
Once per age when you build a Wonder stage, you may participate in the construction of that age&#039;s Edifice if there are pawns left.&lt;br /&gt;
&lt;br /&gt;
If you do so, pay the project&#039;s participation cost and take a pawn.&lt;br /&gt;
&lt;br /&gt;
When the last pawn is taken from an Edifice, all players with the corresponding pawn immediately gain its reward.&lt;br /&gt;
&lt;br /&gt;
At the end of an age, if its Edifice has participation pawns left, all players without its pawns suffer its penalty. Those with pawns do not gain its reward.&lt;br /&gt;
&lt;br /&gt;
If you cannot pay the full penalty, take a Debt token (-2/-3/-5 for age I/II/III).&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyoduel&amp;diff=28395</id>
		<title>Gamehelpkingoftokyoduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyoduel&amp;diff=28395"/>
		<updated>2026-02-07T07:37:59Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Monsters and Monster Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
Become the most renowned monster of all time, whether that&#039;s by gaining the most fame, destroying the most buildings, or defeating your rival.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
A typical turn consists of four phases:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt; &#039;&#039;&#039;Roll Dice&#039;&#039;&#039;: Roll 6 dice. Lock those you want to keep and reroll the others. You get two rerolls, but you can change which dice are locked. (You may roll more if you use Dice Tokens.)&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Resolve Dice&#039;&#039;&#039;: Resolve the dice based on the symbols shown&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&#039;&#039;&#039;Buy Power Cards&#039;&#039;&#039;: Spend Energy to buy Power cards from the board. Gain 1 energy if you do not buy any cards. You can also discard and replace the shown cards for 2 energy.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Dice Symbols====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |Symbol||Name|| Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:kingOfTokyo_claw.png]]||Attack||Damage your rival&lt;br /&gt;
|-&lt;br /&gt;
|[[File:kingOfTokyo_heart.png]]||Heart||Gain Life Points&lt;br /&gt;
|-&lt;br /&gt;
|[[File:kingOfTokyo_energy.png]]||Energy||Gain Energy&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KingOfTokyo_star.png]] ||Fame||If you have three stars, move the Fame marker one space towards your side of the board. For each additional star, you can move it one more spot.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KingOfTokyo_building.png]] || Destruction||If you have three buildings, move the Destruction marker one space towards your side of the board. For each additional building, you can move it one more spot.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KingOfTokyo_exclamation.png]] || Special Power||Activate your monster&#039;s special power (specific to each monster).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Power Cards ====&lt;br /&gt;
&lt;br /&gt;
After resolving dice, you can pay Energy to buy Power cards. Each power card has a different effect or ability. Some are ongoing (marked with Keep) and some resolved immediately (marked with Discard). &lt;br /&gt;
&lt;br /&gt;
Some Power cards also give you Buzz tokens. Buzz tokens are placed on the board over spaces and provide bonuses when a player moves their Destruction or Fame marker over them (ex. heal one Life Point, make one Attack, etc.). Certain Buzz tokens can extend or reduce the track.&lt;br /&gt;
&lt;br /&gt;
====Monsters and Monster Powers====&lt;br /&gt;
&lt;br /&gt;
Each monster has a unique power that gets invoked by some combination of Exclamation Point dice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:linear-gradient(0deg, #f8f8f8, #e7e9e8);&amp;quot; |Monster||HP||Difficulty||Power||How It Works&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gigazaur&#039;&#039;&#039;||14 ||1||&#039;&#039;Blockbuster&#039;&#039;||For every 2 Exclamation Points, you can move the Destruction or Fame marker by one. (3 will have no effect, but 4 allows you to move it twice)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alienoid&#039;&#039;&#039; ||14||1 ||&#039;&#039;Alien Technology&#039;&#039; ||If you roll 2 Exclamation Points, you can add any die symbol to your roll. If you roll 3, you can add the same symbol again.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Space Penguin&#039;&#039;&#039;||13||2||&#039;&#039;Cryo-Gadgets&#039;&#039;||Each Exclamation Point gains you one Dice Token. But remember you can only hold two Dice Tokens, so rolling more Exclamation Points than two will do nothing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meka Dragon&#039;&#039;&#039;||12||2||&#039;&#039;Nuclear Breath&#039;&#039;||You can multiply your Attack symbols by Exclamation Point symbols to increase the damage. For example, 2 Exclamation Points and 3 Attack symbols result in 6 total damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyber Kitty&#039;&#039;&#039;||13||3||&#039;&#039;Cat-astrophic Power&#039;&#039;||Each set of 2 Exclamation Points earns 2 Energy. A set of 3 earns 4 energy.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The King&#039;&#039;&#039;||15||3||&#039;&#039;Territorial&#039;&#039;||If you roll 2 Exclamation Points, you can set a special Buzz token on the board. If one is already on the board, the king can move it or place a second one. If the opponent passes a marker over this token, movement stops. Unused movement is lost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each monster&#039;s difficulty rating means how hard it is to defeat.&lt;br /&gt;
&lt;br /&gt;
==End Game==&lt;br /&gt;
&lt;br /&gt;
There are three ways to win.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If a monster&#039;s Life Points reach zero, that player loses.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If the Fame and Destruction markers are in the Spotlight Zones on one player&#039;s side, that player wins.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If either the Fame or Destruction marker reaches the end of one player&#039;s side, that player wins.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Things to Remember==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Dice Tokens&amp;lt;/b&amp;gt;: You cannot have more than 2 Dice Tokens (extra dice) so don&#039;t bother trying to gain more in a single turn. Hoarding them is a bad idea too.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Buzz Token Placement&amp;lt;/b&amp;gt;: Ensure Buzz tokens are placed on empty spaces and not on top of other tokens or markers.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Card Costs&amp;lt;/b&amp;gt;: The rightmost Power card on the board always costs one less Energy cube than listed.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_bootydice&amp;diff=28391</id>
		<title>Tips bootydice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_bootydice&amp;diff=28391"/>
		<updated>2026-02-07T04:56:59Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* 4-6 Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2-3 Players==&lt;br /&gt;
With so few players, death is rare and most games end by amassing 25+ Doubloons. Forget the combos: They are not worth it.&lt;br /&gt;
&lt;br /&gt;
Store a few Shields just in case, but otherwise only keep Doubloons and Jolly Rogers, rerolling the rest.&lt;br /&gt;
&lt;br /&gt;
When stealing Doubloons, try to keep everyone else below 13 Doubloons (you can only gain at most 12 Doubloons each turn).&lt;br /&gt;
&lt;br /&gt;
==4-6 Players==&lt;br /&gt;
This is when combos and attacks increase in value, and people have motivation to gang up on others.&lt;br /&gt;
&lt;br /&gt;
Both collecting 25+ Doubloons and killing all other players are very possible, depending on the amount of Doubloons gained by all players.&lt;br /&gt;
&lt;br /&gt;
If the former happens, the situation would be similar to 2-3 players, but people would also kill others to plunder their treasure. In that case, make sure you deal the final blow, or at least ensure whoever does that can&#039;t win.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s the latter, focus on Cutlasses, Shields (there are no means to regain health) and combos. Who kills who doesn&#039;t matter, just stay low to make sure you aren&#039;t the target.&lt;br /&gt;
&lt;br /&gt;
In both cases, people might focus on different objectives if things change. Watch out for that!&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_bootydice&amp;diff=28390</id>
		<title>Tips bootydice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_bootydice&amp;diff=28390"/>
		<updated>2026-02-07T04:43:02Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2-3 Players==&lt;br /&gt;
With so few players, death is rare and most games end by amassing 25+ Doubloons. Forget the combos: They are not worth it.&lt;br /&gt;
&lt;br /&gt;
Store a few Shields just in case, but otherwise only keep Doubloons and Jolly Rogers, rerolling the rest.&lt;br /&gt;
&lt;br /&gt;
When stealing Doubloons, try to keep everyone else below 13 Doubloons (you can only gain at most 12 Doubloons each turn).&lt;br /&gt;
&lt;br /&gt;
==4-6 Players==&lt;br /&gt;
This is when combos and attacks increase in value, and people have motivation to gang up on others.&lt;br /&gt;
&lt;br /&gt;
The main goal is still collecting 25+ Doubloons, but people would start to kill others to plunder their treasure.&lt;br /&gt;
&lt;br /&gt;
Just make sure you deal the final blow, or at least ensure whoever does that can&#039;t win.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a chance that it would go down to 2-3 players with few lives, making being the last player standing much more possible. Watch out for that!&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=28378</id>
		<title>Gamehelpseasaltpaper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=28378"/>
		<updated>2026-02-06T05:27:29Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* List of Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
===1. Draw===&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* Draw two cards from the deck, keeping one and discarding the other to either discard pile (if either discard pile is empty, you must discard to that one)&lt;br /&gt;
* Draw the top card from either discard pile&lt;br /&gt;
&lt;br /&gt;
===2. Duo===&lt;br /&gt;
If you have a &amp;quot;duo&amp;quot; of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pair of Crabs&#039;&#039;&#039;: Take a card of your choice from either discard pile (opponents do not see what you took)&lt;br /&gt;
* &#039;&#039;&#039;Pair of Boats&#039;&#039;&#039;: Take another turn&lt;br /&gt;
* &#039;&#039;&#039;Pair of Fish&#039;&#039;&#039;: Draw a card from the deck&lt;br /&gt;
* &#039;&#039;&#039;Shark + Swimmer&#039;&#039;&#039;: Steal a random card from another player&#039;s hand&lt;br /&gt;
&lt;br /&gt;
Each duo is also worth 1 point, regardless of whether they are played.&lt;br /&gt;
&lt;br /&gt;
===3. Call===&lt;br /&gt;
If you now have seven or more points&#039; worth of cards (both in your hand and in front of you), you may choose to call either:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Stop&amp;quot;&#039;&#039;&#039;: Round ends immediately and each player scores their points. No one scores a color bonus.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Last Chance&amp;quot;&#039;&#039;&#039;: Every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.&lt;br /&gt;
** If the caller has the highest (or equal highest) card score they score those points &#039;&#039;plus&#039;&#039; their color bonus. Other players score only their own color bonus.&lt;br /&gt;
** If another player beat their card score, the caller scores &#039;&#039;only&#039;&#039; their color bonus and all other players score their own card score.&lt;br /&gt;
&lt;br /&gt;
(A player&#039;s color bonus is the number of cards they have in their most plentiful color.)&lt;br /&gt;
&lt;br /&gt;
Special case: If the deck is empty at the end of a player&#039;s turn, the round ends immediately with no scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Game===&lt;br /&gt;
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins. In the case of a tie, the tied player with the highest score in the last round wins. Getting 4 Mermaids instantly wins the game.&lt;br /&gt;
&lt;br /&gt;
==List of Cards==&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; &#039;&#039;(written in small writing on the bottom left of the card in the help panel)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Crab&lt;br /&gt;
* 8 x Boat&lt;br /&gt;
* 7 x Fish&lt;br /&gt;
* 5 x Shark + 5 x Swimmer&lt;br /&gt;
* 4 x Mermaid - 1 point per card of the most plentiful color. The same colour can only be counted once.&lt;br /&gt;
* 6 x Shell - Score 0/2/4/6/8/10 points if you have 1/2/3/4/5/6 Shells.&lt;br /&gt;
* 5 x Octopus - Score 0/3/6/9/12 points if you have 1/2/3/4/5 Octopuses.&lt;br /&gt;
* 3 x Penguin - Score 1/3/5 points if you have 1/2/3 Penguins.&lt;br /&gt;
* 2 x Sailor - Score 0/5 points if you have 1/2 Sailors.&lt;br /&gt;
* 1 x Lighthouse - 1 point per Boat.&lt;br /&gt;
* 1 x Shoal of Fish - 1 point per Fish.&lt;br /&gt;
* 1 x Penguin Colony - 2 points per Penguin.&lt;br /&gt;
* 1 x Captain - 3 points per Sailor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colours&#039;&#039;&#039; &#039;&#039;(displayed in the colour helper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Dark Blue&lt;br /&gt;
* 9 x Light Blue&lt;br /&gt;
* 8 x Black&lt;br /&gt;
* 8 x Yellow&lt;br /&gt;
* 6 x Green&lt;br /&gt;
* 4 x White&lt;br /&gt;
* 4 x Purple&lt;br /&gt;
* 4 x Gray&lt;br /&gt;
* 3 x Light Orange&lt;br /&gt;
* 3 x Pink&lt;br /&gt;
* 1 x Orange&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Extra Salt Expansion===&lt;br /&gt;
5 new card types:&lt;br /&gt;
&lt;br /&gt;
* 2 x Jellyfish - Can form a duo with Swimmer: Other players can only draw one card from the deck on their next turn, without playing duos or calling.&lt;br /&gt;
* 1 x Lobster - Can form a duo with Crab: Take a card of your choice from the first 5 cards of the deck and return the rest back.&lt;br /&gt;
* 1 x Cast of Crabs - 1 point per Crab.&lt;br /&gt;
* 3 x Starfish - Can form a trio with any duo: +2 points but cancel the duo&#039;s effect. &lt;br /&gt;
* 1 x Seahorse - Count as 1 collector card (Octopus, Shell, Penguin or Sailor). At least 1 of the collection is needed to trigger this effect.&lt;br /&gt;
&lt;br /&gt;
===Double Points===&lt;br /&gt;
Double the points needed for ending the game.&lt;br /&gt;
&lt;br /&gt;
===Extra Pepper Expansion===&lt;br /&gt;
&lt;br /&gt;
Adds 12 event cards. These change the rules of the game from round to round.&lt;br /&gt;
The event card revealed at the start of a round, applies to &#039;&#039;all&#039;&#039; players during that round.&lt;br /&gt;
&lt;br /&gt;
At the end of a round, after scoring, the event card is awarded to the player with the highest (trophy with &#039;+&#039;) or lowest (trophy with &#039;-&#039;) total score, and the player places the card in front of them. The effect then applies &#039;&#039;only to them&#039;&#039;. In case of a tie, the card is discarded.&lt;br /&gt;
The player keeps the events card as long as they have the highest/lowest total score at the end of a round. A player cannot keep more than one event card, they choose which one to keep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes to Duo Effects&#039;&#039;&#039;&lt;br /&gt;
* Hermit Crab (-): Pair of crabs lets you take one card from each discard pile.&lt;br /&gt;
* Sunfish (-): Pair of fish lets you add the first two cards from the deck to your hand.&lt;br /&gt;
* Water Rodeo (-): Pair of swimmers lets you look at an opponent’s hand, then swap one card with them. Pair of sharks lets you steal a played pair from an opponent and place it in front of you (without triggering its effect). Note: Shark + Swimmer and Swimmer + Jellyfish duos remain valid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes to Point Values&#039;&#039;&#039;&lt;br /&gt;
* Dance of the Shells (-): Each shell scores 2 points (instead of the usual scoring).&lt;br /&gt;
* Kraken (+): Each octopus scores 1 point (instead of the usual scoring).&lt;br /&gt;
* Tornado (+): Mermaids do not score points, but collecting all 4 still wins instantly.&lt;br /&gt;
* Dance of the Mermaids (-): Having 3 mermaids (instead of 4) wins instantly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes to Rules&#039;&#039;&#039;&lt;br /&gt;
* Treasure Chest (+): You must reach 10 points (instead of 7) to end the round.&lt;br /&gt;
* Diodon Fish (+): You cannot end the round with &#039;Stop&#039;, only &#039;Last Chance&#039; is allowed.&lt;br /&gt;
* Angelfish (-): At the end of your turn, if both discard piles show a card of the same color, take one of them into your hand.&lt;br /&gt;
* Dolphins (-): If you discard a collection card (Shell, Octopus, Penguin, Sailor, or Seahorse), draw the top card of the deck into your hand.&lt;br /&gt;
* Coral Reef (-): You may place a shell face down in front of you to become immune to attacks (Shark/Jellyfish + Swimmer, Water Rodeo). That shell scores no points.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=28377</id>
		<title>Gamehelpseasaltpaper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=28377"/>
		<updated>2026-02-06T05:26:34Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
===1. Draw===&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* Draw two cards from the deck, keeping one and discarding the other to either discard pile (if either discard pile is empty, you must discard to that one)&lt;br /&gt;
* Draw the top card from either discard pile&lt;br /&gt;
&lt;br /&gt;
===2. Duo===&lt;br /&gt;
If you have a &amp;quot;duo&amp;quot; of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pair of Crabs&#039;&#039;&#039;: Take a card of your choice from either discard pile (opponents do not see what you took)&lt;br /&gt;
* &#039;&#039;&#039;Pair of Boats&#039;&#039;&#039;: Take another turn&lt;br /&gt;
* &#039;&#039;&#039;Pair of Fish&#039;&#039;&#039;: Draw a card from the deck&lt;br /&gt;
* &#039;&#039;&#039;Shark + Swimmer&#039;&#039;&#039;: Steal a random card from another player&#039;s hand&lt;br /&gt;
&lt;br /&gt;
Each duo is also worth 1 point, regardless of whether they are played.&lt;br /&gt;
&lt;br /&gt;
===3. Call===&lt;br /&gt;
If you now have seven or more points&#039; worth of cards (both in your hand and in front of you), you may choose to call either:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Stop&amp;quot;&#039;&#039;&#039;: Round ends immediately and each player scores their points. No one scores a color bonus.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Last Chance&amp;quot;&#039;&#039;&#039;: Every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.&lt;br /&gt;
** If the caller has the highest (or equal highest) card score they score those points &#039;&#039;plus&#039;&#039; their color bonus. Other players score only their own color bonus.&lt;br /&gt;
** If another player beat their card score, the caller scores &#039;&#039;only&#039;&#039; their color bonus and all other players score their own card score.&lt;br /&gt;
&lt;br /&gt;
(A player&#039;s color bonus is the number of cards they have in their most plentiful color.)&lt;br /&gt;
&lt;br /&gt;
Special case: If the deck is empty at the end of a player&#039;s turn, the round ends immediately with no scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Game===&lt;br /&gt;
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins. In the case of a tie, the tied player with the highest score in the last round wins. Getting 4 Mermaids instantly wins the game.&lt;br /&gt;
&lt;br /&gt;
==List of Cards==&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; &#039;&#039;(written in small writing on the bottom left of the card in the help panel)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Crab&lt;br /&gt;
* 8 x Boat&lt;br /&gt;
* 7 x Fish&lt;br /&gt;
* 5 x Shark + 5 x Swimmer&lt;br /&gt;
* 4 x Mermaid - 1 point per card of the most plentiful color. The same colour can only be counted once.&lt;br /&gt;
* 6 x Shell&lt;br /&gt;
* 5 x Octopus - Score 0/3/6/9/12 points if you have 1/2/3/4/5 Octopuses.&lt;br /&gt;
* 3 x Penguin - Score 1/3/5 points if you have 1/2/3 Penguins.&lt;br /&gt;
* 2 x Sailor - Score 0/5 points if you have 1/2 Sailors.&lt;br /&gt;
* 1 x Lighthouse - 1 point per Boat.&lt;br /&gt;
* 1 x Shoal of Fish - 1 point per Fish.&lt;br /&gt;
* 1 x Penguin Colony - 2 points per Penguin.&lt;br /&gt;
* 1 x Captain - 3 points per Sailor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colours&#039;&#039;&#039; &#039;&#039;(displayed in the colour helper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Dark Blue&lt;br /&gt;
* 9 x Light Blue&lt;br /&gt;
* 8 x Black&lt;br /&gt;
* 8 x Yellow&lt;br /&gt;
* 6 x Green&lt;br /&gt;
* 4 x White&lt;br /&gt;
* 4 x Purple&lt;br /&gt;
* 4 x Gray&lt;br /&gt;
* 3 x Light Orange&lt;br /&gt;
* 3 x Pink&lt;br /&gt;
* 1 x Orange&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Extra Salt Expansion===&lt;br /&gt;
5 new card types:&lt;br /&gt;
&lt;br /&gt;
* 2 x Jellyfish - Can form a duo with Swimmer: Other players can only draw one card from the deck on their next turn, without playing duos or calling.&lt;br /&gt;
* 1 x Lobster - Can form a duo with Crab: Take a card of your choice from the first 5 cards of the deck and return the rest back.&lt;br /&gt;
* 1 x Cast of Crabs - 1 point per Crab.&lt;br /&gt;
* 3 x Starfish - Can form a trio with any duo: +2 points but cancel the duo&#039;s effect. &lt;br /&gt;
* 1 x Seahorse - Count as 1 collector card (Octopus, Shell, Penguin or Sailor). At least 1 of the collection is needed to trigger this effect.&lt;br /&gt;
&lt;br /&gt;
===Double Points===&lt;br /&gt;
Double the points needed for ending the game.&lt;br /&gt;
&lt;br /&gt;
===Extra Pepper Expansion===&lt;br /&gt;
&lt;br /&gt;
Adds 12 event cards. These change the rules of the game from round to round.&lt;br /&gt;
The event card revealed at the start of a round, applies to &#039;&#039;all&#039;&#039; players during that round.&lt;br /&gt;
&lt;br /&gt;
At the end of a round, after scoring, the event card is awarded to the player with the highest (trophy with &#039;+&#039;) or lowest (trophy with &#039;-&#039;) total score, and the player places the card in front of them. The effect then applies &#039;&#039;only to them&#039;&#039;. In case of a tie, the card is discarded.&lt;br /&gt;
The player keeps the events card as long as they have the highest/lowest total score at the end of a round. A player cannot keep more than one event card, they choose which one to keep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes to Duo Effects&#039;&#039;&#039;&lt;br /&gt;
* Hermit Crab (-): Pair of crabs lets you take one card from each discard pile.&lt;br /&gt;
* Sunfish (-): Pair of fish lets you add the first two cards from the deck to your hand.&lt;br /&gt;
* Water Rodeo (-): Pair of swimmers lets you look at an opponent’s hand, then swap one card with them. Pair of sharks lets you steal a played pair from an opponent and place it in front of you (without triggering its effect). Note: Shark + Swimmer and Swimmer + Jellyfish duos remain valid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes to Point Values&#039;&#039;&#039;&lt;br /&gt;
* Dance of the Shells (-): Each shell scores 2 points (instead of the usual scoring).&lt;br /&gt;
* Kraken (+): Each octopus scores 1 point (instead of the usual scoring).&lt;br /&gt;
* Tornado (+): Mermaids do not score points, but collecting all 4 still wins instantly.&lt;br /&gt;
* Dance of the Mermaids (-): Having 3 mermaids (instead of 4) wins instantly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changes to Rules&#039;&#039;&#039;&lt;br /&gt;
* Treasure Chest (+): You must reach 10 points (instead of 7) to end the round.&lt;br /&gt;
* Diodon Fish (+): You cannot end the round with &#039;Stop&#039;, only &#039;Last Chance&#039; is allowed.&lt;br /&gt;
* Angelfish (-): At the end of your turn, if both discard piles show a card of the same color, take one of them into your hand.&lt;br /&gt;
* Dolphins (-): If you discard a collection card (Shell, Octopus, Penguin, Sailor, or Seahorse), draw the top card of the deck into your hand.&lt;br /&gt;
* Coral Reef (-): You may place a shell face down in front of you to become immune to attacks (Shark/Jellyfish + Swimmer, Water Rodeo). That shell scores no points.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_pilipili&amp;diff=28299</id>
		<title>Tips pilipili</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_pilipili&amp;diff=28299"/>
		<updated>2026-01-29T08:05:45Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
This game is similar to Oh Hell, but without suits or trump. Also, there are no bonuses for successfully making higher bids (except for 2 of the missions).&lt;br /&gt;
&lt;br /&gt;
Pay attention to others&#039; bids, as there is no reason for underbidding or overbidding, except for the final bidder (who is getting screwed). Even if that&#039;s you, tallying the other players&#039; bids can be helpful on deciding yours.&lt;br /&gt;
&lt;br /&gt;
You can also watch out for high cards (assuming a rather even distribution of numbers), and who has/hasn&#039;t fufilled their bids - those who do has little motivation to disrupt others&#039; plans, except for pushing someone else over 6 Pili.&lt;br /&gt;
&lt;br /&gt;
And it would be helpful to save (almost) sure tricks later (such as the 0/56 cards or especially high/low cards), so that you have more room adjusting for unexpected tricks.&lt;br /&gt;
&lt;br /&gt;
Last but not least, there are no absolute for advice, especially considering the number of missions on this! Be cautious but flexible, especially for more chaotic missions.&lt;br /&gt;
&lt;br /&gt;
==Advice for Missions==&lt;br /&gt;
===Give X Cards===&lt;br /&gt;
The most common type of missions, it means more flexibility on bidding (you can get rid of unwanted cards afterwards), plus partial information on a neighbour&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
Of course, you should throw away high cards for a 0 bid, but should you throw away middling cards if you have enough for your bid? Their bid might reveal whether they want to pass high cards.&lt;br /&gt;
&lt;br /&gt;
Once the passing is done, remember those cards you pass away (at least until the person you are passing to have played them).&lt;br /&gt;
&lt;br /&gt;
===Pass All Cards===&lt;br /&gt;
This is definitely chaotic bidding! Though you know another person&#039;s hand, and can guess which tricks they might earn.&lt;br /&gt;
&lt;br /&gt;
Most of the time, bidding 1 is more of a safe choice, as it can be hard to make a 0 if you unfortunately get passed a high card. Though if the hand you saw are definitely winning a lot of tricks, that&#039;s another case.&lt;br /&gt;
&lt;br /&gt;
===Forbidden to Bid 0/1===&lt;br /&gt;
&lt;br /&gt;
===Foresight===&lt;br /&gt;
Not it&#039;s official name, but Wizard (also a bidding how many tricks you will take game) calls a similar variant this.&lt;br /&gt;
&lt;br /&gt;
If there is just one trick, mind your probability and try your best to make a guess (good luck if you are the last bidder - you have no choice!).&lt;br /&gt;
&lt;br /&gt;
For two, you know everyone&#039;s hand after bidding. Take that into account.&lt;br /&gt;
&lt;br /&gt;
===Draw 1 Card After Bidding===&lt;br /&gt;
&lt;br /&gt;
===Public Hands After Bidding===&lt;br /&gt;
&lt;br /&gt;
===Discard Pili for Successful Bids===&lt;br /&gt;
Many people think this is the time for going bold, but more often than not, it isn&#039;t (especially for 3 tricks). Bid what you would bid without this. Do not go over just because of the bonus.&lt;br /&gt;
&lt;br /&gt;
===Simultaneous Play===&lt;br /&gt;
&lt;br /&gt;
===Card Values Reversed===&lt;br /&gt;
This is boring after a few plays. Just reverse the values in your hand, don&#039;t be careless, and it&#039;s one of the most normal variants.&lt;br /&gt;
&lt;br /&gt;
===1 Pili for First/Last Trick===&lt;br /&gt;
&lt;br /&gt;
===No Copying Last Bet===&lt;br /&gt;
&lt;br /&gt;
===Gain Another Player&#039;s Pili===&lt;br /&gt;
&lt;br /&gt;
===Always Play Highest/Lowest===&lt;br /&gt;
&lt;br /&gt;
===1 Pili for Certain Cards===&lt;br /&gt;
&lt;br /&gt;
===Exchange 1 After Winning a Trick===&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=27947</id>
		<title>Gamehelpskullking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskullking&amp;diff=27947"/>
		<updated>2026-01-05T07:25:22Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Expansion Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
&lt;br /&gt;
During each round, you will bid how many tricks you will take. If you are correct, you earn the number of tricks won times 20. If you guess incorrectly, you lose ten points for each trick off the mark you were. &lt;br /&gt;
&lt;br /&gt;
==Deck Contents==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Suit Cards&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;14 Parrot (green) cards&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;14 Treasure Chest (yellow) cards&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;14 Pirate Map (purple) cards&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;14 Jolly Roger (black) trump cards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Special Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;5 Pirate cards&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 Tigress card&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 Skull King card&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;2 Mermaid cards&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;5 Escape cards&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;2 Loot cards &#039;&#039;(expansion only)&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 Kraken card &#039;&#039;(expansion only)&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;1 White Whale card &#039;&#039;(expansion only)&#039;&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039; 70 cards (74 with expansions)&lt;br /&gt;
&lt;br /&gt;
==How to Play ==&lt;br /&gt;
&lt;br /&gt;
Skull King is a trick-taking game played over 10 rounds. &lt;br /&gt;
&lt;br /&gt;
In each round, players are dealt a number of cards equal to the round (e.g., 1 card in Round 1, 2 cards in Round 2, etc.) &lt;br /&gt;
&lt;br /&gt;
Each player bids how many tricks they expect to take that round. Points are awarded for each trick taken that matches a player&#039;s bid, plus bonus points.  &lt;br /&gt;
&lt;br /&gt;
Incorrectly matching a bid will cause a loss of points. The player with the most points at the end of the game wins. Tie games are a shared victory.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Suit Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In the deck are 4 suits of numbered cards. Each card in each suit is numbered from 1 to 14. Parrots (green), Treasure Chests (yellow), and Treasure Maps (purple) are standard suits. Jolly Roger (black) is the trump (or superior) suit. This suit outranks all other suits. &lt;br /&gt;
&lt;br /&gt;
If any numbered suit card is played first in a trick (even a black card), all other players must &amp;quot;follow suit&amp;quot; and play a card from their hand of that same suit. If you have a card of the suit that was led, you cannot play a black Jolly Roger card. But if you &#039;&#039;do not have&#039;&#039; a card in the suit that was led, you may play any other suit card (including a black Jolly Roger card).&lt;br /&gt;
&lt;br /&gt;
Cards without numbers (mermaids, pirates, etc.) are NOT suit cards and may be played regardless of what was led. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Special Cards&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special card can be played in &#039;&#039;any&#039;&#039; trick, even if you would normally be required to follow suit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Escape (blue):&amp;lt;/b&amp;gt; An Escape card &#039;&#039;loses&#039;&#039; to all other cards. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pirate (red):&amp;lt;/b&amp;gt; Beats &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; numbered cards (including black Jolly Roger). Pirate cards have no rank among each other. If multiple are played, the player who played the first Pirate card wins the trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tigress:&amp;lt;/b&amp;gt; The Tigress can be played as either a &#039;&#039;&#039;Pirate&#039;&#039;&#039; card or an &#039;&#039;&#039;Escape&#039;&#039;&#039; card. You must choose when the card is played. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Skull King:&amp;lt;/b&amp;gt; Beats Pirates and the Tigress, but loses to a Mermaid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Mermaid:&amp;lt;/b&amp;gt; Beats all numbered cards but loses to all Pirate cards &#039;&#039;&#039;except&#039;&#039;&#039; the Skull King. If multiple are played, the player who played the first Mermaid card wins the trick.&lt;br /&gt;
&lt;br /&gt;
When an Escape or Loot card is led, the next card sets the lead suit to be followed. If no player plays a Suit or other Special card, the player who played first wins the trick.&lt;br /&gt;
&lt;br /&gt;
The Mermaid, Pirate, Skull King, Kraken, and White Whale have no suit. When these are led, each player may play any card they choose.&lt;br /&gt;
&lt;br /&gt;
== How to Win a Trick ==&lt;br /&gt;
&lt;br /&gt;
If all cards played are the &#039;&#039;same&#039;&#039; suit, the player who played the highest numbered card in that suit wins the trick. &lt;br /&gt;
&lt;br /&gt;
If a black card was played, the player who played it wins the trick, since it beats any standard suit card. If more than one black card was played, the player who played the highest numbered black card wins the trick.&lt;br /&gt;
&lt;br /&gt;
If any special card was played, the player who played it wins the trick (see rules on Special cards to see what beats what). If two of the same special card (ex. two mermaids) are played, the player who played the first of those cards wins the trick.&lt;br /&gt;
&lt;br /&gt;
If a Pirate, the Skull King, and a Mermaid are played in the same trick, the Mermaid wins. Only the Mermaid&#039;s &amp;quot;capturing the Skull King&amp;quot; bonus is earned.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bid of 1+&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
If you win the exact number of tricks bid, you are awarded 20 points for each trick taken. &#039;&#039;Example&#039;&#039;: Calvin bids 3 and then takes 3 tricks. This earns him 60 points (20 × 3).&lt;br /&gt;
&lt;br /&gt;
If you win more or fewer tricks than bid, you lose 10 points for every trick you were off. No points are earned for won tricks. &amp;lt;i&amp;gt;Example:&amp;lt;/i&amp;gt; Angela bids 2 but takes 4 tricks. She&#039;s off by 2 so she loses 20 points (-10 × 2).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bid of 0&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you win 0 tricks after bidding 0, you are awarded 10 times the round number. &amp;lt;i&amp;gt;Example:&amp;lt;/i&amp;gt; Kate bids zero on round 7 and takes 0 tricks. She scores 70 points (10 x 7). &lt;br /&gt;
&lt;br /&gt;
If you win 1 or more tricks after bidding 0, you lose 10 points times the round number. No points are earned for won tricks. &amp;lt;i&amp;gt;Example:&amp;lt;/i&amp;gt; Johnny bids 0 in the 9th round but captures 2 tricks. He scores -90 points for the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bonus Points&amp;lt;/u&amp;gt;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Some cards give you bonus points, but only if you win them in the trick &#039;&#039;and&#039;&#039; make your bid. If you bid incorrectly, all bonuses are forfeited.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Suit Cards of the Highest Rank (14)&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every {{card|14}} collected in a trick (whether played by you or an opponent) earns 10 points for each standard suit (yellow, purple, or green) and 20 points for the black Jolly Roger.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Character Cards&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
20 points for each Mermaid taken by a Pirate.&lt;br /&gt;
&lt;br /&gt;
30 points for each Pirate taken by the Skull King.&lt;br /&gt;
&lt;br /&gt;
40 points for taking the Skull King with a Mermaid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot Card Bonus&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
20 points for each player entered into a Loot alliance. (See Expansion cards)&lt;br /&gt;
&lt;br /&gt;
==Expansion Cards==&lt;br /&gt;
&lt;br /&gt;
These expansion cards count as Special cards and can be added during game creation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Loot:&amp;lt;/b&amp;gt; The player who takes a Loot card in a trick earns 20 points if both he and the player who played it both make their bids. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Kraken:&amp;lt;/b&amp;gt; When the Kraken is played, the trick is discarded and no one wins it. The next trick is led by the player who would have won the trick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;White Whale:&amp;lt;/b&amp;gt; When a White Whale is played, Special cards cannot win the trick. The highest numbered Suit card wins the trick, regardless of suit. If 2 of the same rank are played, the player who played the first one wins the trick. If only Special cards were played, then the trick is discarded and the person who played the White Whale is the next to lead.&lt;br /&gt;
&lt;br /&gt;
If a Kraken and White Whale are played in the same trick, only the effect of the second one played is applied.&lt;br /&gt;
&lt;br /&gt;
==Pirate Powers==&lt;br /&gt;
Pirate Powers can be enabled during game creation. Each of the five Pirate cards has a unique skill. To use the skill, you must win a trick with that pirate. Capturing one played by another player does not invoke the skill. The skill must be used immediately and does not carry over to the next round. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rosie D&#039;Laney:&amp;lt;/b&amp;gt; Choose any player, including yourself, to lead the next trick. Cannot be used in the final trick of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Bendt the Bandit:&amp;lt;/b&amp;gt; Add 2 cards to your hand from the deck, then discard 2 cards. Cannot be used in the final trick of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Rascal of Roatan:&amp;lt;/b&amp;gt; Make a side bet of 0, 10, or 20 points. If you make your bid, you win these points. If you fail to make your bid, you lose these points. Cannot be used in the final trick of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Juanita Jade:&amp;lt;/b&amp;gt; You may look through the deck (i.e., cards not dealt that round) to see those not in play. Cannot be used in the final trick of the round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Harry the Giant:&amp;lt;/b&amp;gt; You may increase or decrease your bid by 1.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=25741</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=25741"/>
		<updated>2025-07-10T04:06:02Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, and try to be the first player to reach 10 points (or 13 in case of City &amp;amp; Knights)&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* Each player places 2 settlements and 1 road next to each settlement on the board, then they receive resources for each terrain around the second settlement.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;&#039;Rolling for resource production&#039;&#039;&#039; (obligatory): On your turn, roll 2 dice and calculate the sum. &lt;br /&gt;
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn&#039;t blocking them): 1 resource per settlement and 2 per city.&lt;br /&gt;
* If you roll a 7, no one gets any resources and players with 8 resources or more must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039;&#039; (optional): during your turn you can trade resources &lt;br /&gt;
* with all other players (&#039;&#039;domestic trade&#039;&#039;)&lt;br /&gt;
* with the bank (&#039;&#039;maritime trade&#039;&#039;) at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building&#039;&#039;&#039; (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.&lt;br /&gt;
* &#039;&#039;&#039;Roads&#039;&#039;&#039; must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039; must be connected by roads to existing settlements (except at start) and cost 1 brick + 1 lumber + 1 wool + 1 grain (worth 1 point)&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039; replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)&lt;br /&gt;
* &#039;&#039;&#039;Development cards&#039;&#039;&#039; (unavailable in Cities &amp;amp; Knights) cost 1 ore + 1 wool + 1 grain and include&lt;br /&gt;
** 14 &#039;&#039;Knight&#039;&#039; cards that allow to move the robber to another terrain and steal a resource&lt;br /&gt;
** 2 &#039;&#039;Road Building&#039;&#039; cards allowing extra roads to be built&lt;br /&gt;
** 2 &#039;&#039;Year of Plenty&#039;&#039; cards providing two free resources of choice&lt;br /&gt;
** 2 &#039;&#039;Monopoly&#039;&#039; cards giving all other players that help gathering resources or building road•s&lt;br /&gt;
** 5 &#039;&#039;Victory Point&#039;&#039; cards&lt;br /&gt;
&lt;br /&gt;
You can &#039;&#039;&#039;play a development card&#039;&#039;&#039; at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039; (1 Point from the settlement + 1).&lt;br /&gt;
* &#039;&#039;&#039;Victory Point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest Army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;. No largest army in C&amp;amp;K.&lt;br /&gt;
* &#039;&#039;&#039;Longest Road&#039;&#039;&#039;: the player with the longest continuous road at any time (at least 5 segments) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;. &lt;br /&gt;
If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
If a player has &#039;&#039;&#039;10 or more victory points during their turn&#039;&#039;&#039; (including victory points cards), they reveal them and the game ends with their victory. For Catan Cities &amp;amp; Knights, a player needs &#039;&#039;&#039;13 or more victory points&#039;&#039;&#039; to win.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Easy Start: Players reroll any 7s they obtain in their first 2 turns. With the Cities &amp;amp; Knights expansion, the event dice is not rolled during these turns as well.&lt;br /&gt;
* Friendly Robber (Base Game only): The robber may not move to a terrain that is adjacent to a settlement of a player with only 2 victory points. If there is no valid terrain, the robber moves to the desert and the resource card cannot be taken from such players.&lt;br /&gt;
&lt;br /&gt;
===Cities &amp;amp; Knights===&lt;br /&gt;
====Event Dice====&lt;br /&gt;
* An additional event dice is rolled each turn.&lt;br /&gt;
** If it shows a ship (3 faces), the barbarian ship moves 1 space closer to Catan. If it reaches the last space (7th), the barbarians attack.&lt;br /&gt;
** If it shows a city gate (blue/green/yellow), players draw a progress card if the color of the gate and the red dice match their chart.&lt;br /&gt;
* Each player can have up to 4 Progress Cards at a time. Victory Point cards are immediately played and do not count. Others can be played similar to Development cards.&lt;br /&gt;
* When the barbarians attack, they have 1 strength per city/metropolis owned by all players; The defending army have strength equal to the value of all active knights.&lt;br /&gt;
** If the barbarians are stronger, they pillage a city of the player with the lowest value of active knights, reducing it to a settlement. This also destroys any city walls under it.&lt;br /&gt;
** If the defending army is equal or stronger, the player with the highest value of active knights (non-tied) gains a &amp;quot;Defender of Catan&amp;quot; victory point card, which is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. If there is a tie, the tied players gain a progress card each instead.&lt;br /&gt;
** Regardless of the result, the barbarian ship is reset and all knights become inactive.&lt;br /&gt;
&lt;br /&gt;
====Cities====&lt;br /&gt;
* When a city produces wool/lumber/ore, replaces a resource they produce with a &#039;&#039;&#039;commodity&#039;&#039;&#039; (cloth/paper/coin) instead.&lt;br /&gt;
* Two new items can be built:&lt;br /&gt;
** &#039;&#039;&#039;City Walls&#039;&#039;&#039; must be under an existing city without one and cost 2 brick (worth 0 points). A player can have at most 3 city walls, and each increases the maximum number of cards they can safely hold when a 7 is rolled by 2.&lt;br /&gt;
** &#039;&#039;&#039;Knights&#039;&#039;&#039; must be connected by roads and cost 1 wool + 1 ore (worth 0 points). They start inactive at value 1, but they can be promoted with 1 wool + 1 ore (+1 value, up to 2) or activated with 1 grain.&lt;br /&gt;
* &#039;&#039;&#039;Active Knights&#039;&#039;&#039; may perform 1 action on your turn regardless of strength. This can be moving it along your roads to another intersection, moving it onto a weaker opponent knight (forcing it to move or removing it), or chasing away a robber adjacent to it (as per playing a knight). They become inactive afterwards.&lt;br /&gt;
* Cities can be developed in trade (yellow)/politics (blue)/or science (green) by paying 1 cloth/paper/coin per improvement level.&lt;br /&gt;
** The 3rd improvement provides a power each: trade 2 of the same commodity for a resource once per turn (trade); may promote knights to value 3 (politics); take any resource if no resources are gained and no robbers (green).&lt;br /&gt;
** The first player who reach the 4th improvement in each area may place a &#039;&#039;&#039;Metropolis&#039;&#039;&#039; on a city. They are worth &#039;&#039;&#039;4 victory points&#039;&#039;&#039; each and are immune to barbarians.&lt;br /&gt;
&lt;br /&gt;
====Variants====&lt;br /&gt;
* Nasty Battles: When the barbarians land, starting from the active player, each player declares the amount of their own active knights they would commit to defending Catan.&lt;br /&gt;
* Knight Errant: Before rolling the dice, a player may use an active knight to chase away the robber, as per playing a knight in base Catan.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelprummy&amp;diff=25735</id>
		<title>Gamehelprummy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelprummy&amp;diff=25735"/>
		<updated>2025-07-09T09:48:36Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One standard deck of 52 cards (without jokers) is used.&lt;br /&gt;
&lt;br /&gt;
Each player is dealt 13 cards in 2-player games or 7 cards in 3/4-player games.&lt;br /&gt;
&lt;br /&gt;
==Draw==&lt;br /&gt;
At the start of each turn, a player may:&lt;br /&gt;
* Draw a card from the deck (cannot be undone as this reveals hidden information)&lt;br /&gt;
* Pick up the top card of the discard pile. The card cannot be discarded during the same turn.&lt;br /&gt;
&lt;br /&gt;
In 500 rummy (&#039;splayed discard pile&#039;), there is one more option:&lt;br /&gt;
* Pick up any lower card in the discard pile and all cards above that card together. The bottommost card the player took must be melded or be added to a meld immediately.&lt;br /&gt;
&lt;br /&gt;
If the deck has run out and the player does not want to draw a card from the discard pile, the player may end the round instead.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Players may perform any of these actions as many times as they want:&lt;br /&gt;
* Meld three or more consecutive cards of the same suit&lt;br /&gt;
* Meld three or four cards of the same rank&lt;br /&gt;
* Add (lay off) cards to a meld. The meld must be still valid after adding cards.&lt;br /&gt;
&lt;br /&gt;
Unless the player empties their hand by melding/adding (and going out), the player must end the turn by discarding a card to the discard pile.&lt;br /&gt;
Discarding a card is not required to go out and end the round.&lt;br /&gt;
&lt;br /&gt;
Aces can be used as either high or low in 500 rummy (&#039;versatile aces&#039;), but in basic rummy (&#039;low aces&#039;) aces are always low.&lt;br /&gt;
&lt;br /&gt;
In &#039;Meld/add restriction&#039; option, melding is allowed only once per turn and adding cards to a meld is allowed only after playing at least one meld.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
The card scores are:&lt;br /&gt;
&lt;br /&gt;
* 2 to 9: Face value (same as the number), or always 5 points in &#039;Simple scoring&#039; option&lt;br /&gt;
* 10, Jack, Queen, King: 10 points&lt;br /&gt;
* Ace: In versatile aces, 15 points unless the ace is used as low (1 point). In low aces, always 1 point. In &#039;Simple scoring&#039; option, low aces are 5 points instead of 1 point.&lt;br /&gt;
&lt;br /&gt;
In 500 rummy (&#039;meld-hand scoring&#039;), each player scores (the sum of card values melded/added) - (the sum of card values left in hand).&lt;br /&gt;
&lt;br /&gt;
In basic rummy (&#039;positive scoring&#039;), the round winner (who has the lowest hand value) scores the sum of card values in all other players&#039; hands.&lt;br /&gt;
&lt;br /&gt;
If the round ends by the deck running out, the round winner&#039;s hand value is subtracted from each hand first. If tied the tied winners split the winning.&lt;br /&gt;
&lt;br /&gt;
In &#039;negative scoring&#039; option, each player receives the penalty points equal to their hand value.&lt;br /&gt;
&lt;br /&gt;
The game ends when someone reaches the target score.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpluckynumbers&amp;diff=25734</id>
		<title>Gamehelpluckynumbers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpluckynumbers&amp;diff=25734"/>
		<updated>2025-07-09T05:52:01Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
* The objective is to make a full grid of 16 number tiles, winning the round.&lt;br /&gt;
* The numbers in each row must increase from left to right, and the numbers in each column must increase from top to bottom.&lt;br /&gt;
* You cannot have the same number twice in a row or column.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* Shuffle 1 set of 1-20 for each player as a pot.&lt;br /&gt;
* Each player starts with 4 distinct numbers in a diagonal line.&lt;br /&gt;
* At the beginning of each of your turns, you may either draw a random tile from the pot or take a tile from the table (if there are any).&lt;br /&gt;
* You may play the tile you have as long as it is higher than each tile before it in the same row and column, and lower than each tile after it in the same row and column. &lt;br /&gt;
* If you take a tile from the table, you must play it.&lt;br /&gt;
* To play a tile, you may either play it in an empty space or replace an existing tile on your grid.&lt;br /&gt;
* If you replace a tile on your grid, or choose to discard a drawn tile, that tile goes onto the table.&lt;br /&gt;
&lt;br /&gt;
Example of a completed grid:&lt;br /&gt;
&lt;br /&gt;
[[File:Lucky numbers.jpg|Lucky numbers.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Setup===&lt;br /&gt;
* Easy Setup: The first four tiles are automatically placed in ascending order from least in the top left to greatest in the bottom right.&lt;br /&gt;
* Michael&#039;s Setup: The first four tiles are drawn one at a time and placed one by one on the diagonal according to the player&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
===Bruno&#039;s Variant===&lt;br /&gt;
* If you place a tile diagonally adjacent to a tile with the same number, you immediately get another turn.&lt;br /&gt;
* You can take several turns in a row in this way.&lt;br /&gt;
&lt;br /&gt;
===Tournament Mode===&lt;br /&gt;
* The game is played multiple times with each player getting a chance to go first.&lt;br /&gt;
* The winner of each round earns two points.&lt;br /&gt;
* The other players lose one point for each empty space on their grid.&lt;br /&gt;
* Highest total score wins.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpabrachadabra&amp;diff=25616</id>
		<title>Gamehelpabrachadabra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpabrachadabra&amp;diff=25616"/>
		<updated>2025-06-30T04:01:25Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Winning condition==&lt;br /&gt;
The game ends when a player has &amp;lt;strong&amp;gt;22 points&amp;lt;/strong&amp;gt; or more. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The game starts in the day. When an exam ends, the phase switches from day to night, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Each player follows these two steps in turn, until no one is left to play for this exam.&lt;br /&gt;
&lt;br /&gt;
Then, all players who do not lose their exam score points accordingly.&lt;br /&gt;
&lt;br /&gt;
===On Your Turn===&lt;br /&gt;
Draw a single card from the 4 piles of magic cards and place them face-up.&lt;br /&gt;
&lt;br /&gt;
Instead of doing so, a player can use a vision potion to look at 2 cards and choose 1 to draw.&lt;br /&gt;
&lt;br /&gt;
===Validate a Diploma===&lt;br /&gt;
If you have the exact number of rabbits corresponding to the value of one of the available diploma, you may take it. Doing so ends the exam.&lt;br /&gt;
&lt;br /&gt;
A diploma is worth as many points as its value. &lt;br /&gt;
&lt;br /&gt;
During the day, diploma of values 4 to 8 are available. During the night, diploma of values 3, 5, 7, 9 and 11 are available.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
===Rabbit===&lt;br /&gt;
You can obtain a diploma if you have exactly as many rabbits as the value of that diploma.&lt;br /&gt;
&lt;br /&gt;
If you have more rabbits than the value of the biggest diploma, you will lose your exam.&lt;br /&gt;
&lt;br /&gt;
===Black Cat===&lt;br /&gt;
Each black cat is worth 1 point at the end of the exam.&lt;br /&gt;
&lt;br /&gt;
If you have 3 or more black cats, you will lose your exam.&lt;br /&gt;
&lt;br /&gt;
===Wool Ball===&lt;br /&gt;
The wool ball takes up one cat, so you can have more and keep its bonus points.&lt;br /&gt;
&lt;br /&gt;
===Vision Potion===&lt;br /&gt;
Secretly look at two cards from the top of a stack of magic cards. Keep one and put the other in its original place.&lt;br /&gt;
&lt;br /&gt;
===Grimoire===&lt;br /&gt;
When you draw the grimoire, take the feather. If someone else has the feather, steal it from them.&lt;br /&gt;
&lt;br /&gt;
===Feather===&lt;br /&gt;
The feather is the only card that can be stolen from you.&lt;br /&gt;
&lt;br /&gt;
It is worth 3 points at the end of the exam.&lt;br /&gt;
&lt;br /&gt;
==Pile Distribution==&lt;br /&gt;
Each pile has 12 cards.&lt;br /&gt;
&lt;br /&gt;
Green: 1 Rabbit (x7), 1 Black Cat (x3), Grimoire (x2)&lt;br /&gt;
&lt;br /&gt;
Yellow: 2 Rabbits (x5), 1 Black Cat (x4), 1 Black Cat + Grimoire (x1), Grimoire (x1), Vision Potion (x1)&lt;br /&gt;
&lt;br /&gt;
Red: 3 Rabbits (x3), 1 Black Cat (x4), 1 Black Cat + Grimoire (x2), Vision Potion (x3)&lt;br /&gt;
&lt;br /&gt;
Blue: 1 Rabbit (x1), 2 Rabbits (x1), 3 Rabbits (x1), 4 Rabbits (x1), 2 Black Cats (x1), 1 Black Cat (x3), 1 Black Cat + Grimoire (x2), Wool Ball (x2)&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpabrachadabra&amp;diff=25615</id>
		<title>Gamehelpabrachadabra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpabrachadabra&amp;diff=25615"/>
		<updated>2025-06-30T03:56:30Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Winning condition==&lt;br /&gt;
The game ends when a player has &amp;lt;strong&amp;gt;22 points&amp;lt;/strong&amp;gt; or more. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The game starts in the day. When an exam ends, the phase switches from day to night, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Each player follows these two steps in turn, until no one is left to play for this exam.&lt;br /&gt;
&lt;br /&gt;
Then, all players who do not lose their exam score points accordingly.&lt;br /&gt;
&lt;br /&gt;
===On Your Turn===&lt;br /&gt;
Draw a single card from the 4 piles of magic cards and place them face-up.&lt;br /&gt;
&lt;br /&gt;
Instead of doing so, a player can use a vision potion to look at 2 cards and choose 1 to draw.&lt;br /&gt;
&lt;br /&gt;
===Validate a Diploma===&lt;br /&gt;
If you have the exact number of rabbits corresponding to the value of one of the available diploma, you may take it. Doing so ends the exam.&lt;br /&gt;
&lt;br /&gt;
A diploma is worth as many points as its value. &lt;br /&gt;
&lt;br /&gt;
During the day, diploma of values 4 to 8 are available. During the night, diploma of values 3, 5, 7, 9 and 11 are available.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
===Rabbit===&lt;br /&gt;
You can obtain a diploma if you have exactly as many rabbits as the value of that diploma.&lt;br /&gt;
&lt;br /&gt;
If you have more rabbits than the value of the biggest diploma, you will lose your exam.&lt;br /&gt;
&lt;br /&gt;
===Black Cat===&lt;br /&gt;
Each black cat is worth 1 point at the end of the exam.&lt;br /&gt;
&lt;br /&gt;
If you have 3 or more black cats, you will lose your exam.&lt;br /&gt;
&lt;br /&gt;
===Wool Ball===&lt;br /&gt;
The wool ball takes up one cat, so you can have more and keep its bonus points.&lt;br /&gt;
&lt;br /&gt;
===Vision Potion===&lt;br /&gt;
Secretly look at two cards from the top of a stack of magic cards. Keep one and put the other in its original place.&lt;br /&gt;
&lt;br /&gt;
===Grimoire===&lt;br /&gt;
When you draw the grimoire, take the feather. If someone else has the feather, steal it from them.&lt;br /&gt;
&lt;br /&gt;
===Feather===&lt;br /&gt;
The feather is the only card that can be stolen from you.&lt;br /&gt;
&lt;br /&gt;
It is worth 3 points at the end of the exam.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoneshallpass&amp;diff=25478</id>
		<title>Gamehelpnoneshallpass</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnoneshallpass&amp;diff=25478"/>
		<updated>2025-06-17T09:40:39Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Guard Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
Each player chooses a &#039;&#039;&#039;Guard&#039;&#039;&#039;. One monster from each level is selected at random, and the first monster is revealed. Every round, all players roll their dice, then each player in turn selects one of their dice and follows the corresponding action on their &#039;&#039;&#039;Guard cards&#039;&#039;&#039;. Next, if the monster’s &#039;&#039;&#039;Health&#039;&#039;&#039; has reached zero, it is defeated and replaced with the next monster. Otherwise, the monster attacks the players whose actions had the highest &#039;&#039;&#039;Peril&#039;&#039;&#039;. The players have a limited number of rounds before the monster &#039;&#039;&#039;Breaches&#039;&#039;&#039; their defenses, and they win by defeating the final monster before then.&lt;br /&gt;
&lt;br /&gt;
== Guards ==&lt;br /&gt;
&lt;br /&gt;
A player’s &#039;&#039;&#039;Guard&#039;&#039;&#039; is like their specialty within the team, and every combination of Guards can be successful. Learn about each Guard in the &#039;&#039;&#039;Guard Classes&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Guard Cards&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard cards&#039;&#039;&#039; determine a player’s possible actions and attributes. Each card shows a Guard’s title, a level, a &#039;&#039;&#039;Level Up Cost (Green Arrow)&#039;&#039;&#039;, and an attribute: &#039;&#039;&#039;Health (Red Heart), Armor (Blue Shield)&#039;&#039;&#039;, or &#039;&#039;&#039;Experience Reward (Green Diamond)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Additionally, each card shows two actions, each consisting of a name, instructions to follow when taking the action, a die roll needed to select that action, and a &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; number that indicates how dangerous the action is.&lt;br /&gt;
&lt;br /&gt;
== Monsters ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster Cards&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Monster cards are organized by level, with higher levels representing stronger monsters. Each monster card shows the monster’s name, level, &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; and &#039;&#039;&#039;Attack (Yellow Sword)&#039;&#039;&#039; showing how much the monster hurts the players, and a unique ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster Abilities&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every monster has a unique ability, and some might even override the regular rules. Take a close look when a new monster arrives!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;List of Monsters&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Apothecary (level 2, 22 health, 9 attack): Noxious Fumes (Any 6 must be rerolled until it is no longer a 6.)&lt;br /&gt;
* Awakened Tree (level 1, 23 health, 7 attack): Slow Roots (Its breach starts 1 higher than normal.)&lt;br /&gt;
* Cursed Mirror (level 3, 28 health, 0 attack): Reflective (When it takes damage, its attack increases by the damage taken. After it attacks, its attack is halved.)&lt;br /&gt;
* Death Knight (level 5, 36 health, 14 attack): Unholy Armor (When it takes damage, the damage is reduced to 4 if it were greater than 4.)&lt;br /&gt;
* Ferrovore (level 5, 50 health, 12 attack): Consume Metal (When it attacks, temporarily adds the sum of all player&#039;s armor to its attack.)&lt;br /&gt;
* Fisherman (level 2, 24 health, 8 attack): Piercing Harpoon (It makes an additional attack against players with 1 less peril than the highest.)&lt;br /&gt;
* Goblin Assassin (level 4, 33 health, 11 attack): Backstab (It attacks players with the least peril, excluding 0 peril.)&lt;br /&gt;
* Golem (level 3, 21 health, 9 attack): Stone Body (It has 1 armor.)&lt;br /&gt;
* Gorgon (level 3, 25 health, 8 attack): Endless Snakes (After it attacks, its attack increases by 2.)&lt;br /&gt;
* Hungry Ooze (level 1, 17 health, 2 attack): Growing Form (When it takes damage, its attack increases by 1.)&lt;br /&gt;
* Hydra (level 4, 31 health, 9 attack): Excess Heads (Its attack is not divided by the number of players with the highest peril.)&lt;br /&gt;
* Ice Sorceress (level 4, 32 health, 11 attack): Frozen Wounds (Any action that removes wounds only removes half as many, rounded up.)&lt;br /&gt;
* Intellect Devourer (level 5, 50 health, 10 attack): Mind Sap (When it is revealed, its attack increases by half of all player&#039;s current experience, rounded down.)&lt;br /&gt;
* Kraken (level 5, 60 health, - attack): Infinite tentacles (Its attack causes each player to take damage equal to twice their peril.)&lt;br /&gt;
* Lich (level 4, 27 health, 10 attack): Lifesteal (Its health increases by the number of wounds players gain from its attack.)&lt;br /&gt;
* Mimic (level 1, 18 health, 7 attack): Surprise Attack (When it is revealed, each player takes 2 wounds.)&lt;br /&gt;
* Myconid Burster (level 2, 23 health, 7 attack): Explosive Spores (Once per round when it takes damage, the damaging player gains 2 wounds.)&lt;br /&gt;
* Skeleton (level 1, 24 health, 8 attack): Brittle Bones (Before its turn begins, it takes 1 damage for each player with at least 3 peril.)&lt;br /&gt;
* Storm Sprite (level 3, 26 health, 9 attack): Lightning (Its attacks ignore armor.)&lt;br /&gt;
* Tiny Phoenix (level 2, 9 health, 9 attack): Rebirth (After it attacks, its health returns to its starting health.)&lt;br /&gt;
&lt;br /&gt;
== Rules of Play ==&lt;br /&gt;
&lt;br /&gt;
Play is divided into rounds, in which all players take one turn, then the monster takes its turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Player&#039;s Turn Summary&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* -Each player rolls their dice (unless &#039;&#039;&#039;Incapacitated&#039;&#039;&#039;)&lt;br /&gt;
* -Each player selects a die and follows its action’s instructions&lt;br /&gt;
* -If you rolled a &#039;&#039;&#039;6&#039;&#039;&#039;, may also select it as an action before or after your main action&lt;br /&gt;
* -Rolling triples allows ANY two actions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Beginning of the Round&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, all players roll their three dice. Starting with the player who has the first turn token and moving clockwise, each player takes their turn. You can hover over (or tap, for mobile users) another player&#039;s dice to see their possible actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Player&#039;s Turn: Rolling&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On each player’s turn, the player selects one of their rolled dice, follows the instructions of the action with that die on their Guard cards, and places the selected die on the &#039;&#039;&#039;Peril Track&#039;&#039;&#039; according to the action’s &#039;&#039;&#039;Peril (Yellow Triangle).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player may select one 6 result in addition to their selected die. If so, they follow the instructions of both dice in either order, but their &#039;&#039;&#039;Peril (Yellow Traingle)&#039;&#039;&#039; remains that of their normally-selected action.&lt;br /&gt;
&lt;br /&gt;
If a player’s three dice all roll the same number, the player follows the instructions of any two actions (or the same action twice) instead. Their &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; is whichever they choose from those two actions.&lt;br /&gt;
&lt;br /&gt;
Level-4 Guard cards allow rerolling dice. Once per round, each player with at least one level-4 Guard card may spend one &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; to reroll one of their dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Player&#039;s Turn: Actions&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many player actions and monster abilities refer to someone taking &#039;&#039;&#039;Damage (Yellow X)&#039;&#039;&#039;. When a monster takes Damage, its &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; decreases by that amount, moving the monster tracker’s tokens accordingly. When a player takes Damage, they gain &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039; equal to that Damage minus their &#039;&#039;&#039;Armor (Blue Shield)&#039;&#039;&#039; (shown on the &#039;&#039;&#039;3-4 Guard cards&#039;&#039;&#039;); Armor reduces the amount of Damage a player takes and may even reduce it to zero.&lt;br /&gt;
&lt;br /&gt;
A player’s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; (shown on the &#039;&#039;&#039;1-2 Guard cards&#039;&#039;&#039;) indicates how many &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039; they can have while still fighting. At the beginning of a round, if a player has Wounds greater than or equal to their &#039;&#039;&#039;Health&#039;&#039;&#039;, they are &#039;&#039;&#039;Incapacitated&#039;&#039;&#039; for that round. Incapacitated players do not roll their dice. Instead, they must follow their &#039;&#039;&#039;3&#039;&#039;&#039; action’s instructions on their turn and cannot place a die on the &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; board (they have no Peril). Incapacitation lasts an entire round, even if you lose enough &#039;&#039;&#039;Wounds&#039;&#039;&#039; before your turn. Similarly, gaining &#039;&#039;&#039;Wounds&#039;&#039;&#039; during the round can’t Incapacitate you until the next round.&lt;br /&gt;
&lt;br /&gt;
Some actions and events give players &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; which can be spent to level up, or improve, player attributes and actions. At any time, a player may spend Experience equal to the &#039;&#039;&#039;Level Up Cost (Green Triangle)&#039;&#039;&#039; on one of their Guard cards. That card is flipped or swapped with the card beneath it to reveal the card with the same dice and one level higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster&#039;s Turn&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once all players have taken their turns, the monster takes its turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster&#039;s Turn Summary&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* -If Monster&#039;s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; is 0, players get &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; and next monster is revealed.&lt;br /&gt;
* -If not, player with a dice on the highest level of the &#039;&#039;&#039;Peril Track (Yellow Triangle)&#039;&#039;&#039; receives the &#039;&#039;&#039;Monsters Attack (Yellow Sword)&#039;&#039;&#039;; multiple players with highest &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039; divide the Damage evenly.&lt;br /&gt;
* -It&#039;s &#039;&#039;&#039;Breach Level (Purple Arrow)&#039;&#039;&#039; goes down by 1.&lt;br /&gt;
* -If &#039;&#039;&#039;Breach Level&#039;&#039;&#039; gets below 1, the monster has gotten through, you receive no &#039;&#039;&#039;Experience&#039;&#039;&#039; and the next monster is revealed. If the 5th Monster has &#039;&#039;&#039;Breached&#039;&#039;&#039;, you lose the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Monster&#039;s Turn Full&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First, the players may have reduced the monster’s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; to 0. If so, the monster has been defeated. The monster’s card is removed from play, and each player receives &#039;&#039;&#039;Experience (Green Diamond)&#039;&#039;&#039; equal to their&lt;br /&gt;
&#039;&#039;&#039;Experience Reward&#039;&#039;&#039; attribute (shown on the &#039;&#039;&#039;5-6 Guard cards&#039;&#039;&#039;). The next monster is then revealed, and the monster tracker is updated to reflect the new monster’s &#039;&#039;&#039;Health and Attack (Yellow Sword)&#039;&#039;&#039;; the new monster’s &#039;&#039;&#039;Breach (Purple Arrow)&#039;&#039;&#039; begins at 4 (or 5 for the final monster). Finally, the first turn token is moved one player clockwise.&lt;br /&gt;
&lt;br /&gt;
If the monster hasn’t been defeated, then the monster attacks. The players typically take Damage, as determined by the monster’s &#039;&#039;&#039;Attack (Yellow Sword)&#039;&#039;&#039;, each player’s &#039;&#039;&#039;Armor (Blue Shield)&#039;&#039;&#039;, and each player’s &#039;&#039;&#039;Peril (Yellow Triangle)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* -If one player has a higher &#039;&#039;&#039;Peril&#039;&#039;&#039; than any other player, that player takes Damage equal to the monster’s current &#039;&#039;&#039;Attack&#039;&#039;&#039;. Remember to apply the player’s Armor before gaining &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039;.&lt;br /&gt;
* -If multiple players share the highest &#039;&#039;&#039;Peril&#039;&#039;&#039;, the monster’s current Attack is divided by that number of players (rounded down). Each of those players takes &#039;&#039;&#039;Wounds (Red Heart with X)&#039;&#039;&#039; equal to that result.&lt;br /&gt;
&lt;br /&gt;
After attacking, the monster will try to get past the players, decreasing its &#039;&#039;&#039;Breach (Purple Arrow)&#039;&#039;&#039; by 1. If its &#039;&#039;&#039;Breach&#039;&#039;&#039; reaches 0, the monster is replaced just as though it were defeated, except the players receive no &#039;&#039;&#039;Experience Reward (Green Diamond)&#039;&#039;&#039;; the next monster is revealed, the tracker is updated, and the first turn token is moved.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The players win by reducing the &#039;&#039;&#039;final&#039;&#039;&#039; monster’s &#039;&#039;&#039;Health (Red Heart)&#039;&#039;&#039; to 0. The players lose if the &#039;&#039;&#039;final&#039;&#039;&#039; monster&#039;s Breach (Purple Arrow) reaches 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;The Last Stand&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;final&#039;&#039;&#039; monster’s &#039;&#039;&#039;Breach (Purple Arrow)&#039;&#039;&#039; begins at 5, not 4. Make that extra turn count!&lt;br /&gt;
&lt;br /&gt;
== Two or Three Player Variant ==&lt;br /&gt;
&lt;br /&gt;
-In a two-player game, each player will get a second Guard to control. The game automatically shows the cards and dice for the current Guard&#039;s turn, but you can use the &amp;quot;Toggle Guards&amp;quot; button at the bottom-left to see the other Guard&#039;s cards and dice at any time.&lt;br /&gt;
&lt;br /&gt;
-In a three-player game, there will be one Automaton, and the current party leader will decide its actions in a similar manner to the two-player game.&lt;br /&gt;
&lt;br /&gt;
== Guard Classes ==&lt;br /&gt;
&lt;br /&gt;
The different Guards that players can select will excel in different scenarios and complement one another. Their different actions and attributes influence how players will contribute, so the following descriptions can help players choose which Guard best fits their play style. These Guards are roughly organized by increasing complexity, though all are strong. New players may wish to begin with Guards earlier in the list, while experienced players may appreciate the added complexity of later ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Lancer&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The daring Lancer is eager to dive into any fray and never misses an opportunity to train. Deliver high and consistent Damage to monsters and improve your allies’ capabilities.&lt;br /&gt;
&lt;br /&gt;
* 9/10/11/12 health, 0/1/1/2 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Spear (Deal 2/3/5/7 damage. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Charge (Deal 4/6/8/10 damage. 4 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Spar (You/You/You/Any player gain 1/1/1/2 experience. Another player gains 1/1/2/2 experience. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Jab (Deal 1/1/2/4 damage. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Medic&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The collected Medic lifts any who fall injured in the chaos of battle. Tend to the Wounds of your allies, but don’t underestimate your ability to permanently weaken monsters.&lt;br /&gt;
&lt;br /&gt;
* 6/7/9 health, 0/0/1/1 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Acid Vial (Deal 1/3/4 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Spray Poison (Deal 1/2/2 damage. Reduce its attack by 1/1/1. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Distribute Bandages (All players heal 1/2/2/3 wounds. 1 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Triage (A player heals 1/1/2 wounds. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Sensei&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The wizened Sensei finds strength through enlightenment. Gain Experience as you unravel monsters’ strategies, then pass it on to your allies and weave illusions to trick monsters.&lt;br /&gt;
&lt;br /&gt;
* 6/7/9/10 health, 1/1/2/2 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Fists (Deal 2/3/4/6 damage. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Feint (Deal 1/2/2/3 damage and gain 1/1/2/2 experience. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/6 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Create Illusion (Divide its attack as if there are 2 players/+1 player/+1 player/+2 players at each attacked peril this round. 1 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Instruct (1/1/2/All other players gains 1 experience. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Blood Mage&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The unnatural Blood Mage manipulates the essence of life within all creatures. Use your massive Health to absorb Wounds from your allies, then heal yourself by draining the monsters.&lt;br /&gt;
&lt;br /&gt;
* 9/12/15/18 health, 0/0/0/0 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Knife (Deal 1/3/5/7 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Drain Life (Deal 1/2/3/4 damage. Heal 1/2/3/4 wounds. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 7/9/12/14 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Sacrifice (Take up to 3/6/9/12 wounds from the other players. Gain 0/1/1/1 experience per 4 wounds taken. 1 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Transfuse (Take up to 2/2/3/5 wounds from another player. Heal 0/0/0/2 wounds. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Hunter&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The wild Hunter outmaneuvers and subdues any beast. Enrage monsters to slow their advance and weaken them with snares and venom.&lt;br /&gt;
&lt;br /&gt;
* 7/9/10/12 health, 0/0/1/1 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Bow (Deal 2/3/5/6 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Envenom (Deal 1/2/3/4 damage and reduce its attack by 1/2/3/4 this round. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Provoke (Increase breach by 1 and its attack by 2/1/1/1. 4 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Ensnare (Reduce its attack by 1/2/2/4 this round. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Death Strider&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tormented Death Strider walks the line between life and death, channeling pain into great power. Grow stronger offensively and defensively as you accumulate Wounds, but beware pushing yourself too far.&lt;br /&gt;
&lt;br /&gt;
* 8/10/12/14 health, 0/1/1/2 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Scythe (Deal 2/3/5/7 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Reciprocate (Deal damage equal to your number of wounds, to a maximum of 3/5/8/10. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal up to 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Embrace Pain (This round your armor is equal to your number of wounds, to a maximum of 3/5/8/10. 4 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Share Wounds (Gain up to 2/2/3/3 wounds and deal 1/1/1/2 times the number of wounds taken. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Commander&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The stalwart Commander leads the Guards with rallying battle cries and durable armor. Carefully consider the positions of your allies for the greatest effect, then order them to act during your turn.&lt;br /&gt;
&lt;br /&gt;
* 7/8/9/10 health, 1/2/2/3 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Sword (Deal 1/3/4/6 damage. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: &amp;quot;For Glory!&amp;quot; (After all other actions, choose your peril. Deal 1/2/3/4 damage per other player with that peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: &amp;quot;Form Ranks!&amp;quot; (After all other actions, choose your peril. All other players with that peril gain 1/1/2/2 armor this round. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: &amp;quot;... Now!&amp;quot; (After all other actions, choose another player with a difference of at most 0/0/1/4 peril. They take a 6 action. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Stargazer&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mysterious Stargazer draws upon the light of the cosmos to harm and illuminate. Switch between burning Solar (Yellow Sun) Light and soothing Lunar (Purple Moon) Light to overcome any challenge.&lt;br /&gt;
&lt;br /&gt;
The Stargazer’s actions change depending on their current Light source. Track your current Light source (beginning with Solar) using the Light token.&lt;br /&gt;
&lt;br /&gt;
* 7/8/10/11 health, 0/0/1/1 armor, 2/3/4/5 experience&lt;br /&gt;
* 1: Scepter (Deal 2/3/4/6 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 2: Flare (Deal 4/6/7/9 damage and gain 1/1/2/2 wounds if solar. Reduce monster&#039;s attack by 1/1/2/2 if lunar. 3 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3: Treat Wounds (Heal 4/5/6/7 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 4: Illuminate (One player gain 1/2/2/3 experience and 1/2/2/3 wounds if solar. Heal 3/5/7/9 wounds from a player if lunar. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5: Practice (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;br /&gt;
* 6: Eclipse (Deal 1/1/2/3 damage if solar. A player gain 1/1/2/3 armor this round if lunar. Change light source. 1 peril. 3/5/7 to upgrade.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039; &amp;lt;u&amp;gt;Automaton&amp;lt;/u&amp;gt; &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mechanical Automaton follows its directive to protect its allies at any cost. This Guard is greatly simplified compared to others, making it ideal for younger players or those who want an easier time making decisions. It also serves well in games with fewer than four players. However, the Automaton ignores the rules about selecting an extra 6 and rolling the same numbers.&lt;br /&gt;
&lt;br /&gt;
* 7/8/10/11 health, 0/1/2/3 armor, 2/3/4/5 experience&lt;br /&gt;
* 1-2: Crossbow (Deal 2/4/5/7 damage. 2 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 3-4: Repair (Heal 5/6/7/8 wounds. 0 peril. 2/4/7 to upgrade.)&lt;br /&gt;
* 5-6: Upgrade (Gain 1/2/2/3 experience. 3 peril. 3/5/7 to upgrade.)&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersduel&amp;diff=25477</id>
		<title>Gamehelpsevenwondersduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersduel&amp;diff=25477"/>
		<updated>2025-06-17T09:33:47Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
In 7 Wonders: Duel, your aim is to make your ancient civilization thrive over three rounds by acquiring resources, building different types of constructions, and building your Wonders. However, you&#039;re doing this along with another player who has access to the same resources and buildings you do. Over the course of each round, you&#039;ll be acquiring money and points from the different cards played or other actions. Alternatively, you can build up a military to conquer your opponent, or progress on technology to the point that you&#039;re just too amazing of a civilization.&lt;br /&gt;
&lt;br /&gt;
There are three ways to win this game:&lt;br /&gt;
* Advance the military token all the way to the opponent&#039;s edge of the board&lt;br /&gt;
* Collect any six different science symbols&lt;br /&gt;
* Have the most points at the end of the 3rd round&lt;br /&gt;
&lt;br /&gt;
==Game Anatomy==&lt;br /&gt;
At any given moment, each player has:&lt;br /&gt;
* 4 Wonders. These can be built by tucking a card underneath them for the bonuses printed on them. These are shown on the left side of your board.&lt;br /&gt;
* Money. Some cards or Wonders give you money, but this is more commonly earned by discarding cards. Money can be spent to buy cards, or to buy resources you don&#039;t already have access to. This is shown on the right side of your player board.&lt;br /&gt;
* Points. These are simply the sum of all points earned from cards. The player with the most points wins the game (unless an alternate victory condition is achieved). This is shown on the right side of your player board.&lt;br /&gt;
&lt;br /&gt;
Between both players is the available &amp;quot;market&amp;quot; of cards. Any cards not covered by any other card can be collected or purchased for the listed price. The shape of this board is different in each round.&lt;br /&gt;
&lt;br /&gt;
==Game Setup and Preparation==&lt;br /&gt;
Each player starts the game with 7 coins.&lt;br /&gt;
&lt;br /&gt;
5 Progress tokens are dealt onto the board.&lt;br /&gt;
&lt;br /&gt;
Each player also starts with 4 potential Wonders, chosen as follows:&lt;br /&gt;
* Deal out 4 random Wonders.&lt;br /&gt;
* The starting player selects one of the Wonders.&lt;br /&gt;
* The other player then selects two of the remaining Wonders.&lt;br /&gt;
* The starting player automatically gets the remaining Wonder.&lt;br /&gt;
* Then deal out 4 random Wonders and repeat the above process, except the other player starts that round.&lt;br /&gt;
&lt;br /&gt;
Each wonder provides certain advantage to the player by way of points, attack shields, coins or other advantage.&lt;br /&gt;
&lt;br /&gt;
Finally, deal out the Age I cards in the pattern described.&lt;br /&gt;
&lt;br /&gt;
The starting player goes first.&lt;br /&gt;
&lt;br /&gt;
==On Your Turn==&lt;br /&gt;
During your turn, select one of the cards on the board to claim, then choose what to do with it:&lt;br /&gt;
* Play the card as normal. This is the most common choice. Doing this will simply give you the benefits of the card. The types of cards and what they do are explained further into these instructions.&lt;br /&gt;
* Use the card to build your Wonder. Tuck the card underneath one of your Wonders. It does not matter which card is tucked for this; as long as any card is used for this, the Wonder is considered complete. You do need to be able to pay the resource cost of the Wonder or have enough money to make up the difference. Only 7 Wonders can be completed during the entire course of the game; once the 7th has been built, the 8th and final Wonder is removed from play and can&#039;t be built.&lt;br /&gt;
* Discard the card for money. You gain 2 coins plus 1 coin for each yellow card you already have. It does not matter which card is discarded for this; all cards are worth the same amount of money when discarded this way.&lt;br /&gt;
&lt;br /&gt;
If you built to a wonder with a &amp;quot;take another turn action&amp;quot;, you may go again. (If you have several such wonders, you can repeat this multiple times, even though the game rules disallow it.) Otherwise, it&#039;s now your opponent&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
==Buying Cards==&lt;br /&gt;
Most cards have a purchase price, shown on the top left of the card, involving resources or money. To buy a card, you must have the available resources for it. However, if you do not have the required resources, you may buy them from the bank. For each missing resource, pay 2 coins, plus 1 extra coin for each of that resource your opponent has.&lt;br /&gt;
&lt;br /&gt;
Alternatively, some cards have an alternate cost using a previously claimed card. Cards that can take advantage of a chain build later in the game have a symbol printed on the top right, and cards that can be purchased this way have the matching symbol underneath their normal, resource-based cost. If you have the appropriate card, you can buy the new card for free!&lt;br /&gt;
&lt;br /&gt;
==Types of Cards==&lt;br /&gt;
Players can gain the following types of cards:&lt;br /&gt;
&lt;br /&gt;
===Resource Cards===&lt;br /&gt;
Brown and gray cards are resources. There are five types of resources; wood, brick, stone (all of which are brown), glass, and paper (which are gray). These resources are required in order to build certain cards or Wonders. If you do not have a particular resource, you can instead pay 2 coins, plus 1 coin for each resource held by your opponent (this money goes to the bank, not to your opponent). Resource cards are never used up - as long as you have the card, you may use the resources on any subsequent turns.&lt;br /&gt;
&lt;br /&gt;
Resource cards do not appear during Age III.&lt;br /&gt;
&lt;br /&gt;
===Commerce Cards===&lt;br /&gt;
Yellow cards are commerce cards, and usually have something to do with money. They may allow for altered costs to buy resources, or to instantly gain money. Additionally, for each yellow card you have, you gain 1 extra coin each time you discard a card.&lt;br /&gt;
&lt;br /&gt;
===Civilian Cards===&lt;br /&gt;
Blue cards are civilian cards, and are simply worth points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
===Science Cards===&lt;br /&gt;
Green cards are science cards. These are frequently (but not always) worth points, but more importantly, have one of six different scientific instruments on them. If you ever collect one copy of all six symbols, you automatically win the game!&lt;br /&gt;
&lt;br /&gt;
Additionally, if you get two cards with the same symbol, you also immediately get one of the Progress tokens. There are five Progress tokens dealt at the start of the game, which either give you some sort of bonus or extra effect.&lt;br /&gt;
&lt;br /&gt;
===Military Cards===&lt;br /&gt;
Red cards are military cards. These show some number of sword and shields along the top. When you get one, for each of these sword and shields, advance the military token one step towards your opponent. If it moves into a space next to a penalty symbol, your opponent loses money.&lt;br /&gt;
&lt;br /&gt;
If you ever advance the military token to the edge closest to your opponent, you&#039;ve conquered their civilization and automatically win the game! However, if the game ends before this happens, one player will gain points based on its position.&lt;br /&gt;
&lt;br /&gt;
===Guild Cards===&lt;br /&gt;
Purple cards are guild cards. These are worth money and points based on how many of a particular card type or other quality have been built. The money from this is awarded immediately, but the points are only awarded at the end of the game (and consequently do not show up on your point total).&lt;br /&gt;
&lt;br /&gt;
Guild cards only appear in Age III.&lt;br /&gt;
&lt;br /&gt;
==Progress Tokens==&lt;br /&gt;
* &#039;&#039;&#039;Agriculture&#039;&#039;&#039;: Immediately take 6 coins from the bank. This token is worth 4 victory points.&lt;br /&gt;
* &#039;&#039;&#039;Architecture&#039;&#039;&#039;: All future wonders constructed by you cost 2 fewer resources.&lt;br /&gt;
* &#039;&#039;&#039;Economy&#039;&#039;&#039;: You gain the money spent by your opponent when they purchase resources through trade.&lt;br /&gt;
* &#039;&#039;&#039;Law&#039;&#039;&#039;: This token is worth the Law scientific symbol.&lt;br /&gt;
* &#039;&#039;&#039;Masonry&#039;&#039;&#039;: All future blue cards constructed by you cost 2 fewer resources.&lt;br /&gt;
* &#039;&#039;&#039;Mathematics&#039;&#039;&#039;: At the end of the game, you receive 3 victory points for each Progress token in your possession (including this).&lt;br /&gt;
* &#039;&#039;&#039;Philosophy&#039;&#039;&#039;: This token is worth 7 victory points.&lt;br /&gt;
* &#039;&#039;&#039;Strategy&#039;&#039;&#039;: From now on, your new military buildings (red cards) will benefit from one extra shield.&lt;br /&gt;
* &#039;&#039;&#039;Theology&#039;&#039;&#039;: All future wonders built by you are treated as though they have the “play again” effect.&lt;br /&gt;
* &#039;&#039;&#039;Urbanism&#039;&#039;&#039;: Immediately take 6 coins from the bank. Each time you construct a building for free through linking (free construction condition), you gain 4 coins.&lt;br /&gt;
&lt;br /&gt;
==End Of An Age==&lt;br /&gt;
An age ends when either player takes the last card from the board. A new set of cards is dealt out in a predefined pattern.&lt;br /&gt;
&lt;br /&gt;
The player closest to the Military token (that is, the player most in danger of being conquered) chooses which player starts the next round. If the Military token is in the middle, then the last active player (the person who finished the previous age) chooses who starts the next round.&lt;br /&gt;
&lt;br /&gt;
==End Of The Game==&lt;br /&gt;
The game can end automatically if either player conquers the other or gets enough scientific symbols. But if neither of those conditions are met, then the game ends at the end of Age III.&lt;br /&gt;
&lt;br /&gt;
Players earn points from their points on cards (including guilds), Wonders, the final position of the Military token, and leftover money (3 coins converts to 1 point). The player with the most points wins! In case of a tie, victory is awarded to the player with the most civilian points (blue cards). If that is also a tie, then the final result is shared victory.&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
===Pantheon===&lt;br /&gt;
Mythology tokens (1 of each pantheon) appear during Age I. Offering tokens appear during Age II. If you flip over cards with them, take the tokens.&lt;br /&gt;
&lt;br /&gt;
When you take a Mythology token, draw 2 Divinities from the corresponding deck, choose 1 to put in the Pantheon facedown and put the other on top of the deck.&lt;br /&gt;
&lt;br /&gt;
At the start of Age II, reveal all Divinities and place the Gate in the remaining empty space in the Pantheon.&lt;br /&gt;
&lt;br /&gt;
Starting from Age II, players can activate a card from the Pantheon instead of claiming a card. The cost can be reduced by discarding Offerings.&lt;br /&gt;
&lt;br /&gt;
During Age III, Grand Temples appear instead of Guilds, which can be build via linking if you have the corresponding Mythology token. At the end of the game, players score 5/12/21 points if they have 1/2/3 Grand Temples.&lt;br /&gt;
&lt;br /&gt;
====Divinities (Pantheon)====&lt;br /&gt;
The Divinities&#039; cost is determined by their placement on the Pantheon board. They are kept in separate decks until they are placed on the board by picking up the corresponding pantheon token during Age I.&lt;br /&gt;
&lt;br /&gt;
The pantheons are as follows:&lt;br /&gt;
&lt;br /&gt;
Gate - white back&lt;br /&gt;
* &#039;&#039;&#039;Gate&#039;&#039;&#039;: Reveal the top Divinity from each deck, choosing one of them to activate for free. Its activation cost is double that of its space.&lt;br /&gt;
&lt;br /&gt;
Mesopotamian - green backs, science-related effects:&lt;br /&gt;
* &#039;&#039;&#039;Enki&#039;&#039;&#039;: When Enki is revealed, randomly draw 2 Progress tokens from those discarded at the beginning of the game. These tokens are placed face-up on Enki’s card. When you invoke Enki, choose one of these two Progress tokens and gain it. The other token is returned to the box with those discarded at the beginning of the game.&lt;br /&gt;
* &#039;&#039;&#039;Ishtar&#039;&#039;&#039;: Grants the Law scientific symbol.&lt;br /&gt;
* &#039;&#039;&#039;Nisaba&#039;&#039;&#039;: Place the Snake token on an opponent’s green card. Treat it as if you also have that symbol.&lt;br /&gt;
&lt;br /&gt;
Phoenician - yellow backs, economy-related effects&lt;br /&gt;
* &#039;&#039;&#039;Astarte&#039;&#039;&#039;: Place 7 coins from the bank on Astarte’s card. These are not part of your City’s Treasury, and so are thus protected against coin losses. It’s possible to spend them normally. At the end of the game, each coin still present on Astarte’s card is worth 1 victory point for you.&lt;br /&gt;
* &#039;&#039;&#039;Baal&#039;&#039;&#039;: Steal a brown or grey card built by your opponent, it is added to the cards of your City.&lt;br /&gt;
* &#039;&#039;&#039;Tanit&#039;&#039;&#039;: Take 12 coins from the bank.&lt;br /&gt;
&lt;br /&gt;
Greek - blue backs, wild-card effects&lt;br /&gt;
* &#039;&#039;&#039;Aphrodite&#039;&#039;&#039;: Worth 9 victory points.&lt;br /&gt;
* &#039;&#039;&#039;Hades&#039;&#039;&#039;: Choose one card from the discard pile and construct it for free in your City.&lt;br /&gt;
* &#039;&#039;&#039;Zeus&#039;&#039;&#039;: Put in the discard pile a card of your choice (face up or down) from the structure, as well as any tokens which may be present on that card.&lt;br /&gt;
&lt;br /&gt;
Egyptian - grey backs, wonder-related effects&lt;br /&gt;
* &#039;&#039;&#039;Anubis&#039;&#039;&#039;: Discard a card previously used to construct a Wonder (an opposing one or one of your own). The affected player doesn’t lose the instant effects previously granted by that Wonder (shields, coins, progress tokens, constructed or discarded card, replay effect). It is possible to rebuild this Wonder and thus apply its effects once again.&lt;br /&gt;
* &#039;&#039;&#039;Isis&#039;&#039;&#039;: Choose a card from the discard pile and construct one of your Wonders for free using that card.&lt;br /&gt;
* &#039;&#039;&#039;Ra&#039;&#039;&#039;: Steal an opponent’s Wonder which has not yet been constructed; it is added to your own Wonders.&lt;br /&gt;
&lt;br /&gt;
Roman - red backs, military-related effects&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;: Grants 2 shields.&lt;br /&gt;
* &#039;&#039;&#039;Minerva&#039;&#039;&#039;: Place the Minerva pawn on any space of the Military Track. If the Conflict pawn would enter the space which contains the Minerva pawn, it instead stops moving and its movement ends. Then discard the Minerva pawn.&lt;br /&gt;
* &#039;&#039;&#039;Neptune&#039;&#039;&#039;: Choose and discard a Military token without applying its effect. Then choose and apply the effect of another Military token (which is then discarded).&lt;br /&gt;
&lt;br /&gt;
====New Progress Tokens====&lt;br /&gt;
* &#039;&#039;&#039;Engineering&#039;&#039;&#039;: You can construct any building with a link by paying 1 coin.&lt;br /&gt;
* &#039;&#039;&#039;Mysticism&#039;&#039;&#039;: At the end of the game, you receive 2 points for each Mythology and Offering token in your possession.&lt;br /&gt;
* &#039;&#039;&#039;Poliorcetics&#039;&#039;&#039;: Each time you move the military token forward on the track, your opponent loses a coin for each space moved.&lt;br /&gt;
&lt;br /&gt;
===Agora===&lt;br /&gt;
There is an additional way to win the game: Control all six chambers in the senate. This ends the game automatically.&lt;br /&gt;
&lt;br /&gt;
During your turn, you may trigger a prepared conspiracy before selecting one of the cards on the board to claim.&lt;br /&gt;
&lt;br /&gt;
When you claim a card, you can use it to prepare a conspiracy by putting the card underneath one of your conspiracies, instead of the other options.&lt;br /&gt;
&lt;br /&gt;
At the end of the game, players gain points for the senates they controlled (1-3 points).&lt;br /&gt;
&lt;br /&gt;
====Senators====&lt;br /&gt;
Black and White cards (with a grey back) are senators. Their cost are coins equal to your number of senators (0 if first). Then apply its effect as follows:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Politician (White)&#039;&#039;&#039;: Take a number of senate actions (place influence in the section or move an influence) according to the number of blue cards you have (0-1: 1 action, 2-3: 2 actions, 4+: 3 actions).&lt;br /&gt;
* &#039;&#039;&#039;Conspirator (Black)&#039;&#039;&#039;: Put an influence in any chamber or conspire (draw 2 conspiracies, choose 1 and put the other on top or bottom of the deck).&lt;br /&gt;
&lt;br /&gt;
If you have more influences than your opponent in a chamber, you control the chamber and have the power of the decree in it. However, you lose it if your opponent has at least the same number of influences as you. If you are tied with your opponent, no one control the chamber.&lt;br /&gt;
&lt;br /&gt;
====New Progress Tokens====&lt;br /&gt;
* &#039;&#039;&#039;Corruption&#039;&#039;&#039;: From now on, you recruit all Senators (Politicians and Conspirators) for free.&lt;br /&gt;
* &#039;&#039;&#039;Organized Crime&#039;&#039;&#039;: When you conspire, keep both conspiracies in front of you.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplodingkittens&amp;diff=25375</id>
		<title>Gamehelpexplodingkittens</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplodingkittens&amp;diff=25375"/>
		<updated>2025-06-11T01:12:22Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This BGA adaptation uses the October 2023 rules, you can download these rules from https://drive.google.com/file/d/1MQUmU_08eOhBIZXyFTW1nD0RcjiGp8fE/view.&lt;br /&gt;
&lt;br /&gt;
These latest rules for example do not include the 5 card combo.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Be the last player left after all others are eliminated.&lt;br /&gt;
&lt;br /&gt;
==Turn==&lt;br /&gt;
On your turn, you can play no cards or as many as you wish.&lt;br /&gt;
&lt;br /&gt;
Then, draw 1 card. If this is an Exploding Kitten and you cannot counter it in any way, you are out!&lt;br /&gt;
&lt;br /&gt;
===Special Combos===&lt;br /&gt;
If you Play two cards of the same name, you can take a random card from someone else.&lt;br /&gt;
&lt;br /&gt;
If you Play three cards of the same name, you can ask for a particular card, but get nothing if that player does not have it.&lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
This BGA Adaptation uses an optimized card distribution for online play.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Players:&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
|EXPLODING KITTEN&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|DEFUSE&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|ATTACK (2X)&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|FAVOR&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|NOPE&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|SEE THE FUTURE (3X)&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|SHUFFLE&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|SKIP&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|HAIRY POTATO CAT&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|BEARD CAT&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|CATTERMELON&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|TACOCAT&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|RAINBOW-RALPHING CAT&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpodin&amp;diff=25355</id>
		<title>Gamehelpodin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpodin&amp;diff=25355"/>
		<updated>2025-06-10T02:08:45Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Combine cards to make whole numbers e.g. 5-2-8 is 852, and play the highest value combos in order to empty your hand the fastest.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Each player start with 9 cards.&lt;br /&gt;
&lt;br /&gt;
The first player plays 1 card. Following players can play 1 or more cards, or pass.&lt;br /&gt;
* The value of the card(s) played must be greater than what is already on the table.&lt;br /&gt;
* Values of multiple cards are combined in such a way to form a whole number of the highest value possible (e.g. 3 and 4 make 43).&lt;br /&gt;
* You can play the same quantity of cards as previously played, or exactly 1 more.&lt;br /&gt;
* If you play more than one card, they must all be of the same numeral or same suit (e.g. 888 or blue 5-3-1).&lt;br /&gt;
* Once you have played, take one of the cards from the play you just defeated into your hand and discard the rest.&lt;br /&gt;
&lt;br /&gt;
If you cannot or do not wish to play, you pass for now, but you still get a turn when it comes back to you again.&lt;br /&gt;
&lt;br /&gt;
===Round End===&lt;br /&gt;
If all other players pass, you win the round and become the first player. Clear the area.&lt;br /&gt;
&lt;br /&gt;
===Hand End===&lt;br /&gt;
If you start the round, and all cards in your hand are the same suit or value, you can play your whole hand instead of just one card and end the hand. Otherwise, when a player empties their hand the Hand is over.&lt;br /&gt;
&lt;br /&gt;
Everyone gains 1 point per card still in their hand when this is triggered - Be mindful that on the BGA adaptation, you lose points instead of gaining them.&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
Depending on the length of the game, the game ends when a player reaches or exceeds 10/15/20 points. When that happens, the player with the fewest points wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Grumpy Goat===&lt;br /&gt;
* 1 Grumpy Goat is shuffled into the deck.&lt;br /&gt;
* The Grumpy Goat is treated as a 0 of any color.&lt;br /&gt;
* If you have the Grumpy Goat in your hand at the end of a hand, you receive 5 points.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=25351</id>
		<title>Gamehelpseasaltpaper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=25351"/>
		<updated>2025-06-09T05:25:34Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Extra Salt Expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
===1. Draw===&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* Draw two cards from the deck, keeping one and discarding the other to either discard pile (if either discard pile is empty, you must discard to that one)&lt;br /&gt;
* Draw the top card from either discard pile&lt;br /&gt;
&lt;br /&gt;
===2. Duo===&lt;br /&gt;
If you have a &amp;quot;duo&amp;quot; of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pair of Crabs&#039;&#039;&#039;: Take a card of your choice from either discard pile (opponents do not see what you took)&lt;br /&gt;
* &#039;&#039;&#039;Pair of Boats&#039;&#039;&#039;: Take another turn&lt;br /&gt;
* &#039;&#039;&#039;Pair of Fish&#039;&#039;&#039;: Draw a card from the deck&lt;br /&gt;
* &#039;&#039;&#039;Shark + Swimmer&#039;&#039;&#039;: Steal a random card from another player&#039;s hand&lt;br /&gt;
&lt;br /&gt;
Each duo is also worth 1 point, regardless of whether they are played.&lt;br /&gt;
&lt;br /&gt;
===3. Call===&lt;br /&gt;
If you now have seven or more points&#039; worth of cards (both in your hand and in front of you), you may choose to call either:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Stop&amp;quot;&#039;&#039;&#039;: Round ends immediately and each player scores their points. No one scores a color bonus.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Last Chance&amp;quot;&#039;&#039;&#039;: Every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.&lt;br /&gt;
** If the caller has the highest (or equal highest) card score they score those points &#039;&#039;plus&#039;&#039; their color bonus. Other players score only their own color bonus.&lt;br /&gt;
** If another player beat their card score, the caller scores &#039;&#039;only&#039;&#039; their color bonus and all other players score their own card score.&lt;br /&gt;
&lt;br /&gt;
(A player&#039;s color bonus is the number of cards they have in their most plentiful color.)&lt;br /&gt;
&lt;br /&gt;
Special case: If the deck is empty at the end of a player&#039;s turn, the round ends immediately with no scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Game===&lt;br /&gt;
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins, tie broken by whoever went last in the last round. 4 Mermaids instantly wins the game.&lt;br /&gt;
&lt;br /&gt;
==List of Cards==&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; &#039;&#039;(written in small writing on the bottom left of the card in the help panel)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Crab&lt;br /&gt;
* 8 x Boat&lt;br /&gt;
* 7 x Fish&lt;br /&gt;
* 5 x Shark + 5 x Swimmer&lt;br /&gt;
* 4 x Mermaid - 1 point per card of the most plentiful color. The same colour can only be counted once.&lt;br /&gt;
* 6 x Shell&lt;br /&gt;
* 5 x Octopus - Score 0/3/6/9/12 points if you have 1/2/3/4/5 Octopuses.&lt;br /&gt;
* 3 x Penguin - Score 1/3/5 points if you have 1/2/3 Penguins.&lt;br /&gt;
* 2 x Sailor - Score 0/5 points if you have 1/2 Sailors.&lt;br /&gt;
* 1 x Lighthouse - 1 point per Boat.&lt;br /&gt;
* 1 x Shoal of Fish - 1 point per Fish.&lt;br /&gt;
* 1 x Penguin Colony - 2 points per Penguin.&lt;br /&gt;
* 1 x Captain - 3 points per Sailor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colours&#039;&#039;&#039; &#039;&#039;(displayed in the colour helper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Dark Blue&lt;br /&gt;
* 9 x Light Blue&lt;br /&gt;
* 8 x Black&lt;br /&gt;
* 8 x Yellow&lt;br /&gt;
* 6 x Green&lt;br /&gt;
* 4 x White&lt;br /&gt;
* 4 x Purple&lt;br /&gt;
* 4 x Gray&lt;br /&gt;
* 3 x Light Orange&lt;br /&gt;
* 3 x Pink&lt;br /&gt;
* 1 x Orange&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===Extra Salt Expansion===&lt;br /&gt;
5 new card types:&lt;br /&gt;
&lt;br /&gt;
* 2 x Jellyfish - Can form a duo with Swimmer: Other players can only draw one card from the deck on their next turn, without playing duos or calling.&lt;br /&gt;
* 1 x Lobster - Can form a duo with Crab: Take a card of your choice from the first 5 cards of the deck and return the rest back.&lt;br /&gt;
* 1 x Cast of Crabs - 1 point per Crab.&lt;br /&gt;
* 3 x Starfish - Can form a trio with any duo: +2 points but cancel the duo&#039;s effect. &lt;br /&gt;
* 1 x Seahorse - Count as 1 collector card (Octopus, Shell, Penguin or Sailor). At least 1 of the collection is needed to trigger this effect.&lt;br /&gt;
&lt;br /&gt;
===Double Points===&lt;br /&gt;
Double the points needed for ending the game.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanamikoji&amp;diff=25345</id>
		<title>Gamehelphanamikoji</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanamikoji&amp;diff=25345"/>
		<updated>2025-06-08T13:17:55Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Hanamikoji, two players compete to earn the favors of the seven geisha masters by collecting the performance items with which they excel. With careful speculation and sometimes a few bold moves, you may earn the essential items by giving away the less critical ones. Can you outsmart your opponent and win the most favors of the geisha?&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The aim is to win 4 (or more) Geishas or 11 (or more) Charm Points.  Each Geisha has a number of Charm Points printed on her card. This number is also printed on each matching Item Card, as a reminder.&lt;br /&gt;
&lt;br /&gt;
You and your opponent take turns to perform actions to get different kinds of Item Cards. For each Geisha, if you have more Item Cards of the corresponding type than your opponent, then you win the Geisha’s favor, and thus her Charm Points at the end of the round.&lt;br /&gt;
&lt;br /&gt;
The game will continue until either player has reached the winning goal in the Scoring phase.&lt;br /&gt;
&lt;br /&gt;
==Round Structure==&lt;br /&gt;
At the beginning of a round, each player receives 6 cards, 1 card is removed for this round and the remaining 8 cards form a draw pile.&lt;br /&gt;
&lt;br /&gt;
Players then alternate to take one turn until both players have taken 4 turns.&lt;br /&gt;
&lt;br /&gt;
In your turn, you draw a card from the Item deck, and then perform an action between the ones still available. After resolving an action, the corresponding token is flipped, meaning you won&#039;t be able to use this action during the rest of the round.&lt;br /&gt;
&lt;br /&gt;
You start the round with 4 available actions, which can be played in any order.&lt;br /&gt;
&lt;br /&gt;
Once both players have played 4 turns each, the game proceeds to a scoring phase.&lt;br /&gt;
&lt;br /&gt;
===Scoring Phase===&lt;br /&gt;
Both players reveal their reserved card and add it to their side of the corresponding Geisha.&lt;br /&gt;
&lt;br /&gt;
Then, the number of Item Cards on both sides of each Geisha is compared:&lt;br /&gt;
&lt;br /&gt;
* If one side has more cards than the other: The side with more Item Cards wins this Geisha. The corresponding Victory Marker is moved to the winning side.&lt;br /&gt;
* Two sides are draw or no cards: The Victory Marker does not move.&lt;br /&gt;
&lt;br /&gt;
If any player reaches the winning goal, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
If neither players reach the winning goal,&lt;br /&gt;
&lt;br /&gt;
* Victory Markers remain in place. (&#039;&#039;Note: They don’t move back to the center of each Geisha Card.&#039;&#039;)&lt;br /&gt;
* Action tokens are flipped face-up.&lt;br /&gt;
* The second player becomes the new starting player.&lt;br /&gt;
* ALL Items cards are shuffled back.&lt;br /&gt;
&lt;br /&gt;
The next round then begins.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
If any player wins 4 (or more) Geishas or 11 (or more) Charm Points, the game ends immediately.  Each Geisha whose Victory Marker is on your side grants you her Charm Points, but these are lost if the other player steals the Geisha away in a future round.&lt;br /&gt;
&lt;br /&gt;
If only one player reaches the winning goal, they are the winner.&lt;br /&gt;
&lt;br /&gt;
If one player wins 4 Geishas and the other wins 11 (or more) Charm Points, the one with the Charm Points wins the tie.&lt;br /&gt;
&lt;br /&gt;
==Action Tiles==&lt;br /&gt;
===Base===&lt;br /&gt;
* #1 - Secret: Pick 1 card to place face-down (can check yourself) for scoring at the end of the round.&lt;br /&gt;
* #2 - Trade-off: Discard 2 cards face-down. These cards will not be scored in this round.&lt;br /&gt;
* #3 - Gift: Pick 3 cards to place face-up. Your opponent chooses 1 of those cards to place on their side. Place the 2 remaining cards on your side.&lt;br /&gt;
* #4 - Competition: Create 2 sets of 2 cards and place face-up. Your opponent chooses 1 set to place on their side. Place the remaining set on your side.&lt;br /&gt;
&lt;br /&gt;
===Avoid Misfortune===&lt;br /&gt;
* #1 - Giveaway: Pick 1 card to place face-down (cannot be seen again) to be revealed and scored for your opponent at the end of the round.&lt;br /&gt;
* #2 - Gift: Pick 2 cards to place face-up. Your opponent chooses 1 of those cards to place on their side. Place the remaining cards on your side.&lt;br /&gt;
* #3 - Reveal: Pick 3 cards to place face-up on your side of the Geisha row.&lt;br /&gt;
* #4 - Transmit: Pick 4 cards to place face-down. Your opponent discards 3 of those cards unseen. Place the remaining card face-down to score at the end of the round.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=25313</id>
		<title>Gamehelpseasaltpaper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=25313"/>
		<updated>2025-06-05T07:11:25Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Turn Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
===1. Draw===&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* Draw two cards from the deck, keeping one and discarding the other to either discard pile (if either discard pile is empty, you must discard to that one)&lt;br /&gt;
* Draw the top card from either discard pile&lt;br /&gt;
&lt;br /&gt;
===2. Duo===&lt;br /&gt;
If you have a &amp;quot;duo&amp;quot; of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pair of Crabs&#039;&#039;&#039;: Take a card of your choice from either discard pile (opponents do not see what you took)&lt;br /&gt;
* &#039;&#039;&#039;Pair of Boats&#039;&#039;&#039;: Take another turn&lt;br /&gt;
* &#039;&#039;&#039;Pair of Fish&#039;&#039;&#039;: Draw a card from the deck&lt;br /&gt;
* &#039;&#039;&#039;Shark + Swimmer&#039;&#039;&#039;: Steal a random card from another player&#039;s hand&lt;br /&gt;
&lt;br /&gt;
Each duo is also worth 1 point, regardless of whether they are played.&lt;br /&gt;
&lt;br /&gt;
===3. Call===&lt;br /&gt;
If you now have seven or more points&#039; worth of cards (both in your hand and in front of you), you may choose to call either:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Stop&amp;quot;&#039;&#039;&#039;: Round ends immediately and each player scores their points. No one scores a color bonus.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Last Chance&amp;quot;&#039;&#039;&#039;: Every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.&lt;br /&gt;
** If the caller has the highest (or equal highest) card score they score those points &#039;&#039;plus&#039;&#039; their color bonus. Other players score only their own color bonus.&lt;br /&gt;
** If another player beat their card score, the caller scores &#039;&#039;only&#039;&#039; their color bonus and all other players score their own card score.&lt;br /&gt;
&lt;br /&gt;
(A player&#039;s color bonus is the number of cards they have in their most plentiful color.)&lt;br /&gt;
&lt;br /&gt;
Special case: If the deck is empty at the end of a player&#039;s turn, the round ends immediately with no scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Game===&lt;br /&gt;
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins, tie broken by whoever went last in the last round. 4 Mermaids instantly wins the game.&lt;br /&gt;
&lt;br /&gt;
==List of Cards==&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; &#039;&#039;(written in small writing on the bottom left of the card in the help panel)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Crab&lt;br /&gt;
* 8 x Boat&lt;br /&gt;
* 7 x Fish&lt;br /&gt;
* 5 x Shark + 5 x Swimmer&lt;br /&gt;
* 4 x Mermaid - 1 point per card of the most plentiful color. The same colour can only be counted once.&lt;br /&gt;
* 6 x Shell&lt;br /&gt;
* 5 x Octopus - Score 0/3/6/9/12 points if you have 1/2/3/4/5 Octopuses.&lt;br /&gt;
* 3 x Penguin - Score 1/3/5 points if you have 1/2/3 Penguins.&lt;br /&gt;
* 2 x Sailor - Score 0/5 points if you have 1/2 Sailors.&lt;br /&gt;
* 1 x Lighthouse - 1 point per Boat.&lt;br /&gt;
* 1 x Shoal of Fish - 1 point per Fish.&lt;br /&gt;
* 1 x Penguin Colony - 2 points per Penguin.&lt;br /&gt;
* 1 x Captain - 3 points per Sailor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colours&#039;&#039;&#039; &#039;&#039;(displayed in the colour helper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Dark Blue&lt;br /&gt;
* 9 x Light Blue&lt;br /&gt;
* 8 x Black&lt;br /&gt;
* 8 x Yellow&lt;br /&gt;
* 6 x Green&lt;br /&gt;
* 4 x White&lt;br /&gt;
* 4 x Purple&lt;br /&gt;
* 4 x Gray&lt;br /&gt;
* 3 x Light Orange&lt;br /&gt;
* 3 x Pink&lt;br /&gt;
* 1 x Orange&lt;br /&gt;
&lt;br /&gt;
===Extra Salt Expansion===&lt;br /&gt;
5 new card types:&lt;br /&gt;
&lt;br /&gt;
* 2 x Jellyfish - Can form a duo with Swimmer: Other players can only draw one card from the deck on their next turn, without playing duos or calling.&lt;br /&gt;
* 1 x Lobster - Can form a duo with Crab: Take a card of your choice from the first 5 cards of the deck and return the rest back.&lt;br /&gt;
* 1 x Cast of Crabs - 1 point per Crab.&lt;br /&gt;
* 3 x Starfish - Can form a trio with any duo: +2 points but cancel the duo&#039;s effect. &lt;br /&gt;
* 1 x Seahorse - Count as 1 collector card (Octopus, Shell, Penguin or Sailor). At least 1 of the collection is needed to trigger this effect.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=25312</id>
		<title>Gamehelpseasaltpaper</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpseasaltpaper&amp;diff=25312"/>
		<updated>2025-06-05T07:10:18Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
The game is played with a deck and two discard piles. Each player has a hand of cards and an area of played cards in front of them: you score for your cards irrespective of whether they are in your hand or in front of you.&lt;br /&gt;
&lt;br /&gt;
==Turn Structure==&lt;br /&gt;
===1. Draw===&lt;br /&gt;
Either:&lt;br /&gt;
&lt;br /&gt;
* Draw two cards from the deck, keeping one and discarding the other to either discard pile (if either discard pile is empty, you must discard to that one)&lt;br /&gt;
* Draw the top card from either discard pile&lt;br /&gt;
&lt;br /&gt;
===2. Duo===&lt;br /&gt;
If you have a &amp;quot;duo&amp;quot; of cards in your hand that can be played in a pair, you may play them to the table to trigger their effect:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pair of Crabs&#039;&#039;&#039;: Take a card of your choice from either discard pile (opponents do not see what you took)&lt;br /&gt;
* &#039;&#039;&#039;Pair of Boats&#039;&#039;&#039;: Take another turn&lt;br /&gt;
* &#039;&#039;&#039;Pair of Fish&#039;&#039;&#039;: Draw a card from the deck&lt;br /&gt;
* &#039;&#039;&#039;Shark + Swimmer&#039;&#039;&#039;: Steal a random card from another player&#039;s hand&lt;br /&gt;
&lt;br /&gt;
Each duo is also worth 1 point, regardless of whether they are played.&lt;br /&gt;
&lt;br /&gt;
===3. Call===&lt;br /&gt;
If you now have seven or more points&#039; worth of cards (both in your hand and in front of you), you may choose to call either:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;STOP&amp;quot;&#039;&#039;&#039; = round ends immediately, each player scores their points. No one scores a color bonus.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;LAST CHANCE&amp;quot;&#039;&#039;&#039; = every other player gets one more turn. This is a bet that you have the most points. The bet is scored as follows.&lt;br /&gt;
** If the caller has the highest (or equal highest) card score they score those points &#039;&#039;plus&#039;&#039; their color bonus. Other players score only their own color bonus.&lt;br /&gt;
** If another player beat their card score, the caller scores &#039;&#039;only&#039;&#039; their color bonus and all other players score their own card score.&lt;br /&gt;
&lt;br /&gt;
(A player&#039;s color bonus is the number of cards they have in their most plentiful color.)&lt;br /&gt;
&lt;br /&gt;
Special case: If the deck is empty at the end of a player&#039;s turn, the round ends immediately with no scoring.&lt;br /&gt;
&lt;br /&gt;
===End of Game===&lt;br /&gt;
A game for 2/3/4 players ends when somebody passes 40/35/30 points. Highest score wins, tie broken by whoever went last in the last round. 4 mermaids instantly wins the game.&lt;br /&gt;
&lt;br /&gt;
==List of Cards==&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039; &#039;&#039;(written in small writing on the bottom left of the card in the help panel)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Crab&lt;br /&gt;
* 8 x Boat&lt;br /&gt;
* 7 x Fish&lt;br /&gt;
* 5 x Shark + 5 x Swimmer&lt;br /&gt;
* 4 x Mermaid - 1 point per card of the most plentiful color. The same colour can only be counted once.&lt;br /&gt;
* 6 x Shell&lt;br /&gt;
* 5 x Octopus - Score 0/3/6/9/12 points if you have 1/2/3/4/5 Octopuses.&lt;br /&gt;
* 3 x Penguin - Score 1/3/5 points if you have 1/2/3 Penguins.&lt;br /&gt;
* 2 x Sailor - Score 0/5 points if you have 1/2 Sailors.&lt;br /&gt;
* 1 x Lighthouse - 1 point per Boat.&lt;br /&gt;
* 1 x Shoal of Fish - 1 point per Fish.&lt;br /&gt;
* 1 x Penguin Colony - 2 points per Penguin.&lt;br /&gt;
* 1 x Captain - 3 points per Sailor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colours&#039;&#039;&#039; &#039;&#039;(displayed in the colour helper)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 9 x Dark Blue&lt;br /&gt;
* 9 x Light Blue&lt;br /&gt;
* 8 x Black&lt;br /&gt;
* 8 x Yellow&lt;br /&gt;
* 6 x Green&lt;br /&gt;
* 4 x White&lt;br /&gt;
* 4 x Purple&lt;br /&gt;
* 4 x Gray&lt;br /&gt;
* 3 x Light Orange&lt;br /&gt;
* 3 x Pink&lt;br /&gt;
* 1 x Orange&lt;br /&gt;
&lt;br /&gt;
===Extra Salt Expansion===&lt;br /&gt;
5 new card types:&lt;br /&gt;
&lt;br /&gt;
* 2 x Jellyfish - Can form a duo with Swimmer: Other players can only draw one card from the deck on their next turn, without playing duos or calling.&lt;br /&gt;
* 1 x Lobster - Can form a duo with Crab: Take a card of your choice from the first 5 cards of the deck and return the rest back.&lt;br /&gt;
* 1 x Cast of Crabs - 1 point per Crab.&lt;br /&gt;
* 3 x Starfish - Can form a trio with any duo: +2 points but cancel the duo&#039;s effect. &lt;br /&gt;
* 1 x Seahorse - Count as 1 collector card (Octopus, Shell, Penguin or Sailor). At least 1 of the collection is needed to trigger this effect.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=25015</id>
		<title>Gamehelpsplendor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=25015"/>
		<updated>2025-05-20T04:49:10Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
Each development card deck is shuffled separately, and then placed in a column in the middle of the table in increasing order from bottom to top (◯;◯◯;◯◯◯).&lt;br /&gt;
&lt;br /&gt;
4 cards are revealed from each level.&lt;br /&gt;
&lt;br /&gt;
The noble tiles are shuffled, and as many of them are revealed as there are players plus one (example: 5 tiles for a 4 player game).&lt;br /&gt;
&lt;br /&gt;
The remaining tiles are removed from the game; they will not be used during the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With 2 players&#039;&#039;: 3 tokens of each gem color except gold are removed (there should be only 4 of each remaining).&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;With 3 players&#039;&#039;: 2 tokens of each gem color except gold are removed (there should be only 5 of each remaining). &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Play then proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
On their turn, a player must choose to perform only one of the following four actions.&lt;br /&gt;
*•  Take 3 gem tokens of different colors.&lt;br /&gt;
*•  Take 2 gem tokens of the same color. &#039;&#039;&#039;This action is only possible if there are at least 4 tokens of the chosen color left when the player takes them.&#039;&#039;&#039;&lt;br /&gt;
*•  Reserve 1 development card and take 1 gold token (joker).&lt;br /&gt;
*•  Purchase 1 face-up development card from the middle of the table or a previously reserved one.&lt;br /&gt;
&lt;br /&gt;
===Selecting Tokens===&lt;br /&gt;
A player can never have more than 10 tokens at the end of their turn (including jokers). If this happens, they must return tokens until they only have 10 left. A player can return all or some of those they’ve just drawn&lt;br /&gt;
&lt;br /&gt;
===Reserve a Development Card===&lt;br /&gt;
To reserve a card, a player simply needs to take a face-up development from the middle of the table or (if you’re feeling lucky) draw the first card from one of the three decks (level ◯;◯◯;◯◯◯) without showing it to the other players.&lt;br /&gt;
&lt;br /&gt;
The reserved cards are kept in hand and cannot be discarded.&lt;br /&gt;
&lt;br /&gt;
Players may not have more than three reserved cards in hand, and the only way to get rid of a card is to buy it.&lt;br /&gt;
&lt;br /&gt;
Reserving a card is also the only way to get a gold token (joker). If there is no gold left, you can still reserve a card, but you won’t get any gold.&lt;br /&gt;
&lt;br /&gt;
===Buying a Development Card===&lt;br /&gt;
To purchase a card, a player must spend the number of tokens indicated on the card. A joker token can replace any color. The spent tokens (including any jokers) are returned to the middle of the table. &lt;br /&gt;
&lt;br /&gt;
Once you purchase a development card, it will produce a bonus for buying additional development cards (or attracting nobles) in the amount of 1 for the color in the upper right hand corner. This effectively reduces the cost of buying new development cards by the amount of all the bonuses on all of your purchased development cards. For example, if you have purchased 2 development cards that have red tokens in the top-right corner, you can buy a card that requires 3 red tokens at a cost of 1 red token because you have a bonus of 2 red. The bonus on purchased development cards can be used over and over again.&lt;br /&gt;
&lt;br /&gt;
A player may purchase one of the face-up development cards in the middle of the table or a card in their hand that was reserved on a previous turn.&lt;br /&gt;
&lt;br /&gt;
Purchased development cards are placed face-up in front of the player, and give that player prestige points equal to the number in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
===The Nobles===&lt;br /&gt;
At the end of their turn, each player checks the noble tiles in order to determine if they’re receiving a visit from one of them.&lt;br /&gt;
&lt;br /&gt;
A player can be visited if they have (at least) the quantity and type of bonuses indicated on the noble tile.&lt;br /&gt;
&lt;br /&gt;
It is impossible to refuse the visit from a noble, which is not considered to be an action.&lt;br /&gt;
&lt;br /&gt;
If a player has enough bonuses to be visited by more than one noble at the end of their turn, that player chooses the noble to be received.&lt;br /&gt;
&lt;br /&gt;
The tile obtained is placed face-up in front of the player, and give that player prestige points equal to the number in the top-left corner of the tile.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
When a player reaches 15 prestige points, complete the current round so that each player has played the same number of turns.&lt;br /&gt;
&lt;br /&gt;
The player who then has the highest number of prestige points is declared the winner (don’t forget to count your nobles).&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player who has purchased the fewest development cards wins!&lt;br /&gt;
&lt;br /&gt;
==BGA Settings==&lt;br /&gt;
In &amp;quot;competitor&amp;quot; mode, game assists (highlighting buyable/reservable cards, showing remaining costs, auto-spending gold) are disabled.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===The Silk Road Expansion: Cities===&lt;br /&gt;
During setup, remove the Nobles and reveal 3 City tiles.&lt;br /&gt;
&lt;br /&gt;
Instead of winning directly with prestige points, if a player meets the requirements of a city tile at the end of their turn, the game ends after the current round.&lt;br /&gt;
&lt;br /&gt;
Only players meeting the requirements of any city tiles can win the game. If several players do, the player with the most prestige points among them wins. If there is still a tie, the player with the fewest cards wins.&lt;br /&gt;
&lt;br /&gt;
===The Silk Road Expansion: Trading Posts===&lt;br /&gt;
During setup, place 5 stacks of trading posts, each stack containing 1 tile per player.&lt;br /&gt;
&lt;br /&gt;
A player can take up to one trading post at the end of their turn if they meet its requirements. The player gains its power until the end of the game.&lt;br /&gt;
&lt;br /&gt;
===The Sun Never Sets Expansion: The Orient===&lt;br /&gt;
2 cards from each expansion deck (level ◯;◯◯;◯◯◯) are also available for purchase. They follow the same rules as the base game cards.&lt;br /&gt;
&lt;br /&gt;
===The Sun Never Sets Expansion: The Strongholds===&lt;br /&gt;
During setup, each player takes 3 strongholds of the same colour.&lt;br /&gt;
&lt;br /&gt;
Each time a player buys a card (before replacing it), they must place or move one of their strongholds to a card unoccupied by opponents&#039; strongholds, or choose a card containing exactly 1 of an opponent&#039;s strongholds and remove it.&lt;br /&gt;
&lt;br /&gt;
When a player buys or reserves a card with at least 1 of their strongholds, they must take back all their strongholds.&lt;br /&gt;
&lt;br /&gt;
Cards with strongholds can only be bought or reserved by the player placing them. If a player has 3 strongholds on the same card, they may buy it after their standard action, but before taking nobles.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=25014</id>
		<title>Gamehelpsplendor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsplendor&amp;diff=25014"/>
		<updated>2025-05-20T03:42:41Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
Each development card deck is shuffled separately, and then placed in a column in the middle of the table in increasing order from bottom to top (◯;◯◯;◯◯◯).&lt;br /&gt;
&lt;br /&gt;
4 cards are revealed from each level.&lt;br /&gt;
&lt;br /&gt;
The noble tiles are shuffled, and as many of them are revealed as there are players plus one (example: 5 tiles for a 4 player game).&lt;br /&gt;
&lt;br /&gt;
The remaining tiles are removed from the game; they will not be used during the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With 2 players&#039;&#039;: 3 tokens of each gem color except gold are removed (there should be only 4 of each remaining).&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;With 3 players&#039;&#039;: 2 tokens of each gem color except gold are removed (there should be only 5 of each remaining). &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Play then proceeds clockwise.&lt;br /&gt;
&lt;br /&gt;
On their turn, a player must choose to perform only one of the following four actions.&lt;br /&gt;
*•  Take 3 gem tokens of different colors.&lt;br /&gt;
*•  Take 2 gem tokens of the same color. &#039;&#039;&#039;This action is only possible if there are at least 4 tokens of the chosen color left when the player takes them.&#039;&#039;&#039;&lt;br /&gt;
*•  Reserve 1 development card and take 1 gold token (joker).&lt;br /&gt;
*•  Purchase 1 face-up development card from the middle of the table or a previously reserved one.&lt;br /&gt;
&lt;br /&gt;
===Selecting Tokens===&lt;br /&gt;
A player can never have more than 10 tokens at the end of their turn (including jokers). If this happens, they must return tokens until they only have 10 left. A player can return all or some of those they’ve just drawn&lt;br /&gt;
&lt;br /&gt;
===Reserve a Development Card===&lt;br /&gt;
To reserve a card, a player simply needs to take a face-up development from the middle of the table or (if you’re feeling lucky) draw the first card from one of the three decks (level ◯;◯◯;◯◯◯) without showing it to the other players.&lt;br /&gt;
&lt;br /&gt;
The reserved cards are kept in hand and cannot be discarded.&lt;br /&gt;
&lt;br /&gt;
Players may not have more than three reserved cards in hand, and the only way to get rid of a card is to buy it.&lt;br /&gt;
&lt;br /&gt;
Reserving a card is also the only way to get a gold token (joker). If there is no gold left, you can still reserve a card, but you won’t get any gold.&lt;br /&gt;
&lt;br /&gt;
===Buying a Development Card===&lt;br /&gt;
To purchase a card, a player must spend the number of tokens indicated on the card. A joker token can replace any color. The spent tokens (including any jokers) are returned to the middle of the table. &lt;br /&gt;
&lt;br /&gt;
Once you purchase a development card, it will produce a bonus for buying additional development cards (or attracting nobles) in the amount of 1 for the color in the upper right hand corner. This effectively reduces the cost of buying new development cards by the amount of all the bonuses on all of your purchased development cards. For example, if you have purchased 2 development cards that have red tokens in the top-right corner, you can buy a card that requires 3 red tokens at a cost of 1 red token because you have a bonus of 2 red. The bonus on purchased development cards can be used over and over again.&lt;br /&gt;
&lt;br /&gt;
A player may purchase one of the face-up development cards in the middle of the table or a card in their hand that was reserved on a previous turn.&lt;br /&gt;
&lt;br /&gt;
Purchased development cards are placed face-up in front of the player, and give that player prestige points equal to the number in the top-left corner of the card.&lt;br /&gt;
&lt;br /&gt;
===The Nobles===&lt;br /&gt;
At the end of their turn, each player checks the noble tiles in order to determine if they’re receiving a visit from one of them.&lt;br /&gt;
&lt;br /&gt;
A player can be visited if they have (at least) the quantity and type of bonuses indicated on the noble tile.&lt;br /&gt;
&lt;br /&gt;
It is impossible to refuse the visit from a noble, which is not considered to be an action.&lt;br /&gt;
&lt;br /&gt;
If a player has enough bonuses to be visited by more than one noble at the end of their turn, that player chooses the noble to be received.&lt;br /&gt;
&lt;br /&gt;
The tile obtained is placed face-up in front of the player, and give that player prestige points equal to the number in the top-left corner of the tile.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
When a player reaches 15 prestige points, complete the current round so that each player has played the same number of turns.&lt;br /&gt;
&lt;br /&gt;
The player who then has the highest number of prestige points is declared the winner (don’t forget to count your nobles).&lt;br /&gt;
&lt;br /&gt;
In case of a tie, the player who has purchased the fewest development cards wins!&lt;br /&gt;
&lt;br /&gt;
==BGA Settings==&lt;br /&gt;
In &amp;quot;competitor&amp;quot; mode, game assists (highlighting buyable/reservable cards, showing remaining costs, auto-spending gold) are disabled.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
===The Silk Road Expansion: Cities===&lt;br /&gt;
During setup, remove the Nobles and reveal 3 City tiles.&lt;br /&gt;
&lt;br /&gt;
Instead of winning directly with prestige points, if a player meets the requirements of a City tile at the end of their turn, the game ends after the current round.&lt;br /&gt;
&lt;br /&gt;
Only players meeting the requirements of any City tiles can win the game. If several players do, the player with the most prestige points among them wins. If there is still a tie, the player with the fewest cards wins.&lt;br /&gt;
&lt;br /&gt;
===The Silk Road Expansion: Trading Posts===&lt;br /&gt;
During setup, place 5 stacks of trading posts, each stack containing 1 tile per player.&lt;br /&gt;
&lt;br /&gt;
A player can take up to one trading post at the end of their turn if they meet its requirements. The player gains its power until the end of the game.&lt;br /&gt;
&lt;br /&gt;
===The Sun Never Sets Expansion: The Orient===&lt;br /&gt;
&lt;br /&gt;
===The Sun Never Sets Expansion: The Strongholds===&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgolf&amp;diff=24938</id>
		<title>Gamehelpgolf</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgolf&amp;diff=24938"/>
		<updated>2025-05-12T02:24:18Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Objective ==&lt;br /&gt;
The objective is for players to have the &#039;&#039;&#039;lowest value&#039;&#039;&#039; of the cards in front of them by either &#039;&#039;&#039;swapping&#039;&#039;&#039; them for lesser value cards or by &#039;&#039;&#039;pairing&#039;&#039;&#039; them up with cards of equal rank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width:50rem;text-align:left;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:left;&amp;quot;|Option&lt;br /&gt;
!style=&amp;quot;text-align:left;&amp;quot;|Values&lt;br /&gt;
!style=&amp;quot;text-align:left;&amp;quot; colspan=&amp;quot;2&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Number of grid cards&lt;br /&gt;
|4&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Arrange 4 dealt cards in a square and peek 2 cards. Use 1 deck. Closing ends a round. When players replace a card on their board with a newly drawn card, they are placed face down.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;box-shadow:inset 0 0 0 0.1rem #0f0;background:#efe;&amp;quot;|6&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Arrange 6 dealt cards in 2x3 grid and flip 2 cards. Use 1 deck in 2/3/4/5-player and 2 decks in 6/7/8-player. Completing a full face up grid ends a round.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|Arrange 9 dealt cards in a square and flip 3 cards. Use 1 deck in 2/3-player, 2 decks in 4/5/6-player and 3 decks in 7/8-player. Completing a full face up grid ends a round.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Card power&lt;br /&gt;
|On&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;|If a card with power is drawn from the deck, it can either be used as a normal card or be discarded to use its power. &lt;br /&gt;
* {{card|J}} ⇨ peek at one of your face down cards.&lt;br /&gt;
* {{card|Q}} ⇨ peek at one of your opponent&#039;s face down cards. &lt;br /&gt;
* {{card|K}} ⇨ swap any two cards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;box-shadow:inset 0 0 0 0.1rem #0f0;background:#efe;&amp;quot;|Off&lt;br /&gt;
|}&amp;lt;div style=&amp;quot;box-shadow:inset 0 0 0 0.1rem #0f0;background:#efe;padding:0.2em 0.5rem;width:max-content;text-align:left;&amp;quot;&amp;gt;Default selection&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six cards are dealt face down to each player in two rows and three columns:&lt;br /&gt;
&lt;br /&gt;
{{cardBack}} {{cardBack}} {{cardBack}} &lt;br /&gt;
&lt;br /&gt;
{{cardBack}} {{cardBack}} {{cardBack}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game play (6 card variant) ==&lt;br /&gt;
&lt;br /&gt;
* Each player flips two of their cards face up.&lt;br /&gt;
* The player on the dealer&#039;s left starts.&lt;br /&gt;
* Players take turns drawing a single card from either the face down deck or the top card of the face up discard pile.&lt;br /&gt;
* If the card is &#039;&#039;&#039;swapped&#039;&#039;&#039; for one of the face down cards, the card swapped in remains &#039;&#039;&#039;face up&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;!--* If the card drawn is discarded, the player can then choose to flip a card face up.--&amp;gt;&lt;br /&gt;
* The round ends when a player (the &amp;quot;closer&amp;quot;) has all their cards face up.&lt;br /&gt;
* Every other player has one more turn, after which all cards are turned face up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Card&lt;br /&gt;
|{{card|A}}&lt;br /&gt;
|{{card|2}}&lt;br /&gt;
|{{card|3}} ~ {{card|10}}&lt;br /&gt;
|{{card|J}} , {{card|Q}}&lt;br /&gt;
|{{card|K}}&lt;br /&gt;
|-&lt;br /&gt;
!Points&lt;br /&gt;
|&#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;-2&#039;&#039;&#039;&lt;br /&gt;
|3 ~ 10&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Add up all the values of face up cards.&lt;br /&gt;
* Any column or row of the same rank cancels out to zero.&lt;br /&gt;
* A 2x2 square of equal cards scores -20 points, ignoring normal card scores (even if the equal cards are bonus point cards).&lt;br /&gt;
&lt;br /&gt;
{{infoBox&lt;br /&gt;
|title=Example&lt;br /&gt;
|body=&amp;lt;center&amp;gt;&lt;br /&gt;
{{spade|K}} {{spade|6}} {{heart|K}} &lt;br /&gt;
&lt;br /&gt;
{{diamond|4}} {{heart|6}} {{club|2}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* The column of {{spade|6}}{{heart|6}} cancel out to zero.&lt;br /&gt;
* Kings are worth zero.&lt;br /&gt;
* This scores &#039;&#039;&#039;+4&#039;&#039;&#039; ({{diamond|4}}) &#039;&#039;&#039;-2&#039;&#039;&#039; ({{club|2}}) = &#039;&#039;&#039;2 points&#039;&#039;&#039;.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* The player with the fewest points wins the round.&lt;br /&gt;
* The player with the fewest cumulative points from all rounds wins the game.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Card Power ===&lt;br /&gt;
When you draw a J, Q or K from the deck and immediately discard it, you can activate the corresponding power:&lt;br /&gt;
&lt;br /&gt;
* J: Peek at 1 of your cards.&lt;br /&gt;
* Q: Peek at 1 of an opponent&#039;s card.&lt;br /&gt;
* K: Swap any 2 cards.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerLimus&amp;diff=24415</id>
		<title>SantoriniPowerLimus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerLimus&amp;diff=24415"/>
		<updated>2025-03-21T12:26:26Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Conclusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Limus.jpeg]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
As the goddess of famine, Limus produces zones of hunger which opponents cannot work. If you can take note of this, you can play her pretty well (I once trapped an opponent with Limus in 3 moves). But it is counter-intuitive to most players too, so how to get a better position with her?&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
Opponent workers cannot build on spaces neighbouring your workers, unless building a dome.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Opponent blocking&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It is important to understand how Limus works. If you’re not aware of the following features, then you’re not making the most of Limus.&lt;br /&gt;
&lt;br /&gt;
Playing with Limus is very different from playing with most gods. It is a journey to the dark side of Santorini, where you don’t aim to win by moving to level 3s, but by trapping your opponent so that they can’t build. When playing with or against Limus, you should be aware of the following facts/strategies.&lt;br /&gt;
&lt;br /&gt;
Firstly, it is difficult for the opponent to build in the center, the 9 squares outside of the perimeter. For example, while Limus is standing in the center C3, the opponent cannot build in any space neighboring this square and can only build in the perimeter. But even if Limus doesn’t have a worker in the center, it is still very difficult for the opponent to build in that region. For example, if Limus is in B3 and D3, the opponent can only build in rows 1 and 5.&lt;br /&gt;
&lt;br /&gt;
Secondly, an opponent’s worker in the corner can be easily trapped with this power. If the opponent has a worker in A1, a Limus worker in B2 will trap it, since moving to B1 or A2 would imply an impossible construction next to Limus (unless it is a dome). For example, if the opponent places his workers in A1 and E5, Limus can place the workers in B2 and D4 and the game is already over. So, if you are playing against Limus, you should at all cost avoid moving a worker into a corner. If you are playing with Limus and see that your opponent likes the corners, I wouldn’t miss the opportunity to leave him to his demise.&lt;br /&gt;
&lt;br /&gt;
Thirdly, while Limus is on B3, the opponent cannot move to A3, similarly with B2, B4, C4, C2, D2, D3 and D4. This is because moving to A3 would “force” the opponent to build next to Limus. Notice how a Limus worker in an inner corner such as B2, prevents the opponent from moving to 3 squares, A1, A2 and B1! How powerful is that?&lt;br /&gt;
&lt;br /&gt;
Lastly, if Limus is in the same row/column separated by 1 or 2 squares, the opponent can’t build in several squares (at most 60% of the board). This is one of the most important (not obvious at first) problems of Limus. If Limus is in B3 and D3 (or [A3 and D3] or [B3 and E3]), the opponent can only build in the first (1st) and last (5th) rows. This is the formation in which Limus controls 15 squares, leaving the 1st and 5th row for the opponent. Consider the following scenario: Limus is in B3 and D3 and the opponent in C2 and C4. If Limus keeps moving between D3 and E3 for the rest of the game, then the opponent won’t ever be able to connect his workers, since he can only build with the C2 worker in the first row and with the C4-worker in the 5th row. Of course this can’t happen forever, it can give you an idea of how Limus’ workers can work together. This golden formation might not be as effective on other squares, but still pretty good. For example, Limus in B4 and C4 still cover 15 squares, but leave a bit of the center (B2, C2, C3) open for the opponent. Consider the following example in which this formation proves its value:&lt;br /&gt;
&lt;br /&gt;
[[Image:Limus-1.jpeg|800px]]&lt;br /&gt;
&lt;br /&gt;
In the previous scenario, Limus moves c3-d2, builds E3, producing the formation B2&amp;amp;D2, which control the 1st, 2nd and 3rd columns. Now it is the opponent’s turn and wherever he moves, he would have to build next to Limus, so Limus wins!&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Starting with both workers in the center is ideal. You can do this either with C3&amp;amp;C4 or C2&amp;amp;C4. Having a worker in the center C3 has the advantage that it alone controls every centre square, but workers in C2&amp;amp;C4 control a total of 15 squares! You can think at least two starting strategies.&lt;br /&gt;
* Build in the perimeter (especially the corner), since it is very hard for the opponent to defend this zone.&lt;br /&gt;
* If you start with C2&amp;amp;C3, you can try to move the C3 worker in the C-column while building there. Then it is impossible (in most cases) for the opponent to access column C and it will be very easy to move up to a level 2.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
As in the Early Game, it is important to have good control of the center (Limus is not as effective in the perimeter as in the central squares). The strategies for Limus don’t change much in this stage of the game but there is still something worth mentioning. If Limus ever gets stuck on the ground level, remember that moving up shouldn’t be that hard since you can build a level 1 and, as long as the opponent cannot move to that square, you can move there easily and from there to a higher position (level 2). You should also avoid the presence of level 3s in the board since they can allow your opponent to make extra moves (because he can dome those level 3s).&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
The less space there is in the board, the harder it is for your opponent to play legal moves. This means that you normally don’t have to rush the win with Limus, you can play slowly, without too many risks, and you will be in a more favorable endgame.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Aphrodite===&lt;br /&gt;
This matchup will be very different from the usual, but it should give a balanced fight.&lt;br /&gt;
&lt;br /&gt;
===Castor &amp;amp; Pollux===&lt;br /&gt;
Being able to move with both workers (and not build) can be very good against Limus, since you can go to squares you wouldn’t normally be able to. Castor &amp;amp; Pollux can make use of this ability so that they might get the win.&lt;br /&gt;
&lt;br /&gt;
===Charybdis===&lt;br /&gt;
This is a tricky matchup where Charybdis must be extra careful where she places the whirlpool. A whirlpool next to Limus might mean that it stays there for a long time, since you cannot build over it.&lt;br /&gt;
&lt;br /&gt;
===Clio===&lt;br /&gt;
If Limus is smart enough to control the central squares in the first 3 moves, then Clio’s coins will be placed in the perimeter and this is just terrible. There is nearly no way Clio could win this matchup.&lt;br /&gt;
&lt;br /&gt;
===Domers (e.g. Atlas, Selene, Asteria)===&lt;br /&gt;
Atlas is the best domer against Limus since he can always build next to Limus, as long as it is a dome. I would not recommend this matchup as Atlas will just destroy Limus easily. With Selene and Asteria the case isn’t quite the same, but these domers are still quite good against Limus.&lt;br /&gt;
&lt;br /&gt;
===Double builders (e.g. Demeter, Hephaestus, Prometheus, Hestia, Terpsichore)===&lt;br /&gt;
Demeter has a tough time against Limus, but she might pull it off. Hephaestus, Hestia and Prometheus are worse in this matchup. Terpsichore needs to be careful as if at least one worker is not able to build, she loses.&lt;br /&gt;
&lt;br /&gt;
===Graeae===&lt;br /&gt;
This is a balanced game but Graeae stands out. Graeae still needs to be careful not to get trapped, as she can only build with her unmoved workers.&lt;br /&gt;
&lt;br /&gt;
===Hera===&lt;br /&gt;
A balanced game which might take a while. Surprisingly, Hera might be stronger in this matchup.&lt;br /&gt;
&lt;br /&gt;
===Hermes===&lt;br /&gt;
You would think that Hermes could defeat Limus, but it is still very difficult for the god of travel.&lt;br /&gt;
&lt;br /&gt;
===Morpheus===&lt;br /&gt;
Limus proves to be very effective against Morpheus. If Morpheus “ignores” Limus by collecting blocks, it can be too late. For example, Morpheus could easily dome a level 2 usually, but not against Limus. Another factor is that it will be extremely hard to get close to Limus once she is higher than Morpheus, as he cannot build next to her. Therefore, Morpheus needs to start placing blocks from the beginning and try not to stay very far behind. I recommend you try this matchup.&lt;br /&gt;
&lt;br /&gt;
===Pegasus===&lt;br /&gt;
This might be a nice try to beat Limus, but she still has the upper hand in this matchup.&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
If you never thought about this matchup, just imagine Poseidon’s seas being drained by Limus, because that’s what will happen literally.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Urania just dominates Limus. Pick Urania in this matchup and build in the corners, and you will have an easy win.&lt;br /&gt;
&lt;br /&gt;
===Opponent Forcers (E.g. Apollo, Charon, Dionysus, Eris, Harpies, Minotaur, Scylla, Siren)===&lt;br /&gt;
Apollo, Charon and Scylla have it easy. Dionysus finds it hard to build domes so he isn’t that good against Limus. Much better is Eris, who can control Limus and her workers to defend.&lt;br /&gt;
&lt;br /&gt;
Harpies pushes Limus to the corner and it might be tricky for Limus to play this matchup, but she still has the upper hand. Minotaur provides a balanced game. Siren is not that good against Limus.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Limus is very strong and if you want to defeat her, you need a very strong god (or some power that exploits her weaknesses like Urania or Atlas). You also have to be very careful as playing on the perimeter can be deadly, since Limus can move there and steal your playing zone.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: A&lt;br /&gt;
&lt;br /&gt;
Limus proves to be more unusual and deadly than the others. Choosing her is challenging, but in the end you will be glorious.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Theseus.jpeg&amp;diff=24010</id>
		<title>File:Theseus.jpeg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Theseus.jpeg&amp;diff=24010"/>
		<updated>2025-02-09T09:08:20Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: File taken from https://www.ultraboardgames.com/santorini/golden-fleece.php.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
File taken from https://www.ultraboardgames.com/santorini/golden-fleece.php.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Theseus-1.jpeg&amp;diff=24009</id>
		<title>File:Theseus-1.jpeg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Theseus-1.jpeg&amp;diff=24009"/>
		<updated>2025-02-09T09:05:04Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Fullguidesantorini&amp;diff=24008</id>
		<title>Fullguidesantorini</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Fullguidesantorini&amp;diff=24008"/>
		<updated>2025-02-09T09:00:59Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Update Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About Us==&lt;br /&gt;
Hi everyone. I (shcowcow) and my team is now developing a full guide of all gods in Santorini. We will publish once every 3 days in BGA Wiki. Therefore, to maintain this speed we need a lot of help.&lt;br /&gt;
&lt;br /&gt;
If you fulfill any of these, please leave a message in our group and help us:&lt;br /&gt;
* Good at editing Wikipedias or IT&lt;br /&gt;
* Good at Santorini strategies&lt;br /&gt;
* Has an influence on game developers&lt;br /&gt;
&lt;br /&gt;
Thank you. Here are also some links to related websites.&lt;br /&gt;
* Link to our group: https://boardgamearena.com/group?id=6898114&lt;br /&gt;
* Link to our plan: https://boardgamegeek.com/thread/2665882/santorini-full-guide&lt;br /&gt;
* Link to the forum: https://boardgamearena.com/forum/viewtopic.php?f=262&amp;amp;t=17293&lt;br /&gt;
&lt;br /&gt;
==Link to Strategies==&lt;br /&gt;
Here are all the links to the strategies of each god.&lt;br /&gt;
&lt;br /&gt;
===Simple Gods===&lt;br /&gt;
* [[SantoriniPowerApollo|Apollo: God of Music]]&lt;br /&gt;
* [[SantoriniPowerArtemis|Artemis: Goddess of the Hunt]]&lt;br /&gt;
* [[SantoriniPowerAthena|Athena: Goddess of Wisdom]]&lt;br /&gt;
* [[SantoriniPowerAtlas|Atlas: Titan Shouldering the Heavens]]&lt;br /&gt;
* [[SantoriniPowerDemeter|Demeter: Goddess of the Harvest]]&lt;br /&gt;
* [[SantoriniPowerHephaestus|Hephaestus: God of Blacksmiths]]&lt;br /&gt;
* [[SantoriniPowerHermes|Hermes: God of Travel]]&lt;br /&gt;
* [[SantoriniPowerMinotaur|Minotaur: Bull-headed Monster]]&lt;br /&gt;
* [[SantoriniPowerPan|Pan: God of the Wild]]&lt;br /&gt;
* [[SantoriniPowerPrometheus|Prometheus: Titan Benefactor of Mankind]]&lt;br /&gt;
&lt;br /&gt;
===Advanced Gods===&lt;br /&gt;
* [[SantoriniPowerAphrodite|Aphrodite: Goddess of Love]]&lt;br /&gt;
* [[SantoriniPowerAres|Ares: God of War]]&lt;br /&gt;
* [[SantoriniPowerBia|Bia: Goddess of Violence]]&lt;br /&gt;
* [[SantoriniPowerChaos|Chaos: Primordial Nothingness]]&lt;br /&gt;
* [[SantoriniPowerCharon|Charon: Ferryman to the Underworld]]&lt;br /&gt;
* [[SantoriniPowerChronus|Chronus: God of Time]]&lt;br /&gt;
* [[SantoriniPowerCirce|Circe: Divine Enchantress]]&lt;br /&gt;
* [[SantoriniPowerDionysus|Dionysus: God of Wine]]&lt;br /&gt;
* [[SantoriniPowerEros|Eros: God of Desire]]&lt;br /&gt;
* [[SantoriniPowerHera|Hera: Goddess of Marriage]]&lt;br /&gt;
* [[SantoriniPowerHestia|Hestia: Goddess of Hearth and Home]]&lt;br /&gt;
* [[SantoriniPowerHypnus|Hypnus: God of Sleep]]&lt;br /&gt;
* [[SantoriniPowerLimus|Limus: Goddess of Famine]]&lt;br /&gt;
* [[SantoriniPowerMedusa|Medusa: Petrifying Gorgon]]&lt;br /&gt;
* [[SantoriniPowerMorpheus|Morpheus: God of Dreams]]&lt;br /&gt;
* [[SantoriniPowerPersephone|Persephone: Goddess of Spring Growth]]&lt;br /&gt;
* [[SantoriniPowerPoseidon|Poseidon: God of the Sea]]&lt;br /&gt;
* [[SantoriniPowerSelene|Selene: Goddess of the Moon]]&lt;br /&gt;
* [[SantoriniPowerTriton|Triton: God of the Waves]]&lt;br /&gt;
* [[SantoriniPowerZeus|Zeus: God of the Sky]]&lt;br /&gt;
&lt;br /&gt;
===Golden Fleece Gods===&lt;br /&gt;
* [[SantoriniPowerAeolus|Aeolus: God of the Winds]]&lt;br /&gt;
* [[SantoriniPowerCharybdis|Charybdis: Whirlpool Monster]]&lt;br /&gt;
* [[SantoriniPowerClio|Clio: Muse of History]]&lt;br /&gt;
* [[SantoriniPowerEuropa|Europa &amp;amp; Talus: Queen and Guardian Automaton]]&lt;br /&gt;
* [[SantoriniPowerGaea|Gaea: Goddess of the Earth]]&lt;br /&gt;
* [[SantoriniPowerGraeae|Graeae: The Gray Hags]]&lt;br /&gt;
* [[SantoriniPowerHades|Hades: God of the Underworld]]&lt;br /&gt;
* [[SantoriniPowerHarpies|Harpies: Winged Menaces]]&lt;br /&gt;
* [[SantoriniPowerHecate|Hecate: Goddess of Magic]]&lt;br /&gt;
* [[SantoriniPowerNemesis|Nemesis: Goddess of Retribution]]&lt;br /&gt;
* [[SantoriniPowerSiren|Siren: Alluring Sea Nymph]]&lt;br /&gt;
* [[SantoriniPowerTartarus|Tartarus: God of the Abyss]]&lt;br /&gt;
* [[SantoriniPowerTerpsichore|Terpsichore: Muse of Dancing]]&lt;br /&gt;
* [[SantoriniPowerUrania|Urania: Muse of Astronomy]]&lt;br /&gt;
&lt;br /&gt;
===Promo Gods===&lt;br /&gt;
* [[SantoriniPowerAsteria|Asteria: Goddess of Falling Stars]]&lt;br /&gt;
* [[SantoriniPowerCastor|Castor &amp;amp; Pollux: Mortal and Divine Brothers]]&lt;br /&gt;
* [[SantoriniPowerEris|Eris: Goddess of Discord]]&lt;br /&gt;
* [[SantoriniPowerHippolyta|Hippolyta: Queen of the Amazons]]&lt;br /&gt;
* [[SantoriniPowerHydra|Hydra: Many Headed Monster]]&lt;br /&gt;
* [[SantoriniPowerIris|Iris: Goddess of Rainbow]]&lt;br /&gt;
* [[SantoriniPowerMaenads|Maenads: Raving Ones]]&lt;br /&gt;
* [[SantoriniPowerNyx|Nyx: Goddess of Night]]&lt;br /&gt;
* [[SantoriniPowerPegasus|Pegasus: Winged Horse]]&lt;br /&gt;
* [[SantoriniPowerProteus|Proteus: Shapeshifting Sea God]]&lt;br /&gt;
* [[SantoriniPowerScylla|Scylla: Menacing Sea Monster]]&lt;br /&gt;
* [[SantoriniPowerTyche|Tyche: Goddess of Fortune]]&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
* [[SantoriniPowerAchilles|Achilles: Volatile Warrior]]&lt;br /&gt;
* [[SantoriniPowerAdonis|Adonis: Devastalingly Handsome]]&lt;br /&gt;
* [[SantoriniPowerAtalanta|Atalanta: Swift Huntress]]&lt;br /&gt;
* [[SantoriniPowerBellerophon|Bellerophon: Tamer of Pegasus]]&lt;br /&gt;
* [[SantoriniPowerHeracles|Heracles: Doer of Great Deeds]]&lt;br /&gt;
* [[SantoriniPowerJason|Jason: Leader of the Argonauts]]&lt;br /&gt;
* [[SantoriniPowerMedea|Medea: Powerful Sorceress]]&lt;br /&gt;
* [[SantoriniPowerOdysseus|Odysseus: Cunning Leader]]&lt;br /&gt;
* [[SantoriniPowerPolyphemus|Polyphemus: Gigantic Cyclops]]&lt;br /&gt;
* [[SantoriniPowerTheseus|Theseus: Slayer of the Minotaur]]&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
* [[Tips santorini|Santorini Strategies]]&lt;br /&gt;
* [[SantoriniPowerMortal|So... what if you are a mortal facing a god?]]&lt;br /&gt;
* [[SantoriniGoldenFleece|How about the Golden Fleece?]]&lt;br /&gt;
&lt;br /&gt;
==Update Log==&lt;br /&gt;
* 5th September 2020: Apollo is done.&lt;br /&gt;
* 8th September 2020: Artemis is done.&lt;br /&gt;
* 14th September 2020: Athena is done.&lt;br /&gt;
* 16th September 2020: Atlas is done.&lt;br /&gt;
* 21st September 2020: Demeter and Hephaestus are done.&lt;br /&gt;
* 24th September 2020: Hermes is done.&lt;br /&gt;
* 28th September 2020: Minotaur is done.&lt;br /&gt;
* 6th October 2020: Pan and Prometheus are done.&lt;br /&gt;
* 10th December 2020: Aphrodite (without conclusion) and Ares (with early game) are done.&lt;br /&gt;
* 23rd May 2021: Currently, the development of this guide is suspended. We need more players to help finish this big project since shcowcow and YTBlueBlueberry have not been working on it for several months. If you are interested please contact ArielFriedrichGauss.&lt;br /&gt;
* 27th May 2021: [https://en.doc.boardgamearena.com/User:Todi_Liju Todi Liju] has joined our team! He is the 3rd in BGA Santorini.&lt;br /&gt;
* 28th May 2021: Aphrodite is done.&lt;br /&gt;
* 30th May 2021: Ares is done.&lt;br /&gt;
* 31st May 2021: Bia is done.&lt;br /&gt;
* 2nd June 2021: Chaos is done.&lt;br /&gt;
* 4th June 2021: Charon is done.&lt;br /&gt;
* 7th June 2021: Chronus is done.&lt;br /&gt;
* 18th June 2021: Circe is done.&lt;br /&gt;
* 7th July 2021: Dionysus is done.&lt;br /&gt;
* 14th July 2021: Eros is done.&lt;br /&gt;
* 25th July 2021: Hera is done.&lt;br /&gt;
* 31st July 2021: Hestia is done.&lt;br /&gt;
* 21st August 2021: Hypnus is done.&lt;br /&gt;
* 28th August 2021: Limus is done.&lt;br /&gt;
* 1st September 2021: Medusa is done.&lt;br /&gt;
* 8th September 2021: Morpheus is done.&lt;br /&gt;
* 16th September 2021: Persephone is done.&lt;br /&gt;
* 23rd September 2021: Poseidon is done.&lt;br /&gt;
* 1st October 2021: Selene is done.&lt;br /&gt;
* 6th October 2021: Triton is done.&lt;br /&gt;
* 13th October 2021: Zeus is done.&lt;br /&gt;
* 21st October 2021: Aeolus is done.&lt;br /&gt;
* 28th October 2021: Charybdis is done.&lt;br /&gt;
* 4th November 2021: Clio is done.&lt;br /&gt;
* 11th November 2021: Europa and Talus is done.&lt;br /&gt;
* 17th November 2021: The development of this guide will be suspended until 15th December 2021. Sorry for any inconvenience caused.&lt;br /&gt;
* 15th December 2021: Gaea is done.&lt;br /&gt;
* 23rd December 2021: Graeae is done.&lt;br /&gt;
* 30th December 2021: Hades is done, and this is our last update in 2021! Stay tuned for a new year present!&lt;br /&gt;
* 31st December 2021: All photos up to Hades are uploaded.&lt;br /&gt;
* 1st January 2022: Your new year present has arrived! Harpies is done!&lt;br /&gt;
* 5th January 2022: Hecate is done.&lt;br /&gt;
* 12th January 2022: Nemesis is done.&lt;br /&gt;
* 19th January 2022: Siren is done.&lt;br /&gt;
* 26th January 2022: Tartarus is done.&lt;br /&gt;
* 3rd February 2022: Terpsichore is done.&lt;br /&gt;
* 7th February 2022: Photos of Selene, Triton and Zeus are uploaded.&lt;br /&gt;
* 10th February 2022: Urania is done.&lt;br /&gt;
* 17th February 2022: Asteria is done.&lt;br /&gt;
* 25th February 2022: Castor &amp;amp; Pollux is done.&lt;br /&gt;
* 4th March 2022: Eris is done.&lt;br /&gt;
* 11th March 2022: Hippolyta is done.&lt;br /&gt;
* 24th March 2022: Hydra is done.&lt;br /&gt;
* 2nd April 2022: Iris is done.&lt;br /&gt;
* 8th April 2022: Maenads is done.&lt;br /&gt;
* 15th April 2022: Nyx is done.&lt;br /&gt;
* 29th April 2022: Pegasus is done.&lt;br /&gt;
* 14th May 2022: Proteus is done.&lt;br /&gt;
* 28th June 2022: Scylla is done.&lt;br /&gt;
* 15th July 2022: Tyche is done.&lt;br /&gt;
* 22nd September 2022: Changed some content of Aphrodite, Hera, Medusa, Charybdis and Hades. The heroes will be done soon.&lt;br /&gt;
* 25th January 2023: The first part of heroes (Achilles, Adonis, Atalanta, Bellerophon and Heracles) are done. Uploaded all photos up to Bellerophon.&lt;br /&gt;
* 7th Sepetember 2024: Jason and Medea are done.&lt;br /&gt;
* 14th September 2024: Odysseus is done.&lt;br /&gt;
* 15th September 2024: Polyphemus is done.&lt;br /&gt;
* 9th February 2025: Theseus is done. All powers are completed.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerTheseus&amp;diff=24007</id>
		<title>SantoriniPowerTheseus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerTheseus&amp;diff=24007"/>
		<updated>2025-02-09T08:58:28Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /*Theseus*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Theseus.jpeg]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Killing workers may sound scary, but from the cases of Bia and Medusa, it is usually not that strong. Can the same be said for Theseus? Only one way to find out...&lt;br /&gt;
&lt;br /&gt;
===Hero Power===&lt;br /&gt;
Once per game if any of your workers is exactly 2 levels below any neighboring opponent workers, remove one of those opponent workers from play.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Others&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Although the fact that Theseus can kill a worker sounds scary, he is not that strong (similar to Bia). That being said, he needs to play as aggressively as he can by creating several threats and going for the win immediately. The plan is to win or kill one of the opponent’s workers as quickly as possible so that the opponent is left with one worker. That causes the opponent to struggle to make good use of their power even though it might be great.&lt;br /&gt;
&lt;br /&gt;
The way Theseus creates these threats is by creating level 2s in a way that both him and the opponent can use it (to climb to and possibly win next), but it costs the opponent a worker if they do so. This strategy is illustrated in the following example:&lt;br /&gt;
&lt;br /&gt;
[[Image: Theseus-1.jpeg|800px]]&lt;br /&gt;
&lt;br /&gt;
In this position, Theseus can play c4-b5, build B4(2). This would be a terrible move if Theseus didn’t have a power, but if the opponent takes the level 2 on A4 in this case, the worker will get killed by Theseus’ worker on B5. If the opponent ignores this and plays e5-d5, build D5(2) instead, then Theseus can climb to the level 2 himself and win with b4-a4, build B4(2).&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
When the board is being slowly built upon, the number of ground levels reduces. Since Theseus needs a ground level to use his power, his power becomes more restricted as the game progresses.&lt;br /&gt;
&lt;br /&gt;
Theseus should try to use one worker to “attack”, and one to “defend”. The defending worker should stay close to the ground level for killing, while the attacking worker should be threatening to win and creating uncomfortable scenarios for the opponent, similar to the one shown above.&lt;br /&gt;
&lt;br /&gt;
However, even if Theseus is able to kill an opponent worker, the opponent can often afford to sacrifice that worker and counterplay with the remaining worker. This is another reason why Theseus needs to be as quick as possible when creating threats.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
It is very tricky for Theseus at this stage of the game, as he probably cannot threaten the opponent anymore if he wasn’t able to do so previously. On top of that, there should be much fewer ground levels on the board, which means that Theseus is more restricted on which areas of the board he can use his power.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Ares===&lt;br /&gt;
One strategy that Theseus can attempt is to build a level 2 and lure the opponent to climb onto it, but kills the worker if they do so. However, this is less effective against Ares as he can remove that block. Besides, Ares can play a slow game and slowly level the board, causing Theseus to lose his power by covering the whole board with level 1s.&lt;br /&gt;
&lt;br /&gt;
===Atalanta===&lt;br /&gt;
Unlike most god powers, Atalanta can create winning threats without being on level 2, allowing her to dodge Theseus’s kills. Therefore, Atalanta is a good pick against Theseus.&lt;br /&gt;
&lt;br /&gt;
===Bellerophon===&lt;br /&gt;
Similarly to Atalanta, Bellerophon is able to create winning threats without being on a level 2, making Theseus much less effective. Bellerophon should win without issues.&lt;br /&gt;
&lt;br /&gt;
===Bia===&lt;br /&gt;
Two killers face each other in an epic combat, and the question is who has the most initiative. Usually Bia will have an easier time in this matchup, but she cannot allow one worker to be killed, or the remaining worker won’t be enough to defeat Theseus.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
Although Theseus is not one of the strongest powers, he should be enough to defeat Chronus, as Chronus needs to defend for quite some time before there are five complete towers on the board.&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
Hades is usually a very weak power, but he might finally be able to shine against Theseus. This is because if Theseus decides to move up with a specific worker, then that worker can no longer use his power. If both workers move up, Theseus becomes a mortal.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Although Theseus can kill one of the opponent’s workers, he needs a very specific configuration to do it, which might not always be easy to accomplish. Theseus needs to be handled by a very skilled player, and even then not every matchup will work. He might be able to kill one of the opponent’s workers, but the time it takes him might cost him the game.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: C&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftosaurus&amp;diff=23837</id>
		<title>Gamehelpdraftosaurus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraftosaurus&amp;diff=23837"/>
		<updated>2025-01-27T09:48:47Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Pens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Objective==&lt;br /&gt;
Draft dinosaurs and place them in different zones to get the most points.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* The game consists of 2 rounds (or 4 rounds in a 2-player game).&lt;br /&gt;
* Each player draws 6 dinosaurs from the bag.&lt;br /&gt;
* The player with the placement die rolls it.&lt;br /&gt;
* Each player chooses a dinosaur and places it in their zoo at the same time, following the rules on the placement die (except the roller, who can place anywhere).&lt;br /&gt;
* In a 2-player game, each player then discards one of the remaining dinosaurs (you might like to imagine it was loaned to an overseas petting zoo).&lt;br /&gt;
* Each player passes their dinosaur bag and placement die (if they had it) to their left.&lt;br /&gt;
* Repeat until all dinosaurs are placed.&lt;br /&gt;
* After 2 rounds, proceed to scoring.&lt;br /&gt;
* At the end of the game you&#039;ll have placed 12 dinosaurs: 6 in round 1, 6 in round 2.&lt;br /&gt;
* In the event of a tie, the player who has fewest T-Rexes wins. If they are still tied, the players share the win.&lt;br /&gt;
* There are 6 species of dinosaurs, distributed as follows:&lt;br /&gt;
** 5p: 60 dinos. 10 x 6 different species &lt;br /&gt;
** 4p: 48 dinos. 8 x 6 different species&lt;br /&gt;
** 3p: 36 dinos. 6 x 6 different species&lt;br /&gt;
** 2p: 48 dinos. 8 x 6 different species&lt;br /&gt;
&lt;br /&gt;
==Placement Dice==&lt;br /&gt;
* Woodlands: You must place the dinosaur in a green area.&lt;br /&gt;
* Grasslands: You must place the dinosaur in a brown area.&lt;br /&gt;
* Food Court: You must place the dinosaur in an area on the left.&lt;br /&gt;
* Restrooms: You must place the dinosaur in an area on the right.&lt;br /&gt;
* Empty Pen: You must place the dinosaur in an empty pen.&lt;br /&gt;
* Watch Out for T-Rex: You must place the dinosaur in a pen without a T-Rex (red). &#039;&#039;Note: You can still play a T-Rex this turn, as long as there isn&#039;t one already in the pen in question.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Pens==&lt;br /&gt;
* Each zoo has 6 pens and a river.&lt;br /&gt;
* River: It is not treated as a pen. Each dinosaur in it provides 1 point.&lt;br /&gt;
* T-Rex: Each pen with at least 1 T-Rex in it scores 1 extra point.&lt;br /&gt;
===Summer===&lt;br /&gt;
* The Forest of Sameness: This pen can only hold dinosaurs of the same species. It provides 2/4/8/12/18/24 points depends on the number.&lt;br /&gt;
* The Meadow of Differences: This pen can only hold dinosaurs of different species. It provides 1/3/6/10/15/21 points depends on the number.&lt;br /&gt;
* The Prairie of Love: This pen can hold dinosaurs of any species. It provides 5 points for each pair of dinosaurs of the same species (couple).&lt;br /&gt;
* The Woody Trio: This pen can only hold up to 3 dinosaurs of any species. It provides 7 points if there are exactly 3 dinosaurs.&lt;br /&gt;
* King of the Jungle: This pen can only hold 1 dinosaur. It provides 7 points if your zoo contains the most dinosaurs of that species. Ties are broken in your favour.&lt;br /&gt;
* Solitary Island: This pen can only hold 1 dinosaur. It provides 7 points if your zoo contains only 1 of that species (Solitary Island).&lt;br /&gt;
&lt;br /&gt;
===Winter===&lt;br /&gt;
* A Well-Ordered Wood: This pen can only hold two different species of dinosaurs in an alternating order, from left to right. It provides 2/4/8/12/18/24 points depending on the number.&lt;br /&gt;
* Lovers&#039; Bridge (left and right): This pen is divided into 2 sub-pens, each of which can hold dinosaurs of any species. It provides 6 points for each pair of dinosaur couples with one member in each sub-pen.&lt;br /&gt;
* The Pyramid: The pen can only hold up to 6 dinosaurs. Two dinosaurs of the same species cannot be placed adjacently. It provides 2/4/6/10/14/21 points depending on the number.&lt;br /&gt;
* The Lookout: This pen can only hold 1 dinosaur. It provides 2 points per dinosaur of the same species in the zoo of the player on your right.&lt;br /&gt;
* Quarantine Zone: This pen can only hold 1 dinosaur. Move this dinosaur into another pen or the river before counting your points.&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
===Marina===&lt;br /&gt;
* 2 Plesiosaurs per player are added, and each player gets a Marina board.&lt;br /&gt;
* Each player draws and places 7 dinosaurs per round instead.&lt;br /&gt;
* Plesiosaurs must be placed in the river, which can be done regardless of the placement dice&#039;s result.&lt;br /&gt;
* When a dinosaur shown on a bridge is placed in a player&#039;s zoo, all their Plesiosaurs right in front of that bridge may cross under it.&lt;br /&gt;
* At the end of the game, each Plesiosaur provides victory points based on its position in the river.&lt;br /&gt;
&lt;br /&gt;
===Aerial Show===&lt;br /&gt;
* Each players gets an Aviary board and draw 2 dinosaurs, placing them on their &amp;quot;Egg&amp;quot; spaces. Then, 2 Pterodactyls per player are added.&lt;br /&gt;
* Pterodactyls can be placed in the mountain zones on the Aviary board or the river, which can be done regardless of the placement dice&#039;s result.&lt;br /&gt;
* The first Pterodactyl can only be placed on the first mountain. Once a Pterodactyl has been placed on a mountain, the next mountain can receive Pterodactyls.&lt;br /&gt;
* Placing a Pterodactyl triggers an effect according to the mountain.&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=23550</id>
		<title>Gamehelpdungeonroll</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=23550"/>
		<updated>2024-12-23T09:08:47Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Hero Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Complete 3 dungeon delves to gain experience and treasure. Fight monsters, slay dragons and attempt to level up. Will you become Hero of the Ages?&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
The adventurer rolls 7 party dice to determine their companions. Dungeon dice are also rolled - one die per level. Dungeon dice can be monsters to defeat, treasures chests to open, potions to drink or dragons. You will gain 1 experience point per level cleared of monsters and/or dragons. You must defeat monsters before your companion dice can open chests or drink potions. Then you must slay the dragon if there are 3 or more dragon dice in the lair.&lt;br /&gt;
&lt;br /&gt;
===Monster Phase===&lt;br /&gt;
* Roll a number of dungeon dice equals to the level (up to 10) as the monsters.&lt;br /&gt;
* Set aside all dragons in the dragon&#039;s lair: they cannot be rerolled.&lt;br /&gt;
* The adventurer can use a scroll to reroll any number of party and/or dungeon dice.&lt;br /&gt;
** Tip: To use a scroll or fight monsters, move the party and dungeon dice to the Playing Area.&lt;br /&gt;
* The adventurer uses their companions to fight monsters. Companion dice are moved to the graveyard after use.&lt;br /&gt;
* The adventurer can use their hero&#039;s specialty (multiple uses per delve) or their ultimate ability (one use per delve).&lt;br /&gt;
* If the monsters are defeated, proceed to the loot phase. If you can&#039;t defeat all of the monsters, the adventurer flees and gains no experience (but keeps any treasure tokens they have).&lt;br /&gt;
&lt;br /&gt;
===Loot Phase===&lt;br /&gt;
* A thief or a champion can open any number of chests. Other companion types can only open one chest.&lt;br /&gt;
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use experience as a replacement.&lt;br /&gt;
* Any party die can quaff any number of potions. A potion can revive a companion with its face chosen by the adventurer, adding companions back into your party for the next round.&lt;br /&gt;
&lt;br /&gt;
===Dragon Phase===&lt;br /&gt;
When there are 3 or more dragon dice in the lair, the Dragon attacks the adventurer:&lt;br /&gt;
&lt;br /&gt;
* To defeat the dragon, you must use 3 different types of companions (not scrolls). NOTE: Hero abilities that allow one type of companion to act as another allow two dice showing the same die face to be counted as two different types of companions.&lt;br /&gt;
* If the dragon is not defeated, the adventurer flees and gain no experience (but keeps any treasure tokens).&lt;br /&gt;
* If the dragon is defeated, the adventurer gains a treasure token and 1 experience.&lt;br /&gt;
&lt;br /&gt;
===Regroup Phase===&lt;br /&gt;
The adventurer can choose between retiring to the tavern and seeking glory:&lt;br /&gt;
* Retire: collect experience points equal to the level just completed. The current delve is over.&lt;br /&gt;
* Seek glory: move on to the next dungeon level with all remaining party dice and treasure tokens. The number of dungeon dice increases by 1 for the new level (Level 1 uses 1 dungeon die, Level 2 uses 2 dungeon dice, etc).&lt;br /&gt;
** After completing Level 10, the adventurer has cleared the entire dungeon and must retire.&lt;br /&gt;
&lt;br /&gt;
==Party Dice==&lt;br /&gt;
===Companion Types and Special Ability===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ALL companions can:&lt;br /&gt;
* Defeat 1 monster&lt;br /&gt;
* Open 1 treasure chest&lt;br /&gt;
* Quaff any number of potions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* A &amp;lt;span style=&amp;quot;color:#2e328d&amp;quot;&amp;gt;&amp;lt;b&amp;gt;mage&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (blue wizard&#039;s hat icon) can defeat any number of oozes.&lt;br /&gt;
* A &amp;lt;span style=&amp;quot;color:#6d6d71&amp;quot;&amp;gt;&amp;lt;b&amp;gt;cleric&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (grey hammer with halo icon) can defeat any number of skeletons.&lt;br /&gt;
* A &amp;lt;span style=&amp;quot;color:#71b590&amp;quot;&amp;gt;&amp;lt;b&amp;gt;fighter&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (green crossed swords icon) can defeat any number of goblins.&lt;br /&gt;
* A &amp;lt;span style=&amp;quot;color:#7e3c6f&amp;quot;&amp;gt;&amp;lt;b&amp;gt;thief&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (purple eye mask icon) can only defeat a single monster but can open any number of chests.&lt;br /&gt;
* A &amp;lt;span style=&amp;quot;color:#d6ce44&amp;quot;&amp;gt;&amp;lt;b&amp;gt;champion&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (yellow winged helmet icon) can defeat any number of monsters of a single type or open any number of chests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The scroll (orange icon) is not a companion. It cannot defeat monsters but allows you to reroll any number of Monsters (not dragons) and Party dice and can quaff any number of potions. It cannot open chests.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
Treasures tokens are collected by opening chests and defeating dragons. Treasures are kept for future delves even if the adventurer has to flee the dungeon. Each treasure token can be used only once per game and there are a certain number of them available per game. In the rare case that all treasure tokens have been collected in a game, then 1 experience point is awarded to the adventurer opening a chest instead of a token. At the end of the game, unused treasure tokens are worth 1 experience point each unless specified.&lt;br /&gt;
&lt;br /&gt;
* (3) VORPAL SWOARD (green sword icon): Use as a fighter companion.&lt;br /&gt;
&lt;br /&gt;
* (3) TALISMAN (grey skull necklace icon): Use as a cleric companion.&lt;br /&gt;
&lt;br /&gt;
* (3) SCEPTER OF POWER (blue flaming eye icon): Use as a mage companion.&lt;br /&gt;
&lt;br /&gt;
* (3) THIEVE&#039;S TOOLS (purple dagger &amp;amp; lockpicks icon): Use as a thief companion.&lt;br /&gt;
&lt;br /&gt;
* (3) SCROLL (orange scroll icon): Use as a scroll.&lt;br /&gt;
&lt;br /&gt;
* (4) RING OF INVISIBILITY (orange ring icon): Evade an attacking dragon (discarding all dragon dice and ending the phase), but do not collect any treasures.&lt;br /&gt;
&lt;br /&gt;
* (6) DRAGON SCALES (yellow scale/shield icon): Each pair of scales is worth 2 additional experience points.&lt;br /&gt;
&lt;br /&gt;
* (3) ELIXIR/POTION (orange flask with stopper icon): Use as any companion.&lt;br /&gt;
&lt;br /&gt;
* (4) DRAGON BAIT (red meat icon): Transform all monsters to dragons, and move them to the dragon&#039;s lair.&lt;br /&gt;
&lt;br /&gt;
* (4) TOWN PORTAL (cyan circle with townscape icon): Use instead of fleeing (when unable to defeat monsters or dragons) in order to still collect experience points equal to the level. If unused at the end of the game, it is worth 2 points instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Hero Powers==&lt;br /&gt;
All heroes (except Hero Pack 2) begin the game on the novice side and are flipped to the master side when 5 experience points are gained. Each hero has a specialty (use as many times as you like during the delve) and ultimate ability (usable once per delve).&lt;br /&gt;
&lt;br /&gt;
===Basic Heroes===&lt;br /&gt;
* CRUSADER/PALADIN: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate) --- discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* ENCHANTRESS/BEGUILER: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate) --- transform 2 monsters to a potion (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* HALF-GOBLIN/CHIEFTAN: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate) --- transform 2 goblins to thieves (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* KNIGHT/DRAGONSLAYER: Scrolls become champions (novice specialty), novice and 1 less dice used to defeat a dragon (master specialty) --- transform all monsters to dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* MERCENARY/COMMANDER: Reroll any number of dice when forming the party (novice specialty) --- fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate) --- reroll any number of party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* MINSTREL/BARD: Thieves and mages used as each other (novice specialty) --- novice and champions defeat 1 extra monster (master specialty), discard all dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* OCCULTIST/NECROMANCER: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate) --- transform 2 skeletons to fighters (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* SPELLSWORD/BATTLEMAGE: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate) --- discard all dice in dragon&#039;s lair (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 1===&lt;br /&gt;
* ALCHEMIST/THAUMATURGE: Chests become potions (specialty), revive a companion (novice ultimate) -- revive 2 companions (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* ARCHAEOLOGIST/TOMB RAIDER: Draw 2 treasure when forming the party and discard 6 treasures in the end (specialty), draw and discard 2 treasures (novice ultimate) --- draw 2 treasures and discard 1 (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* DWARF/BERSERKER: Start with 5 dice and reroll when champion defeats 2+ monsters (specialty), discard 1 monster for each champion and reroll all champions (novice ultimate) --- revive 4 companions but cannot retire unless defeating a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* LEPRECHAUN/CLURICHAUN: All poisons become chests, but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate) --- transform 2 monsters into a chest (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* SCOUT/DUNGEONEER: Assign dungeon dice to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate) --- retire immediately (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* SORCERESS/DRAKE KIN: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate) --- discard 1 type of monster for each dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* TRACKER/RANGER: Reroll 1 goblin once per level (specialty), discard 1 monster of any type (novice ultimate) --- discard 1 monster of each type (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* VIKING/UNDEAD VIKING: Take 5 champions instead of rolling (novice specialty), novice + all skeletons become potions (master specialty) --- discard all dragon dice (ultimate)&lt;br /&gt;
&lt;br /&gt;
===Promo===&lt;br /&gt;
* GUILD LEADER/GUILD MASTER: Form the party with 8 dice instead of 7 (specialty), set 1 party or dungeon dice to any face (novice ultimate) --- set 1 party and dungeon dice to any face (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* TIME TRAVELLER/TIME LADY: When forming the party, start with a cleric, fighter, mage, thief, scroll and 2 champions (specialty), discard 1 treasure to defeat a dragon (novice ultimate) --- discard 1 treasure or scroll to defeat a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 2===&lt;br /&gt;
* ALEXANDRA, Keeper of Knowledge: Scrolls used as champions and any companion used as scrolls (specialty) --- discard 1 scroll to defeat all dragons in the lair (ultimate)&lt;br /&gt;
&lt;br /&gt;
* AMAR-SUEN, King of the Ancients: Thieves defeat 1 additional monster (specialty) --- discard all monsters of 1 type and draw 1 treasure per discarded monster (ultimate)&lt;br /&gt;
&lt;br /&gt;
* CASSANDRA, the Cursed: Begin each delve exhausted and all companions defeat 1 extra monster when exhausted. When quaffing potions, refresh (specialty) --- discard 1 potion or 1 chest (ultimate)&lt;br /&gt;
&lt;br /&gt;
* LORD YLLAVYRE, Dragon Lord: Set 2 dice to scrolls and discard a scroll to turn a monster to dragon, refresh when facing 3 types (specialty) --- all dragons become companions and defeat 1 monster or open 1 chest (ultimate)&lt;br /&gt;
&lt;br /&gt;
* MARPESIA, Amazon Queen: Requires 4 dices to summon the dragon and champions kill 1 monster or open 1 chest (specialty) --- roll all dice from the graveyard, discard scrolls and add the rest to your party (ultimate)&lt;br /&gt;
&lt;br /&gt;
* SZOPIN, Infamous Warlord: Refresh when defeating 2+ monsters with 1 companion (specialty) --- discard 2 dungeon dice (ultimate)&lt;br /&gt;
&lt;br /&gt;
* TOU-LAK, Minotaur Chieftain: May reroll 1 monster each level (specialty) --- discard all monsters (ultimate)&lt;br /&gt;
&lt;br /&gt;
* TRISTAN, Lone Mercenary: Draw 1 treasure when defeating 2+ monsters with 1 companion, use 1 treasure to refresh (specialty) --- reroll any number of dungeon dice (ultimate)&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game ends after each player has had 3 delves. The player with the highest total experience is the winner! In the case of a tie, the tied player with the fewest treasure tokens is the winner. If still tied, the tied players rejoice in a shared victory.&lt;br /&gt;
&lt;br /&gt;
When playing in solo mode, you play three rounds with the normal rules and go for the best score. Ranking of scores is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=30% | Points&lt;br /&gt;
! width=50% | Title&lt;br /&gt;
|-&lt;br /&gt;
|0-15&lt;br /&gt;
|Dragon fodder&lt;br /&gt;
|-&lt;br /&gt;
|16-23&lt;br /&gt;
|Village Hero&lt;br /&gt;
|-&lt;br /&gt;
|24-29&lt;br /&gt;
|Seasoned Explorer&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|35+&lt;br /&gt;
|Hero of Ages&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerMedea&amp;diff=22584</id>
		<title>SantoriniPowerMedea</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerMedea&amp;diff=22584"/>
		<updated>2024-09-15T01:25:03Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Hero Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Medea.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Well versed in sorcery, Medea has just the powerful spell for this competition of building and ascending. A well-timed disappearance can turn the tide in many ways that are impossible for other gods. The only problem here is to make it count…&lt;br /&gt;
&lt;br /&gt;
===Hero Power (Revised)===&lt;br /&gt;
Once per game at the end of your turn, remove all blocks from under a worker neighboring either of your workers. You also remove any tokens on the blocks.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Others&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
Firstly, you can use this ability on any worker as long as it neighbors Medea’s workers, including on her own workers. Secondly, you must remove all blocks and tokens on the square when using this, sending the worker back down to level 0.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
It is not quite clear how Medea should play the opening. Usually, I would recommend building next to the perimeter and corners and try to stick close to the opponent. By building in the corners, if the opponent uses those squares, it is easier for Medea to trap it by using her power. The goal to stay close to the opponent is to be able to use the power whenever Medea wants.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
Let’s explore some different ways how Medea can use her power:&lt;br /&gt;
&lt;br /&gt;
* Race to win: Medea ignores the opponent’s threats and creates her own threat on a distant area of the board. If the opponent started, he would create a winning threat first. However, Medea will use her ground level worker to defend, removing blocks from under the opponent if necessary. I’m not a huge fan of this strategy since in a normal game the opponent also has a power and Medea’s attacking lone worker will not create enough danger.&lt;br /&gt;
&lt;br /&gt;
* Remove from own worker: This is a very rare situation in which Medea removes the blocks from under one of her workers. It is not easy to think of a scenario in which this strategy would be useful (it could happen for example against Hades), but you should keep in mind that this option is also available.&lt;br /&gt;
&lt;br /&gt;
* Move up with the opponent: Medea moves up to a level 2 either because the opponent stuck close to her or because Medea stayed close to the opponent. The scenario ideally has one (or more) of Medea’s workers and (preferably) one of the opponent’s workers in a plateau of levels 2. If you can reach this scenario with Medea, then the opponent should start their prayers. Medea will wait for the perfect opportunity to use her power. Consider the following strategies, which are particular cases of this strategy:&lt;br /&gt;
** Steal the win: The opponent builds a level 3, threatening to win. But the opponent was careless to realize that Medea could use her power, move to an adjacent level 2, and build another level 3, creating two winning threats. This might also work without building the second winning threat, but by building a barrier so that the opponent cannot defend the level 3.&lt;br /&gt;
** Trap the opponent: The way Medea can trap her opponent is by removing the blocks from under them, such that they get trapped in a hole (surrounded by levels 2 or higher). This works especially well if the opponent is in the perimeter. For example, if the opponent is in E3, then Medea needs the five adjacent squares to E3 to be levels 2 or higher. Then, she would remove all the blocks from under the E3 and it would be trapped in the ground. Note that one of the adjacent squares can still be a level 1 since Medea will build after she uses her power. Another point worth mentioning is that it is not strictly necessary to trap the opponent completely (trapping the opponent in two ground level squares should be enough).&lt;br /&gt;
** “Trap” the opponent: The difference from this strategy to the previous, is that you will not trap the opponent completely, rather you will put it out of play. This situation arises when both Medea and the opponent are in a plateau of levels 2 and Medea uses her power so that the opponent cannot get back up into that plateau. In that case, Medea should be able to secure a win in the next few turns.&lt;br /&gt;
&lt;br /&gt;
Just like with some other heroes, the threat of using the power is enough for the opponent to play less optimal moves. If the opponent tries to prevent the strategies above, they might need to play some other moves (for example, not creating winning threats). Moreover, Medea gets to keep her power while making the opponent player weaker moves.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
As analyzed in the previous observations, if Medea reaches the endgame in an attacking position, even if the opponent is close, she has a lot of different ways to use her power and surprise the opponent. In that scenario, Medea will be very strong.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Achilles===&lt;br /&gt;
Although it might be more appealing (and easier) to play with Achilles, Medea could be stronger. Achilles can try several tactics against Medea, but if Medea is able to defend the threats by building up the board, then she will probably win. We should note that in this matchup if Achilles reaches a level 2 while still having his power, Medea can survive a few more turns by removing the blocks from below Achilles whenever necessary.&lt;br /&gt;
&lt;br /&gt;
===Adonis===&lt;br /&gt;
Adonis holds an advantage in this matchup as it is common that Medea is forced to use her power in response to Adonis using his power (since Adonis’ power is more aggressive, he tends to use it first). When this happens in a hero matchup, normally the first to use the power will be favored.&lt;br /&gt;
&lt;br /&gt;
===Asteria===&lt;br /&gt;
Medea could catch Asteria by surprise by sending her to level 0 and hence prevent her from using her power, Nevertheless, it is still very complicated for Medea to win this matchup.&lt;br /&gt;
&lt;br /&gt;
===Atalanta===&lt;br /&gt;
As you may know, Atalanta is one of the weakest heroes and so this will be an easy task for Medea. Medea just needs to defend for a while and use her power at the correct moment.&lt;br /&gt;
&lt;br /&gt;
===Charybdis===&lt;br /&gt;
Recall that by removing blocks from under a worker, Medea also removes any tokens, including whirlpools. This could be an interesting strategy to defeat Charybdis.&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
Here we may have a rare situation in which Medea could remove blocks from under one of her workers to give it mobility. I doubt this would happen, but you never know. In this matchup, Medea holds the upper hand.&lt;br /&gt;
&lt;br /&gt;
===Harpies===&lt;br /&gt;
It is very tough to play this matchup with Medea, but it is possible. Medea should try to move up to a (good) level 2 as soon as possible and if Harpies go there to defend, Medea will make them go to the ground.&lt;br /&gt;
&lt;br /&gt;
===Iris===&lt;br /&gt;
If Iris is pushed to the ground, that might not be a big deal as she can just jump right over to a level 2. For this reason, this matchup tends to favor Iris. Moreover, Iris can try to create threats on several areas of the board, and a mere mortal (heroes are similar to mortals when defending) like Medea might not be able to cope with them all.&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
Pushing Nemesis to the ground is not necessarily good since you (Medea) can be in her shoes if she is able to get away. Nemesis usually tries to run away from the opponent (so that she can use her power) but in this case she can mix business with pleasure since that also prevents Medea from using her power. For these reasons, Nemesis will have an easier time in this matchup.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Urania likes to jump from corner to corner since she can create threats that are impossible to defend. In this specific matchup, this strategy works even better because Medea can’t even stay close to Urania and consequently the muse of astronomy will have an easy win.&lt;br /&gt;
&lt;br /&gt;
===Zeus===&lt;br /&gt;
Once Zeus is pushed to the ground, it is usually easy for him to go up by using his power. However, the problem for Medea here is that Zeus can play aggressively by creating several levels 3 and winning threats, and Medea might need to use her power just to prevent a loss.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Medea can become very strong, and it might be very tough to create real winning threats if she sticks close to you. However, she is a very tricky power to play with and for that reason she might seem weaker than she really is. Nevertheless, if you consider the pool of all powers, there are many gods who can make her have a tough time and it is not clear how she can counterattack.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerJason&amp;diff=22583</id>
		<title>SantoriniPowerJason</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerJason&amp;diff=22583"/>
		<updated>2024-09-15T01:24:44Z</updated>

		<summary type="html">&lt;p&gt;ArielFriedrichGauss: /* Hero Power */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Jason.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
As the leader of the Argonauts, Jason can call in extra forces when needed. Though we know how mediocre three mortal workers are when against gods, summoning them anytime slightly changes the situation. However, does this make the situation better or worse?&lt;br /&gt;
&lt;br /&gt;
===Hero Power (Revised)===&lt;br /&gt;
Once per game instead of your normal turn, place an extra worker on an unoccupied ground-level perimeter space. This worker then builds.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Although it depends on the matchup, Jason will usually want to activate his third worker in the first few moves. One good option is to wait for the opponent to build a level 1 and then spawn the new worker and move up to that square. &lt;br /&gt;
&lt;br /&gt;
Jason might also hold on to his power for other purposes. For example, the opponent creates a corner attack and Jason ignores it, creating his own on an opposite corner. The opponent will be the first to make the winning threat, but Jason will have an extra worker ready with the single purpose to defend that threat.&lt;br /&gt;
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===Mid Game===&lt;br /&gt;
If Jason already used his power, he is playing with three mortal workers and he should try to make different threats on different areas of the board. If Jason still has his power, he can use it to surprise the opponent. However, he must be careful because he might be running out of perimeter squares. In this kind of scenario, the best usage of Jason&#039;s ability is probably to defend.&lt;br /&gt;
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===Late Game===&lt;br /&gt;
By this stage, it is better that Jason has already used his power. Otherwise, either he cannot use it anymore (because all perimeter squares are built or occupied), or if he decides to use it, it won&#039;t do him any good.&lt;br /&gt;
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==Specific Matchup==&lt;br /&gt;
===Adonis===&lt;br /&gt;
Having more workers is usually good, but against Adonis it means more bait. For that reason, it will be hard for Jason to triumph in this matchup.&lt;br /&gt;
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===Aphrodite===&lt;br /&gt;
Jason&#039;s extra worker can be spawned far away from Aphrodite, and this might just give Jason enough time to build a winning attack. Moreover, even if Jason is not successful, Aphrodite will not have an easy time keeping up with three workers.&lt;br /&gt;
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===Ares===&lt;br /&gt;
Ares is quite good at defending, but can he keep up with three workers? This matchup turns out to be quite interesting and it will put your skills to the test. If you like Ares or Jason, give it a try.&lt;br /&gt;
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===Atalanta===&lt;br /&gt;
Probably the best try for Atalanta is to try to get one of her workers into a good position early on. If the game progresses, Jason will be able to catch up and three workers is more than enough to cover most (if not all) of Atalanta&#039;s attacks.&lt;br /&gt;
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===Bellerophon===&lt;br /&gt;
Having an extra worker isn&#039;t really all that helpful against Bellerophon so Jason is weaker in this matchup.&lt;br /&gt;
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===Charybdis===&lt;br /&gt;
In this matchup, Jason should try to hold down to his power for as long as possible. While he has an extra worker in his pocket, Charybdis must be very careful with her whirlpool&#039;s position since almost any square can be accessed by Jason, especially when the board is underbuilt. However, a good Charybdis player will wait for the opportune moment and make sure Jason can&#039;t reach the whirlpool.&lt;br /&gt;
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===Dionysus===&lt;br /&gt;
It is always tricky when a power with several workers faces Dionysus. On one hand, he can control more workers (whenever he uses his ability) but on the other, having more workers means more board control which makes it harder for him to use his ability.&lt;br /&gt;
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===Double builders===&lt;br /&gt;
Although having three workers, Jason will have a tough time keeping up with these guys. A common strategy for a double builder is to build on two separate squares next to Jason&#039;s best positioned worker. Jason climbs to that build and says: &amp;quot;Thank you for that well positioned square&amp;quot;. But there is a problem. The double builder climbs to the other square and since they can build faster, they will outpace Jason. This is also a common strategy when trying to defeat Morpheus (which is in the first few turns just a mortal).&lt;br /&gt;
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===Europa &amp;amp; Talus===&lt;br /&gt;
Many times what is dangerous about Europa &amp;amp; Talus are her corner attacks. But fear not as Jason can span a worker just in time to defend. Even if E&amp;amp;T goes first (thus having a tempo advantage), Jason could span his extra worker right away and nullify the tempo advantage. He needs to play carefully, but it will still not be easy for E&amp;amp;T to create threats.&lt;br /&gt;
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===Graeae/Proteus===&lt;br /&gt;
As you probably wondered, both these three worker gods are balanced against Jason. In these matchups, you can see the pros and cons with Graeae and Proteus when comparing their ability to a mortal (Jason). Hence I would recommend these matchups.&lt;br /&gt;
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===Heracles===&lt;br /&gt;
One of Heracles&#039; main options is trapping the opponent. However, against Jason I hardly doubt that will happen. Still, this will be a tricky matchup for both parts.&lt;br /&gt;
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===Maenads===&lt;br /&gt;
Having more workers against Maenads is not necessarily a good thing since she has more ways to employ her winning condition. Since Jason can have up to three workers but nothing more (his workers don’t have a special ability), he will have a hard time in this matchup.&lt;br /&gt;
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===Harpies===&lt;br /&gt;
If you ever played against Harpies, you know by now that they are no joke, especially when you face them without a strong power. This is exactly the case of Jason, who has an extra worker in his pocket but nothing more. This means that it will take a very experienced player to play this matchup on Jason’s side, otherwise Harpies will have an easy time.&lt;br /&gt;
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===Hippolyta===&lt;br /&gt;
Having an extra worker against Hippolyta, although useful, can be tricky to use. In this matchup, Jason might want to hold on for a while to his power so that he can activate at the right time, choosing the best suited diagonal for the position.&lt;br /&gt;
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===Limus===&lt;br /&gt;
Surprisingly there might be a chance for Jason in this one. Although he will have to be very careful and defend extra well, he can use the extra worker to block Limus’ movements and to get more attacking options. However, this is still a favorable matchup for Limus.&lt;br /&gt;
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===Odysseus===&lt;br /&gt;
Sure, Jason might be able to use his extra worker to defend an attack right after Odysseus uses his power. However, Odysseus will be left with a much better position and will eventually win the game. It is not by chance that Odysseus is one of the strongest powers of the game, and it will not be Jason who challenges that fact.&lt;br /&gt;
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===Polyphemus===&lt;br /&gt;
Having three workers is not going to help stopping Polyphemus’ dangerous attacks and the most likely outcome is a loss for Jason.&lt;br /&gt;
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===Siren===&lt;br /&gt;
This is a nice example of a matchup where playing with Jason is much better than playing with three mortal workers. By not being present, Jason&#039;s additional worker is not susceptible to Siren&#039;s song and can be used as a defensive resource. It is common for Siren to build in the fifth row if the song is pointing south. In that case, Jason creates an attack in the first row and keeps the extra worker to defend the fifth row whenever the right time comes. See this perfect execution: https://boardgamearena.com/gamereview?table=286509618.&lt;br /&gt;
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===Theseus===&lt;br /&gt;
Theseus will have to be a very good player to prove that this hero is just not straight up worse than Jason. Jason plays with three workers and Theseus can kill one (and only one) worker. After he kills Jason, this is a matchup between two mortals. The only difference is that Theseus had to take the trouble to kill one of Jason&#039;s workers. The only scenario I can see Theseus being better than Jason is when the square occupied by the killed worker is immediately occupied by Theseus.&lt;br /&gt;
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==Conclusion==&lt;br /&gt;
Jason is slightly stronger than a three worker mortal. Playing with three mortal workers is not that bad, but it is also not that great, so this is the final verdict for Jason. It is cool to be able to spawn a new worker almost anywhere on the board, but this comes with a lot of restrictions, which makes Jason not that strong.&lt;br /&gt;
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Tier ranking: B&lt;/div&gt;</summary>
		<author><name>ArielFriedrichGauss</name></author>
	</entry>
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