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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BABY+YODA7</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-01T18:05:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=6680</id>
		<title>Gamehelpkingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=6680"/>
		<updated>2021-01-01T16:07:57Z</updated>

		<summary type="html">&lt;p&gt;BABY YODA7: /* Game end */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rules overview ==&lt;br /&gt;
The game starts with three random scoring cards being dealt: these define how players will earn gold (victory points) in the game,  such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board. Players can also always earn gold by building next to castles.&lt;br /&gt;
&lt;br /&gt;
Each turn you must place three settlements on the terrain type shown on your card, with the following constraint: if possible you &#039;&#039;&#039;must&#039;&#039;&#039; build adjacent to your existing settlements. Never forget this, managing adjacency is the key of this game.&lt;br /&gt;
&lt;br /&gt;
Building next to a location will grant you a corresponding tile (if there are any left, and if you did not already obtained a tile from this precise location) that you will be able to activate from next turn on.&lt;br /&gt;
&lt;br /&gt;
==Location actions==&lt;br /&gt;
These extra actions can be activated at each turn either before or after your mandatory build of three settlements, and here is the action each location grants you:&lt;br /&gt;
* Oracle : build one settlement on a hex of the same type as your played card, build adjacent if possible&lt;br /&gt;
* Farm : build one settlement on grass, build adjacent if possible&lt;br /&gt;
* Oasis : build one settlement on a desert hex, build adjacent if possible&lt;br /&gt;
* Tower : build one settlement at the edge on the board, build adjacent if possible&lt;br /&gt;
* Tavern : build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter. The chosen hex must be suitable for building.&lt;br /&gt;
* Barn : move any one of your existing settlements to a hex of the same type as your played terrain card.  Build adjacent if possible.&lt;br /&gt;
* Harbor : move any one of your existing settlements to a water hex. Build adjacent if possible.  This is the only way to build settlements on water hexes.&lt;br /&gt;
* Paddock : move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex.  You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players&#039; settlement. The target hex does not have be adjacent to one of your own settlements.&lt;br /&gt;
&lt;br /&gt;
The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location.&lt;br /&gt;
If they move their last settlement away from such a location (by using an extra action of Barn, Harbor or Paddock), they must discard this location tile and remove it from the game. After losing a tile from a location, a player cannot re-obtain the tile from the same location.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
The game ends when someone poops&lt;/div&gt;</summary>
		<author><name>BABY YODA7</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&amp;diff=6676</id>
		<title>Gamehelpcantstop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&amp;diff=6676"/>
		<updated>2020-12-31T15:51:18Z</updated>

		<summary type="html">&lt;p&gt;BABY YODA7: /* Winning Condition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can&#039;t Stop is a game involving rolling dice and knowing when to stop pushing one&#039;s luck.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
There are 11 routes to the top of the board, represented by columns 2 to 12.  At the start of the game, all routes are open and players may overtake one another.  Once a player has reached the top of the board, that route is closed and other players lose their progress.  The winner is the first player that reaches the top of the board by three diferent routes.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t Stop is played with a board consisting of 11 columns, numbered from 2 to 12, four dice, and three black circles as temporary markers.  Each player has a progress marker in their color for each column.&lt;br /&gt;
&lt;br /&gt;
===Splitting Dice===&lt;br /&gt;
&lt;br /&gt;
On a player&#039;s turn, they roll the four dice, split the four dice to two groups of two dice however they like, then advance a step on each column whose sum is equal to some group of the dice.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* Roll: 3,3,4,4. One can split it to 3,3 and 4,4, advancing a step on each of columns 6 and 8, or 3,4 and 3,4, advancing two steps on column 7.&lt;br /&gt;
* Roll: 2,3,4,5. One can split it in three ways: 2,3 and 4,5 (columns 5 and 9), 2,4 and 3,5 (columns 6 and 8), or 2,5 and 3,4 (columns 7 and 7).&lt;br /&gt;
* Roll: 4,4,4,6. There is only one way to split it, 4,4 and 4,6, which means columns 8 and 10.&lt;br /&gt;
* Roll: 1,1,1,1. There is only one way to split it, 1,1 and 1,1, which means columns 2 and 2.&lt;br /&gt;
&lt;br /&gt;
===Temporary Markers===&lt;br /&gt;
&lt;br /&gt;
In a turn, a player may only advance in three columns. The temporary markers are to help the player in keeping track of their progress. However, one must make as many moves as possible.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* One hasn&#039;t moved at all and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9. They may not choose to advance only on column 5 or only on column 9 because they must perform all moves possible.&lt;br /&gt;
* One has moved on columns 4 and 5 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, advancing on columns 5 and 9. This is allowed; they advanced on columns 5 and 9.&lt;br /&gt;
* One has moved on columns 2 and 3 and rolled 2,3,4,5. They decide to split as 2,3 and 4,5, and so should have advanced on columns 5 and 9. But this is not allowed; it makes them advance on four columns. They must pick either 5 or 9 to advance from.&lt;br /&gt;
* One has moved on columns 2, 3, and 12 and rolled 2,3,4,5. No matter how they split the dice, they cannot advance.&lt;br /&gt;
&lt;br /&gt;
===Stopping One&#039;s Turn===&lt;br /&gt;
&lt;br /&gt;
A player keeps their turn until they choose to stop or they cannot advance (like the last of the examples above). In the former case, the progress markers for the columns advanced are moved up to the locations of the temporary markers. In the latter case, the temporary markers are removed; the progress markers are not moved.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* One decides to stop after advancing 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9. Now their position is 4 steps on column 6, 3 steps on column 7, 2 steps on column 8, and 4 steps on column 9.&lt;br /&gt;
* One advanced 3 steps on column 7, 2 steps on column 8, and 1 step on column 9, after previously have advanced 4 steps on column 6 and 3 steps on column 9.  They roll the dice and cannot advance. The temporary markers are removed and the progress markers remain at 4 steps on column 6 and 3 steps on column 9.&lt;br /&gt;
&lt;br /&gt;
===Completing A Column===&lt;br /&gt;
&lt;br /&gt;
When one decides to stop and they have reached the end of a column, that column is scored for that player and no other player may advance in that column. For example, if column 5 has been scored and one splits a 2,3,4,5 to 2,3 and 4,5, they cannot advance on column 5 because it has been scored.&lt;br /&gt;
&lt;br /&gt;
===Winning Condition===&lt;br /&gt;
&lt;br /&gt;
When one completes three columns, they win. Feel free poop&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The strategy of the game revolves on knowing when to stop. As one keeps playing, they still have the risk of losing all progress on the turn; stopping will save the progress but gives the other players a turn each. Knowing which is more beneficial helps.&lt;br /&gt;
&lt;br /&gt;
Columns with more extreme numbers are less probable (a 2 is only scored by a 1,1 and a 12 is only scored by a 6,6, while a 7 is scored by six pairs of dice), so they have fewer steps to work on. One&#039;s strategy can also revolve on choosing whether to aim for middle columns or extreme columns.&lt;/div&gt;</summary>
		<author><name>BABY YODA7</name></author>
	</entry>
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