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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-06T23:33:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=15992</id>
		<title>Gamehelparnak</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelparnak&amp;diff=15992"/>
		<updated>2023-02-11T17:26:51Z</updated>

		<summary type="html">&lt;p&gt;BGAgod: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== Theme ==&lt;br /&gt;
&lt;br /&gt;
In Lost Ruins of Arnak, you&#039;ll be trying to uncover the titular lost ruins and the area around it. You&#039;ll do this by sending out your team of archaeologists to various locations to gather resources, collect cards for various effects, and advance on a research track to further find the lost ruins. The player with the most points at the end wins the game!&lt;br /&gt;
&lt;br /&gt;
== Components and Resources ==&lt;br /&gt;
&lt;br /&gt;
In Lost Ruins of Arnak, each player has their own board, mostly to track their own resources and pieces. To gain resources a player can use their explorers, cards, idols, or guardians, as well as any resources they&#039;ve acquired.&lt;br /&gt;
&lt;br /&gt;
=== Player Components === &lt;br /&gt;
* Two explorers, which can be placed on the main board to activate revealed locations or investigate new spaces.&lt;br /&gt;
* Cards, which can be used for various effects. Each player has a hand of cards they can play, a draw pile that can be drawn from, and a discard pile for previously used cards.&lt;br /&gt;
* Idols, earned as a reward for being the first to explore new locations, and can be spent for a few bonus effects. Each idol is also worth 3 points, and bonus effects that were never invoked also award points.&lt;br /&gt;
* Defeated guardians, which can be overcome from the main board. Each guardian is worth 5 points.&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* Coins, used to buy more item cards and sometimes used to advance on the research track.&lt;br /&gt;
* Compasses, used to explore new locations and buy artifact cards.&lt;br /&gt;
* Tablets, used to activate artifact cards or advance on the research track.&lt;br /&gt;
* Arrowheads, used to advance on the research track.&lt;br /&gt;
* Jewels, used to advance on the research track.&lt;br /&gt;
&lt;br /&gt;
== Game Board ==&lt;br /&gt;
In game setup, players can choose between the Bird Temple, or a more complex Snake Temple. Each has its own temple and research tracks. On the game board there are:&lt;br /&gt;
* On the top: a market with cards for purchase, with artifacts costing compasses on the left and items costing coins on the right  This also serves as a round tracker that advances to the right each round, increasing the ratio of artifacts to items.&lt;br /&gt;
* The map, which contains various actions that explorers can activate by visiting, ranging from advanced at the top to basic at the bottom.&lt;br /&gt;
* The research track, where players can advance their tokens (magnifying glass and book) by spending certain resources, thus gaining the rewards on the right side and possibly tokens from that space as well.&lt;br /&gt;
&lt;br /&gt;
== Structure Of A Round ==&lt;br /&gt;
&lt;br /&gt;
Lost Ruins of Arnak takes place across five rounds. Each round essentially lasts until all other players have passed, then end of round/ start of round effects happen before the next round starts.&lt;br /&gt;
* At the beginning of each round, each player draws cards from their deck to fill their hand up to 5 cards.&lt;br /&gt;
* Then, starting with the player with the clock token and proceeding around the table, each player takes a turn until all players have passed. Possible actions during a turn are described later.&lt;br /&gt;
* Once all players have passed, for each explorer that ended their turn on a space with a guardian, the owner adds a Fear card to their discard pile. Then they collect all explorers on the board back to their supply.&lt;br /&gt;
* If any cards remain in a player&#039;s hand, they may discard any of them. Then all players shuffle their discard piles and place them underneath their draw piles (so that any cards not drawn last round will be drawn again first).&lt;br /&gt;
* Make all of your assistants right side up so that they may be used again.&lt;br /&gt;
* The first player token passes one player to the left.&lt;br /&gt;
* The artifact and item card closest to the round marker are both exiled. The round marker advances one space to the right, then both card markets are refilled.&lt;br /&gt;
&lt;br /&gt;
== Actions on your turn ==&lt;br /&gt;
&lt;br /&gt;
During each turn, a player takes one main action, which can be preceded or followed by any number of optional free actions. &lt;br /&gt;
&lt;br /&gt;
=== Main actions ===&lt;br /&gt;
* Play one of the cards in your hand (unless it has a lightning bolt symbol, in which case it&#039;s a free action). Do what the card says, then discard it. If the card is an artifact, you need to pay one tablet first to activate its effect.&lt;br /&gt;
* Use an assistant (likely will be a free action) and turn it sideways to indicate that it was used.&lt;br /&gt;
* Buy a card from the market. The cost for any given card is in the bottom left corner. If it&#039;s an item, put the card at the bottom of your deck. If it&#039;s an artifact, immediately use its effect as if you played it, then put it in your discard pile. Either way, refill the market by moving all cards of that type towards the round tracker, then add a new card from its deck.&lt;br /&gt;
* Send an explorer to a location by paying its travel cost. Typically this is done by discarding a card from your hand with the matching symbol, but there are other effects that accomplish this. Note that a plane symbol can be used in place of any other travel symbol, and any travel symbol can be used for a boot symbol, and you can pay 2 coins to generate a plane symbol. Also note that you cannot use a car for a boar and vice versa.&lt;br /&gt;
* Send an explorer to a level 1 location by spending 3 compasses, or 6 compasses for a level 2 location; if you do, you gain the resource or bonus pictured on the space, gain an idol (2 if it was on the top row), you reveal and apply the action and then reveal a guardian as well&lt;br /&gt;
* Overcome a guardian, if you have an explorer on a space that contains one. Pay the resources and symbols on the guardian to claim it. This will be worth 5 points at the end of the game, prevents you from gaining Fear cards, and gives you another bonus that can be used once per game as a free action or travel symbol.&lt;br /&gt;
* Advance on the research track by paying the cost between the spaces. If you&#039;re the first player to reach a space, remove the bonus token on the space and remove it. Either way, you&#039;ll also get the bonus listed on the right side of the track. You can move either the notebook or magnifying glass, but the notebook can never advance further than the magnifying glass.&lt;br /&gt;
* Gain a temple tile if your magnifying glass is at the top of the research track. You may pay any combination of symbols listed at the space - the more you pay, the better tile you will get. You&#039;ll gain a brown tile worth 2 points for one set of symbols, a silver symbol worth 6 symbols for two, or a gold tile worth 11 points for all three.&lt;br /&gt;
* Pass. This means that you will take no more turns for the round. Generally you will want to use all of your cards before you do this.&lt;br /&gt;
&lt;br /&gt;
=== Free Actions ===&lt;br /&gt;
* Play a free action card from your hand. Many of these give you resources.&lt;br /&gt;
* Use a free action assistant. Many of these give you resources.&lt;br /&gt;
* Spend an idol for a bonus effect, choosing one of the five bonus options pictured to the left of the idols. Keep in mind each uncovered space gives points at game end.&lt;br /&gt;
* Use the effect of an overcome guardian. Each guardian&#039;s effect can be used only once use per game.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends after five rounds. When the game ends, you&#039;ll score points, which will come from:&lt;br /&gt;
* The cards in your deck. Lose 1 point for each Fear card, but gain points for all other cards as indicated by their point values in the bottom right corner. (All other starting cards are not worth any points.)&lt;br /&gt;
* Idols. Each idol is worth 3 points, whether or not it was spent or not. In addition, score points for each unused idol bonus slot.&lt;br /&gt;
* Guardians. Each guardian you overcame is worth 5 points, whether or not you used its bonus effect or not.&lt;br /&gt;
* Final position on the research track. Gain points for the position of your magnifying glass and notebook.&lt;br /&gt;
* Tiles gained in the lost ruins. Each bronze tile is worth 2 points, silver is worth 6, and gold is worth 11.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins! Ties are broken with preference towards the player who reached the top of the research track first, or was closest to doing so.&lt;/div&gt;</summary>
		<author><name>BGAgod</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=14085</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=14085"/>
		<updated>2022-07-19T20:41:49Z</updated>

		<summary type="html">&lt;p&gt;BGAgod: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.&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 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; 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 roads&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;.&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;.&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;
When you have &#039;&#039;&#039;10 or more victory points during your turn&#039;&#039;&#039; (including victory points cards), reveal them and the game ends with your victory.&lt;/div&gt;</summary>
		<author><name>BGAgod</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&amp;diff=6654</id>
		<title>Gamehelpcantstop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&amp;diff=6654"/>
		<updated>2020-12-29T16:58:16Z</updated>

		<summary type="html">&lt;p&gt;BGAgod: /* Completing A Column */&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.&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>BGAgod</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&amp;diff=6653</id>
		<title>Gamehelpcantstop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcantstop&amp;diff=6653"/>
		<updated>2020-12-29T16:57:42Z</updated>

		<summary type="html">&lt;p&gt;BGAgod: /* 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 some column, that column is scored for that player and no other player may advance in that column. For example, if column 5 has been scored and one splits a 2,3,4,5 to 2,3 and 4,5, they cannot advance on column 5 because it has been scored.&lt;br /&gt;
&lt;br /&gt;
===Winning Condition===&lt;br /&gt;
&lt;br /&gt;
When one completes three columns, they win.&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>BGAgod</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=6646</id>
		<title>Gamehelpyatzy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=6646"/>
		<updated>2020-12-29T15:50:55Z</updated>

		<summary type="html">&lt;p&gt;BGAgod: /* Lower section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Yahtzee==&lt;br /&gt;
&lt;br /&gt;
A player rolls five dice to begin a turn. They are then allowed to take up to two rerolls, each reroll being any number of those dice. (In BGA, you click on the dice that you want to reroll.)&lt;br /&gt;
&lt;br /&gt;
After those rerolls, or when the player chooses to stop rolling, the player must choose which category to score the final result. There are 13 scoring categories, and each must be used for one of the 14 rounds. This can often force a player to take a zero score for some categories. &lt;br /&gt;
&lt;br /&gt;
Scoring for Yahtzee are as follows&lt;br /&gt;
&lt;br /&gt;
===Upper section===&lt;br /&gt;
&lt;br /&gt;
1-6: One category for each number on the die. In these categories, the score is the sum of the pips on the dice of that number.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For example, a roll of 1-1-2-5-5 could be scored as 2 points in the &amp;quot;ones&amp;quot; category, 2 points in the &amp;quot;twos&amp;quot; category, 10 points in the &amp;quot;fives&amp;quot; category, or 0 points in the &amp;quot;threes,&amp;quot; &amp;quot;fours,&amp;quot; or &amp;quot;sixes.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a player scores a total of at least 63 points across these six boxes combined, a bonus of 35 points is added to their final score.&lt;br /&gt;
&lt;br /&gt;
===Lower section===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Three-Of-A-Kind&#039;&#039;&#039; At least three dice showing the same face -- Points equal the sum of all 5 dice (not just the 3 of a kind)&lt;br /&gt;
* &#039;&#039;&#039;Four-Of-A-Kind&#039;&#039;&#039; At least four dice showing the same face -- Points equal the sum of all 5 dice (not just the 4 of a kind)&lt;br /&gt;
* &#039;&#039;&#039;Full House&#039;&#039;&#039; A three-of-a-kind and a pair -- 25 points&lt;br /&gt;
* &#039;&#039;&#039;Small Straight&#039;&#039;&#039; Four dice having sequential numbers 1-2-3-4, 2-3-4-5, or 3-4-5-6)	-- 30 points&lt;br /&gt;
* &#039;&#039;&#039;Large Straight&#039;&#039;&#039; Five dice having sequential numbers (1-2-3-4-5 or 2-3-4-5-6) -- 40 points&lt;br /&gt;
* &#039;&#039;&#039;Yahtzee&#039;&#039;&#039; All five dice showing the same face -- 50 points. You get 100 bonus points for 2 yahtzees&lt;br /&gt;
* &#039;&#039;&#039;Chance&#039;&#039;&#039; Any combination -- points equal the sum of all 5 dice&lt;br /&gt;
&lt;br /&gt;
==Yams==&lt;br /&gt;
&lt;br /&gt;
In the game of Yams, the categories and calculations are slightly different. Scores are generally higher.&lt;br /&gt;
&lt;br /&gt;
===Upper section===&lt;br /&gt;
&lt;br /&gt;
This is similar to Yahtzee but the bonus is calculated differently. The bonus threshold is 60 points, and is 30 points + the difference between the score achieved and 60.&lt;br /&gt;
For example: When you complete your upper with 63, you would score 63 + 30 + (63-60) = 96 points.&lt;br /&gt;
&lt;br /&gt;
===Middle section===&lt;br /&gt;
&lt;br /&gt;
This is a higher and lower section which are similar to Chance in Yahtzee and a bonus that is the difference between them.&lt;br /&gt;
* &#039;&#039;&#039;Plus&#039;&#039;&#039; - scores the sum of all dice&lt;br /&gt;
* &#039;&#039;&#039;Minus&#039;&#039;&#039; - scores the sum of all dice&lt;br /&gt;
* &#039;&#039;&#039;Delta&#039;&#039;&#039; - automatically calculated - scores the &#039;&#039;&#039;Plus&#039;&#039;&#039; score minus the &#039;&#039;&#039;Minus&#039;&#039;&#039; score&lt;br /&gt;
&lt;br /&gt;
So if the Plus score was 22 and the Minus score was 13, the Delta score would be nine. Like subtraction.&lt;br /&gt;
&lt;br /&gt;
===Lower section===&lt;br /&gt;
&lt;br /&gt;
Scoring is different here for four of a kind and there is no three of a kind. There is no chance. Yams is more generous: four 1s will net you 40+ points in four of a kind, whereas in Yahtzee it would net you a maximum of 10 points. &lt;br /&gt;
* &#039;&#039;&#039;Four of a Kind&#039;&#039;&#039; - 40 points plus the sum of the dice&lt;br /&gt;
* &#039;&#039;&#039;Full House&#039;&#039;&#039; - 30 points plus the sum of all dice&lt;br /&gt;
* &#039;&#039;&#039;Small Straight&#039;&#039;&#039; - 45 points&lt;br /&gt;
* &#039;&#039;&#039;Large Straight&#039;&#039;&#039; - 50 points&lt;br /&gt;
* &#039;&#039;&#039;Yahtzee (Yams)&#039;&#039;&#039; - 50 points plus sum of dice&lt;br /&gt;
* &#039;&#039;&#039;Rigole&#039;&#039;&#039; - four matching dice and one which has the inverse pip configuration on it. So, for example: 4-4-4-4-3, 5-5-5-5-2, 1-1-1-1-6&lt;/div&gt;</summary>
		<author><name>BGAgod</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6463</id>
		<title>Gamehelppiratenkapern</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6463"/>
		<updated>2020-12-12T18:22:10Z</updated>

		<summary type="html">&lt;p&gt;BGAgod: /* Scoring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective is making sets of identical objects and score points.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw the top fortune card, which affects you for this turn.&lt;br /&gt;
* Roll all 8 dice. Each die has 6 faces: coin, diamond, monkey, parrot, saber (sword) and skull.&lt;br /&gt;
* If the player gets 4 or more skulls, he goes to the island of the dead. Otherwise, the turn continues.&lt;br /&gt;
* The player can reroll any of his dice, except skulls, but must reroll at least 2 dice.&lt;br /&gt;
* If he gets 3 or more skulls after the reroll, he is disqualified and scores nothing.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Each set of 3 or more scores points as follows: 3:100, 4:200, 5:500, 6: 1000, 7:2000, 8:4000.&lt;br /&gt;
* Each diamond and coin is worth an additional 100 points.&lt;br /&gt;
* If the player generates points with all 8 dice, he scores an extra 500 points.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If a player gets 5000/6000/8000 or more points, others can get a final turn.&lt;br /&gt;
* The winner is the player with the highest score after the final round, if he has more than 6000 points.&lt;br /&gt;
* Otherwise, the game continues.&lt;br /&gt;
&lt;br /&gt;
==The Island of Skulls==&lt;br /&gt;
* If a player rolls 4 or more skulls in their first roll, his turn doesn&#039;t end. Instead, he goes to the island of skulls for that turn.&lt;br /&gt;
* He can reroll as normal, except he can only continue if he rolls at least 1 skull. Otherwise, his turn ends.&lt;br /&gt;
* His opponents each lose 100 points per skull. Other objects have no value.&lt;br /&gt;
 &lt;br /&gt;
==Fortune Cards==&lt;br /&gt;
* Animals: Monkeys and parrots are grouped together and counted as a type.&lt;br /&gt;
* Diamond: You start with 1 extra diamond.&lt;br /&gt;
* Gold Coin: You start with 1 extra gold coin.&lt;br /&gt;
* Guardian: Once during your turn, you can reroll a skull.&lt;br /&gt;
* Pirate: Double all points (positive or negative) in this turn.&lt;br /&gt;
* Pirate Ship (2-4): If you roll at least the number of sabes on the card, you get bonus points (2:300, 3:500, 4:1000). Otherwise, score nothing but the same number of negative points.&lt;br /&gt;
* Skulls (1-2): You start with the amount of extra skulls on the card.&lt;br /&gt;
* Treasure Island: Place dices on this card if you want. They are protected and must score, even you roll 3 or more skulls.&lt;br /&gt;
&lt;br /&gt;
If you are playing with the promo cards the following also appear:&lt;br /&gt;
&lt;br /&gt;
* After the Storm: You are only allowed to reroll your dice once. You receive double points for diamond and coins. If you visit Skull Island, you can only reroll once. If you roll 3 skulls, your turn ends but you score according to skull island rules.&lt;br /&gt;
*Peace: You have to end your turn without any sabres, or you score -1000 per sabre and your other dice are worth zero. If you succeed, you get double the points. You are allowed to go to Skull Island, but the sabre penalty applies there and you opponents will not lose points.&lt;/div&gt;</summary>
		<author><name>BGAgod</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6462</id>
		<title>Gamehelppiratenkapern</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6462"/>
		<updated>2020-12-12T18:21:45Z</updated>

		<summary type="html">&lt;p&gt;BGAgod: /* Player&amp;#039;s Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective is making sets of identical objects and score points.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw the top fortune card, which affects you for this turn.&lt;br /&gt;
* Roll all 8 dice. Each die has 6 faces: coin, diamond, monkey, parrot, saber (sword) and skull.&lt;br /&gt;
* If the player gets 4 or more skulls, he goes to the island of the dead. Otherwise, the turn continues.&lt;br /&gt;
* The player can reroll any of his dice, except skulls, but must reroll at least 2 dice.&lt;br /&gt;
* If he gets 3 or more skulls after the reroll, he is disqualified and scores nothing.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Each set of 3 or more scores points as follows: 3:100, 4:200, 5:500, 6: 1000, 7:2000, 8:4000.&lt;br /&gt;
* Each diamond and coin is worth an additional 100 points.&lt;br /&gt;
* If the player generates points with all 8 dices, he scores an extra 500 points.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If a player gets 5000/6000/8000 or more points, others can get a final turn.&lt;br /&gt;
* The winner is the player with the highest score after the final round, if he has more than 6000 points.&lt;br /&gt;
* Otherwise, the game continues.&lt;br /&gt;
&lt;br /&gt;
==The Island of Skulls==&lt;br /&gt;
* If a player rolls 4 or more skulls in their first roll, his turn doesn&#039;t end. Instead, he goes to the island of skulls for that turn.&lt;br /&gt;
* He can reroll as normal, except he can only continue if he rolls at least 1 skull. Otherwise, his turn ends.&lt;br /&gt;
* His opponents each lose 100 points per skull. Other objects have no value.&lt;br /&gt;
 &lt;br /&gt;
==Fortune Cards==&lt;br /&gt;
* Animals: Monkeys and parrots are grouped together and counted as a type.&lt;br /&gt;
* Diamond: You start with 1 extra diamond.&lt;br /&gt;
* Gold Coin: You start with 1 extra gold coin.&lt;br /&gt;
* Guardian: Once during your turn, you can reroll a skull.&lt;br /&gt;
* Pirate: Double all points (positive or negative) in this turn.&lt;br /&gt;
* Pirate Ship (2-4): If you roll at least the number of sabes on the card, you get bonus points (2:300, 3:500, 4:1000). Otherwise, score nothing but the same number of negative points.&lt;br /&gt;
* Skulls (1-2): You start with the amount of extra skulls on the card.&lt;br /&gt;
* Treasure Island: Place dices on this card if you want. They are protected and must score, even you roll 3 or more skulls.&lt;br /&gt;
&lt;br /&gt;
If you are playing with the promo cards the following also appear:&lt;br /&gt;
&lt;br /&gt;
* After the Storm: You are only allowed to reroll your dice once. You receive double points for diamond and coins. If you visit Skull Island, you can only reroll once. If you roll 3 skulls, your turn ends but you score according to skull island rules.&lt;br /&gt;
*Peace: You have to end your turn without any sabres, or you score -1000 per sabre and your other dice are worth zero. If you succeed, you get double the points. You are allowed to go to Skull Island, but the sabre penalty applies there and you opponents will not lose points.&lt;/div&gt;</summary>
		<author><name>BGAgod</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6460</id>
		<title>Gamehelppiratenkapern</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppiratenkapern&amp;diff=6460"/>
		<updated>2020-12-12T15:13:39Z</updated>

		<summary type="html">&lt;p&gt;BGAgod: /* Player&amp;#039;s Turn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective is making sets of identical objects and score points.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
* Draw the top fortune card, which affects you for this turn.&lt;br /&gt;
* Roll all 8 dice. Each die has 6 faces: coin, diamond, monkey, parrot, saber (sword) and skull.&lt;br /&gt;
* If the player gets 4 or more skulls, he go to the island of the dead. Otherwise, the turn continues.&lt;br /&gt;
* The player can reroll any of his dice, except skulls, but must reroll at least 2 dice.&lt;br /&gt;
* If he gets 3 or more skulls after the reroll, he is disqualified and scores nothing.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* Each set of 3 or more scores points as follows: 3:100, 4:200, 5:500, 6: 1000, 7:2000, 8:4000.&lt;br /&gt;
* Each diamond and coin is worth an additional 100 points.&lt;br /&gt;
* If the player generates points with all 8 dices, he scores an extra 500 points.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* If a player gets 5000/6000/8000 or more points, others can get a final turn.&lt;br /&gt;
* The winner is the player with the highest score after the final round, if he has more than 6000 points.&lt;br /&gt;
* Otherwise, the game continues.&lt;br /&gt;
&lt;br /&gt;
==The Island of Skulls==&lt;br /&gt;
* If a player rolls 4 or more skulls in their first roll, his turn doesn&#039;t end. Instead, he goes to the island of skulls for that turn.&lt;br /&gt;
* He can reroll as normal, except he can only continue if he rolls at least 1 skull. Otherwise, his turn ends.&lt;br /&gt;
* His opponents each lose 100 points per skull. Other objects have no value.&lt;br /&gt;
 &lt;br /&gt;
==Fortune Cards==&lt;br /&gt;
* Animals: Monkeys and parrots are grouped together and counted as a type.&lt;br /&gt;
* Diamond: You start with 1 extra diamond.&lt;br /&gt;
* Gold Coin: You start with 1 extra gold coin.&lt;br /&gt;
* Guardian: Once during your turn, you can reroll a skull.&lt;br /&gt;
* Pirate: Double all points (positive or negative) in this turn.&lt;br /&gt;
* Pirate Ship (2-4): If you roll at least the number of sabes on the card, you get bonus points (2:300, 3:500, 4:1000). Otherwise, score nothing but the same number of negative points.&lt;br /&gt;
* Skulls (1-2): You start with the amount of extra skulls on the card.&lt;br /&gt;
* Treasure Island: Place dices on this card if you want. They are protected and must score, even you roll 3 or more skulls.&lt;br /&gt;
&lt;br /&gt;
If you are playing with the promo cards the following also appear:&lt;br /&gt;
&lt;br /&gt;
* After the Storm: You are only allowed to reroll your dice once. You receive double points for diamond and coins. If you visit Skull Island, you can only reroll once. If you roll 3 skulls, your turn ends but you score according to skull island rules.&lt;br /&gt;
*Peace: You have to end your turn without any sabres, or you score -1000 per sabre and your other dice are worth zero. If you succeed, you get double the points. You are allowed to go to Skull Island, but the sabre penalty applies there and you opponents will not lose points.&lt;/div&gt;</summary>
		<author><name>BGAgod</name></author>
	</entry>
</feed>