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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CanonNi</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-16T04:08:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkrosmasterarena&amp;diff=24943</id>
		<title>Gamehelpkrosmasterarena</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkrosmasterarena&amp;diff=24943"/>
		<updated>2025-05-12T14:59:56Z</updated>

		<summary type="html">&lt;p&gt;CanonNi: fmt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Rules ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Krosmaster Arena&#039;&#039;&#039; is a strategy game where your goal is to eliminate the opposing Krosmasters without losing yours.&lt;br /&gt;
&lt;br /&gt;
To win, you will have to put the GG counter (the number of stars under your opponent&#039;s nickname) at zero.&lt;br /&gt;
&lt;br /&gt;
There are 3 methods to do this:&lt;br /&gt;
&lt;br /&gt;
* Kill an opposing Krosmaster to steal their Level in GG. The level of a Kros is equivalent to its value in combat. It is indicated on the card of each figurine.&lt;br /&gt;
&lt;br /&gt;
* Double the tension jets to make everyone lose 1GG. Dice rolled at the start of the player&#039;s turn, granting a power to a Krosmaster during a turn or giving you coins in exchange (Kamas).&lt;br /&gt;
&lt;br /&gt;
* Buy 1GG from your opponent by spending 12 Kamas, once placed on a Demon Box.&lt;br /&gt;
&lt;br /&gt;
At the start each player has 6GG, plus a wild (neutral) GG which will always be lost first.&lt;br /&gt;
&lt;br /&gt;
Each team must be made up of 3 to 8 Krosmasters, totalling 12 levels. They vary from 1 (weak) to 6 (strong).&lt;br /&gt;
&lt;br /&gt;
Each Krosmaster has its own characteristics.&lt;br /&gt;
&lt;br /&gt;
* Name: The maximum number of duplicates in a team depends on its name color: 1x Gold, 2x White, 3x Black.&lt;br /&gt;
&lt;br /&gt;
* Level: A Krosmaster&#039;s combat power.&lt;br /&gt;
&lt;br /&gt;
* Initiative (flash): Defines the order of play within your team. The highest total Initiative of a team determines the 1st player.&lt;br /&gt;
&lt;br /&gt;
* Movement Pts (MP): Number of spaces a Krosmaster can move each turn.&lt;br /&gt;
&lt;br /&gt;
* Life Pts (LP): Number of wounds a Krosmaster can take before being knocked out.&lt;br /&gt;
&lt;br /&gt;
* Action Points (AP): Used to cast spells and / or perform actions (pick up a coin, buy, ...)&lt;br /&gt;
&lt;br /&gt;
Each also has Spells with very specific effects (attack, heal, boost, debuff, placement, summon, ...)&lt;br /&gt;
&lt;br /&gt;
* Range: Either Personal (self), Melee (adjacent), or composed of a minimum and maximum OP. Most spells require a line of sight, which means no obstacle between the caster and its target (tree or Krosmaster). The bushes are not obstacles. A Green Range can be modified (+ 1PO by mounting on a Cashier for example), while the Red Range is not.&lt;br /&gt;
&lt;br /&gt;
* Damage: The color indicates the Element (Air, Water, Fire, Earth, Neutral, Care or Nothing)&lt;br /&gt;
&lt;br /&gt;
* Cost: Mainly in AP, but may also require the use of MPor self-injury.&lt;br /&gt;
&lt;br /&gt;
Some powers are specific to Krosmasters.&lt;br /&gt;
&lt;br /&gt;
On the Demon Boxes you can spend your Kamas in order to equip Boosts or Equipment on your Krosmasters, making them more resistant, fast or powerful. Do not neglect this aspect of the game, it is almost impossible to win without using Kamas.&lt;br /&gt;
&lt;br /&gt;
== Strategic advice ==&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if the player opposite has more than 150 ELO points, you can certainly ask them for advice. The spirit of the Krosmaster community is cordial, and the game is both exciting and complex. It will be a pleasure for us to accompany you in your first games ^^ Contact persons recommended for any questions: [Neuros] [Achille127] [Percimou]&lt;br /&gt;
&lt;br /&gt;
Here are some ways to start:&lt;br /&gt;
&lt;br /&gt;
* Play &amp;quot;placers&amp;quot; (King Mint, Grougalorasalar, Khan Karkass, ...) BEFORE your &amp;quot;batters&amp;quot; (Sphincter Cell, Dragon Pig, Joris Swashbuckler), so that they can reach opposing Kros. One of the key elements to surprise the enemy is movement.&lt;br /&gt;
&lt;br /&gt;
* Pay attention to your basic diversity. The more you have different Elements within your team, the more often the RD will be profitable for you.&lt;br /&gt;
&lt;br /&gt;
* It will often happen that you are surprised and reached when you think you are safe. Don&#039;t worry, it&#039;s the kind of thing that comes with experience. We count like this: PM + PO + potential investment + potential R&amp;amp;D. If in doubt, be careful, but do not stay at the bottom of the map the whole game so far ^^ Krosmaster is a game of exchange and frank melee, do not forget;)&lt;br /&gt;
&lt;br /&gt;
You probably know enough to discover the game, so good luck!&lt;/div&gt;</summary>
		<author><name>CanonNi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24464</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24464"/>
		<updated>2025-03-26T05:32:51Z</updated>

		<summary type="html">&lt;p&gt;CanonNi: /* Gameplay */ modifiers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
There are twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s... until you get to one 1; there is even one 0. There are also a few Action and Modifier cards: Flip Three, Freeze, Second Chance, and Score Modifier. &lt;br /&gt;
&lt;br /&gt;
At the end of the round when at least one person hits 200 points, the person with the most points win. You score points based on the total number value of the cards in front of you. The more valuable a card is, the more copies of that card there are in the deck. &lt;br /&gt;
&lt;br /&gt;
If you flipped 7 unique number cards into your line, you automatically end the round and score 15 bonus points. However if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing. &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player. Each player in turn announce to &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;. If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, put the number cards in a single row with score modifier cards above them. &lt;br /&gt;
&lt;br /&gt;
The round continues until either: &lt;br /&gt;
&lt;br /&gt;
* there are no active players because all players have either busted or chosen to stay. &lt;br /&gt;
&lt;br /&gt;
* One player can Flip 7 unique number cards ending the round immediately.&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; scores the player their current cards and blocks them from playing in the remaining round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces the player to draw three cards. Action cards drawn this way are resolved after all three have been drawn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting once. It is discarded once used.&lt;br /&gt;
&lt;br /&gt;
=== Modifier cards ===&lt;br /&gt;
&lt;br /&gt;
Modifier cards increase the score by their value. For example, a hand of 3, 4, 12 and a modifier of +10 gives the player 29 points. Note that the x2 multipler applies only to the base score, not the score after modification.&lt;/div&gt;</summary>
		<author><name>CanonNi</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24463</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=24463"/>
		<updated>2025-03-26T05:30:44Z</updated>

		<summary type="html">&lt;p&gt;CanonNi: action cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
There are twelve 12&#039;s , eleven 11&#039;s, ten 10&#039;s... until you get to one 1; there is even one 0. There are also a few Action and Modifier cards: Flip Three, Freeze, Second Chance, and Score Modifier. &lt;br /&gt;
&lt;br /&gt;
At the end of the round when at least one person hits 200 points, the person with the most points win. You score points based on the total number value of the cards in front of you. The more valuable a card is, the more copies of that card there are in the deck. &lt;br /&gt;
&lt;br /&gt;
If you flipped 7 unique number cards into your line, you automatically end the round and score 15 bonus points. However if you ever draw a second card with the same number as one already in your line, you bust and are out of the round, scoring nothing. &lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
Deal one card face up to each player. Each player in turn announce to &#039;&#039;&#039;Hit&#039;&#039;&#039; or &#039;&#039;&#039;Stay&#039;&#039;&#039;. If you &#039;&#039;&#039;Hit&#039;&#039;&#039;, put the number cards in a single row with score modifier cards above them. &lt;br /&gt;
&lt;br /&gt;
The round continues until either: &lt;br /&gt;
&lt;br /&gt;
* there are no active players because all players have either busted or chosen to stay. &lt;br /&gt;
&lt;br /&gt;
* One player can Flip 7 unique number cards ending the round immediately.&lt;br /&gt;
&lt;br /&gt;
=== Action cards ===&lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;Action Card&#039;&#039;&#039; comes up in dealing, the player who drew it must choose a player (including themselves) to give it to. There are three types of action cards in the game: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Freeze&#039;&#039;&#039; scores the player their current cards and blocks them from playing in the remaining round.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flip three&#039;&#039;&#039; forces the player to draw three cards. Action cards drawn this way are resolved after all three have been drawn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Second chance&#039;&#039;&#039; prevents the player from busting once. It is discarded once used.&lt;/div&gt;</summary>
		<author><name>CanonNi</name></author>
	</entry>
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