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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ClarkBart</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ClarkBart"/>
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	<updated>2026-10-06T13:44:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&amp;diff=15653</id>
		<title>Gamehelpdinnerinparis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&amp;diff=15653"/>
		<updated>2022-12-30T15:33:24Z</updated>

		<summary type="html">&lt;p&gt;ClarkBart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal of this game is to have the most victory points at end of the game by building restaurants, terraces, claiming objectives, and competing for majorities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During setup, choose one objective card from the two dealt to you. The other card is placed as a common objective near the objective deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player&#039;s turn consists of 3 actions, the first of which must be Draw Ingredient.&lt;br /&gt;
The remaining actions can be any combination of&lt;br /&gt;
* A)Draw an Ingredient from the display or from the deck (Afterwards, discard down to 7).&lt;br /&gt;
* B)Build Terraces with income money and temp money from cards.&lt;br /&gt;
* C)Build Restaurant (pay by discarding the matching ingredients).&lt;br /&gt;
* D)Claim Objective and place it faceup in your area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When buying a terrace, you take the left-most terrace from the row corresponding to the restaurant for which you are building it.  That determines the price and the reward (as listed on the personal playing mat).&lt;br /&gt;
&lt;br /&gt;
End game trigger : &lt;br /&gt;
* Collectively build 11(2player) 13(3player) or 15(4player) restaurants&lt;br /&gt;
* A player has built all terraces from two rows&lt;br /&gt;
* Or it is impossible to build more restaurants or terraces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
* A) restaurants points&lt;br /&gt;
* B) completed objective points&lt;br /&gt;
* C) majority points&lt;br /&gt;
* D) terrace rows last built points &lt;br /&gt;
* E) loss points for incomplete objectives in hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the boards are hard to read -- here are the requirements for each restaurant&lt;br /&gt;
&lt;br /&gt;
Friterie -- potatoes x 2&lt;br /&gt;
&lt;br /&gt;
Fruits de mer -- seafood x 2, baguette&lt;br /&gt;
&lt;br /&gt;
Creperie -- Flour x 2, Cheese&lt;br /&gt;
&lt;br /&gt;
Pizzeria -- Tomatoes x 2, Flour&lt;br /&gt;
&lt;br /&gt;
Grill -- Potatoes, Tomatoes, Cheese, Pork chops&lt;br /&gt;
&lt;br /&gt;
Bar a vin -- Cheese, Pork Chops, Flour, Baguette&lt;br /&gt;
&lt;br /&gt;
Brasserie -- Potatoes, Tomatoes, Cheese, Pork Chops, Baguette&lt;br /&gt;
&lt;br /&gt;
Gastronomique -- Potatoes, Tomatoes, Cheese, Pork Chops, Baguette, Flour, Seafood&lt;/div&gt;</summary>
		<author><name>ClarkBart</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&amp;diff=15621</id>
		<title>Gamehelpdinnerinparis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&amp;diff=15621"/>
		<updated>2022-12-27T16:43:23Z</updated>

		<summary type="html">&lt;p&gt;ClarkBart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal of this game is to have the most victory points at end of the game by building restaurants, terraces, claiming objectives, and competing for majorities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During setup, choose one objective card from the two dealt to you. The other card is placed as a common objective near the objective deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player&#039;s turn consists of 3 actions, the first of which must be Draw Ingredient.&lt;br /&gt;
The remaining actions can be any combination of&lt;br /&gt;
* A)Draw an Ingredient from the display or from the deck (Afterwards, discard down to 7).&lt;br /&gt;
* B)Build Terraces with income money and temp money from cards.&lt;br /&gt;
* C)Build Restaurant (pay by discarding the matching ingredients).&lt;br /&gt;
* D)Claim Objective and place it faceup in your area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When buying a terrace, you take the left-most terrace from the row corresponding to the restaurant for which you are building it.  That determines the price and the reward (as listed on the personal playing mat).&lt;br /&gt;
&lt;br /&gt;
End game trigger : &lt;br /&gt;
* Collectively build 11(2player) 13(3player) or 15(4player) restaurants&lt;br /&gt;
* A player has built all terraces from two rows&lt;br /&gt;
* Or it is impossible to build more restaurants or terraces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
* A) restaurants points&lt;br /&gt;
* B) completed objective points&lt;br /&gt;
* C) majority points&lt;br /&gt;
* D) terrace rows last built points &lt;br /&gt;
* E) loss points for incomplete objectives in hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the boards are hard to read -- here are the requirements for each restaurant&lt;br /&gt;
&lt;br /&gt;
Friterie -- potatoes x 2&lt;br /&gt;
&lt;br /&gt;
Fruits de mer -- seafood x 2, baguette&lt;br /&gt;
&lt;br /&gt;
Creperie -- Flour x 2, Cheese&lt;br /&gt;
Pizzeria -- Tomatoes x 2, Flour&lt;br /&gt;
&lt;br /&gt;
Grill -- Potatoes, Tomatoes, Cheese, Pork chops&lt;br /&gt;
&lt;br /&gt;
Bar a vin -- Cheese, Pork Chops, Flour, Baguette&lt;br /&gt;
&lt;br /&gt;
Brasserie -- Potatoes, Tomatoes, Cheese, Pork Chops, Baguette&lt;br /&gt;
&lt;br /&gt;
Gastronomique -- Potatoes, Tomatoes, Cheese, Pork Chops, Baguette, Flour, Seafood&lt;/div&gt;</summary>
		<author><name>ClarkBart</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&amp;diff=15620</id>
		<title>Gamehelpdinnerinparis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&amp;diff=15620"/>
		<updated>2022-12-27T16:42:29Z</updated>

		<summary type="html">&lt;p&gt;ClarkBart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal of this game is to have the most victory points at end of the game by building restaurants, terraces, claiming objectives, and competing for majorities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During setup, choose one objective card from the two dealt to you. The other card is placed as a common objective near the objective deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player&#039;s turn consists of 3 actions, the first of which must be Draw Ingredient.&lt;br /&gt;
The remaining actions can be any combination of&lt;br /&gt;
* A)Draw an Ingredient from the display or from the deck (Afterwards, discard down to 7).&lt;br /&gt;
* B)Build Terraces with income money and temp money from cards.&lt;br /&gt;
* C)Build Restaurant (pay by discarding the matching ingredients).&lt;br /&gt;
* D)Claim Objective and place it faceup in your area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When buying a terrace, you take the left-most terrace from the row corresponding to the restaurant for which you are building it.  That determines the price and the reward (as listed on the personal playing mat).&lt;br /&gt;
&lt;br /&gt;
End game trigger : &lt;br /&gt;
* Collectively build 11(2player) 13(3player) or 15(4player) restaurants&lt;br /&gt;
* A player has built all terraces from two rows&lt;br /&gt;
* Or it is impossible to build more restaurants or terraces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
* A) restaurants points&lt;br /&gt;
* B) completed objective points&lt;br /&gt;
* C) majority points&lt;br /&gt;
* D) terrace rows last built points &lt;br /&gt;
* E) loss points for incomplete objectives in hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the boards are hard to read -- here are the requirements for each restaurant&lt;br /&gt;
&lt;br /&gt;
Friterie -- potatoes x 2&lt;br /&gt;
Fruits de mer -- seafood x 2, baguette&lt;br /&gt;
Creperie -- Flour x 2, Cheese&lt;br /&gt;
Pizzeria -- Tomatoes x 2, Flour&lt;br /&gt;
Grill -- Potatoes, Tomatoes, Cheese, Pork chops&lt;br /&gt;
Bar a vin -- Cheese, Pork Chops, Flour, Baguette&lt;br /&gt;
Brasserie -- Potatoes, Tomatoes, Cheese, Pork Chops, Baguette&lt;br /&gt;
Gastronomique -- Potatoes, Tomatoes, Cheese, Pork Chops, Baguette, Flour, Seafood&lt;/div&gt;</summary>
		<author><name>ClarkBart</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&amp;diff=15619</id>
		<title>Gamehelpdinnerinparis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdinnerinparis&amp;diff=15619"/>
		<updated>2022-12-27T16:40:47Z</updated>

		<summary type="html">&lt;p&gt;ClarkBart: Added requirements for each restaurant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal of this game is to have the most victory points at end of the game by building restaurants, terraces, claiming objectives, and competing for majorities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During setup, choose one objective card from the two dealt to you. The other card is placed as a common objective near the objective deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player&#039;s turn consists of 3 actions, the first of which must be Draw Ingredient.&lt;br /&gt;
The remaining actions can be any combination of&lt;br /&gt;
* A)Draw an Ingredient from the display or from the deck (Afterwards, discard down to 7).&lt;br /&gt;
* B)Build Terraces with income money and temp money from cards.&lt;br /&gt;
* C)Build Restaurant (pay by discarding the matching ingredients).&lt;br /&gt;
* D)Claim Objective and place it faceup in your area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When buying a terrace, you take the left-most terrace from the row corresponding to the restaurant for which you are building it.  That determines the price and the reward (as listed on the personal playing mat).&lt;br /&gt;
&lt;br /&gt;
End game trigger : &lt;br /&gt;
* Collectively build 11(2player) 13(3player) or 15(4player) restaurants&lt;br /&gt;
* A player has built all terraces from two rows&lt;br /&gt;
* Or it is impossible to build more restaurants or terraces&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring&lt;br /&gt;
* A) restaurants points&lt;br /&gt;
* B) completed objective points&lt;br /&gt;
* C) majority points&lt;br /&gt;
* D) terrace rows last built points &lt;br /&gt;
* E) loss points for incomplete objectives in hand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since the boards are hard to read -- here are the requirements for each restaurant&lt;br /&gt;
&lt;br /&gt;
Friterie -- potatoes x 2&lt;br /&gt;
&lt;br /&gt;
Fruits de mer -- seafood x 2, baguette&lt;br /&gt;
&lt;br /&gt;
Creperie -- Flour x 2, Cheese&lt;br /&gt;
&lt;br /&gt;
Pizzeria -- Tomatoes x 2, Flour&lt;br /&gt;
&lt;br /&gt;
Grill -- Potatoes, Tomatoes, Cheese, Pork chops&lt;br /&gt;
&lt;br /&gt;
Bar a vin -- Cheese, Pork Chops, Flour, Baguette&lt;br /&gt;
&lt;br /&gt;
Brasserie -- Potatoes, Tomatoes, Cheese, Pork Chops, Baguette&lt;br /&gt;
&lt;br /&gt;
Gastronomique -- Potatoes, Tomatoes, Cheese, Pork Chops, Baguette, Flour, Seafood&lt;/div&gt;</summary>
		<author><name>ClarkBart</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=12032</id>
		<title>Tips puertorico</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=12032"/>
		<updated>2022-02-22T18:05:32Z</updated>

		<summary type="html">&lt;p&gt;ClarkBart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of puerto rico, see &amp;lt;b&amp;gt;[[Gamehelppuertorico|GameHelpPuertoRico]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
* Money is very important near the start of the game, as early buildings can accrue a lot of advantage.&lt;br /&gt;
** Choosing the Trader or Prospector for 3 or even 2 total coins can be a powerful move early in the game.&lt;br /&gt;
* Try to pick roles that are better for you than everyone else.&lt;br /&gt;
** i.e. the Builder when you have the most money,&lt;br /&gt;
** The Trader when you are the only person who can sell,&lt;br /&gt;
** The Mayor when there&#039;s an uneven number of colonists, or&lt;br /&gt;
** The Captain when your opponents have goods they want to sell.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* The Large Warehouse is the least used building in the game, there is little merit in building it, at least in games where you can rely on the small warehouse instead.&lt;br /&gt;
** It would rather be more useful to build wharf with some more money instead of large warehouse.&lt;br /&gt;
* The University is effective in the last round, if you build a large building and there won&#039;t be a mayor to activate it.&lt;br /&gt;
* The Guild Hall is generally the best large building, it almost guarantees 7-8 points and 9-10 points are possible.&lt;br /&gt;
** The others can&#039;t reach more than 7-8.&lt;br /&gt;
&lt;br /&gt;
General Approaches --  There are four main approaches / strategies that are typically used in the game.  The best play incorporates elements from each, even flexing as needed, depending on what other players do.&lt;br /&gt;
&lt;br /&gt;
1) &amp;quot;Corn is King&amp;quot;, so named because the idea is to get a lot of corn and ship often.  Settler often early and Captain are the frequent role selections.  Make as much corn as feasible and ship, ship, ship.  The trader and prospector are not frequently chosen with this approach.  While conceptually simple, finances and boat availability can be a challenge.  (And often requires a &amp;quot;helper&amp;quot; who crafts or ships to make it work.)  The hospice is an early choice (need colonists to make corn).  And small warehouse may provide protection. If the player can scrounge up enough cash, the harbor and customs house certainly are key.&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;Big Builder&amp;quot;.  Get lots of quarries, making buildings cheaper then build, build, build.  Frequent role choices are settler and builder with some prospector as needed to earn money.  Shipping and crafting is not a focus. This approach starts slow but can pay off in the end as the large buildings become quite affordable.  However, a shorter game is a problem.&lt;br /&gt;
&lt;br /&gt;
3) &amp;quot;Trader&amp;quot;.  Generate cash flow by developing a high cash crop like tobacco or coffee and trade, trade, trade.  Use that cash to buy buildings.  The small market is key early and often the large as well.  Sometimes the office is necessary as the trading house can be blocked frequently.  This is a less direct way to get points since cash or crops are not points.  However, it can straddle the two (which is both a strength and a weakness).  &lt;br /&gt;
&lt;br /&gt;
4) &amp;quot;Developer&amp;quot;.  Use the construction hut and hacienda to develop the island quickly, filling with quarries and plantations.  This is somewhat a hybrid between the &amp;quot;Corn is King&amp;quot; and the &amp;quot;Big Builder&amp;quot; approaches.  A downside is limited flexibility to adjust the mix based on other players choices.  However, with some judicious production purchases, significant shipping can occur (not just in corn) with the reduction in cost due to the quarries.  The factory is a key purchase here.&lt;/div&gt;</summary>
		<author><name>ClarkBart</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=11982</id>
		<title>Tips puertorico</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=11982"/>
		<updated>2022-02-21T04:46:37Z</updated>

		<summary type="html">&lt;p&gt;ClarkBart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of puerto rico, see &amp;lt;b&amp;gt;[[Gamehelppuertorico|GameHelpPuertoRico]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
* Money is very important near the start of the game, as early buildings can accrue a lot of advantage.&lt;br /&gt;
** Choosing the Trader or Prospector for 3 or even 2 total coins can be a powerful move early in the game.&lt;br /&gt;
* Try to pick roles that are better for you than everyone else.&lt;br /&gt;
** i.e. the Builder when you have the most money,&lt;br /&gt;
** The Trader when you are the only person who can sell,&lt;br /&gt;
** The Mayor when there&#039;s an uneven number of colonists, or&lt;br /&gt;
** The Captain when your opponents have goods they want to sell.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* The Large Warehouse is the least used building in the game, there is little merit in building it, at least in games where you can rely on the small warehouse instead.&lt;br /&gt;
** It would rather be more useful to build wharf with some more money instead of large warehouse.&lt;br /&gt;
* The University is effective in the last round, if you build a large building and there won&#039;t be a mayor to activate it.&lt;br /&gt;
* The Guild Hall is generally the best large building, it almost guarantees 7-8 points and 9-10 points are possible.&lt;br /&gt;
** The others can&#039;t reach more than 7-8.&lt;br /&gt;
&lt;br /&gt;
-- General Approaches --  There are four main approaches / strategies that are typically used in the game.  The best play incorporates elements from each, even flexing as needed, depending on what other players do.&lt;br /&gt;
&lt;br /&gt;
1) &amp;quot;Corn is King&amp;quot;, so named because the idea is to get a lot of corn and ship often.  Settler often early and Captain are the frequent role selections.  Make as much corn as feasible and ship, ship, ship.  The trader and prospector are not frequently chosen with this approach.  While conceptually simple, finances and boat availability can be a challenge.  (And often requires a &amp;quot;helper&amp;quot; who crafts or ships to make it work.)  The hospice is an early choice (need colonists to make corn).  And small warehouse may provide protection. If the player can scrounge up enough cash, the harbor and customs house certainly are key.&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;Big Builder&amp;quot;.  Get lots of quarries, making buildings cheaper then build, build, build.  Frequent role choices are settler and builder with some prospector as needed to earn money.  Shipping and crafting is not a focus. This approach starts slow but can pay off in the end as the large buildings become quite affordable.  However, a shorter game is a problem.&lt;br /&gt;
&lt;br /&gt;
3) &amp;quot;Trader&amp;quot;.  Generate cash flow by developing a high cash crop like tobacco or coffee and trade, trade, trade.  Use that cash to buy buildings.  The small market is key early and often the large as well.  Sometimes the office is necessary as the trading house can be blocked frequently.  This is a less direct way to get points since cash or crops are not points.  However, it can straddle the two (which is both a strength and a weakness).  &lt;br /&gt;
&lt;br /&gt;
4) &amp;quot;Developer&amp;quot;.  Use the construction hut and hacienda to develop the island quickly, filling with quarries and plantations.  This is somewhat a hybrid between the &amp;quot;Corn is King&amp;quot; and the &amp;quot;Big Builder&amp;quot; approaches.  A downside is limited flexibility to adjust the mix based on other players choices.  However, with some judicious production purchases, significant shipping can occur (not just in corn) with the reduction in cost due to the quarries.  The factory is a key purchase here.&lt;/div&gt;</summary>
		<author><name>ClarkBart</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=11981</id>
		<title>Tips puertorico</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=11981"/>
		<updated>2022-02-21T04:44:53Z</updated>

		<summary type="html">&lt;p&gt;ClarkBart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of puerto rico, see &amp;lt;b&amp;gt;[[Gamehelppuertorico|GameHelpPuertoRico]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
* Money is very important near the start of the game, as early buildings can accrue a lot of advantage.&lt;br /&gt;
** Choosing the Trader or Prospector for 3 or even 2 total coins can be a powerful move early in the game.&lt;br /&gt;
* Try to pick roles that are better for you than everyone else.&lt;br /&gt;
** i.e. the Builder when you have the most money,&lt;br /&gt;
** The Trader when you are the only person who can sell,&lt;br /&gt;
** The Mayor when there&#039;s an uneven number of colonists, or&lt;br /&gt;
** The Captain when your opponents have goods they want to sell.&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* The Large Warehouse is the least used building in the game, there is little merit in building it, at least in games where you can rely on the small warehouse instead.&lt;br /&gt;
** It would rather be more useful to build wharf with some more money instead of large warehouse.&lt;br /&gt;
* The University is effective in the last round, if you build a large building and there won&#039;t be a mayor to activate it.&lt;br /&gt;
* The Guild Hall is generally the best large building, it almost guarantees 7-8 points and 9-10 points are possible.&lt;br /&gt;
** The others can&#039;t reach more than 7-8.&lt;br /&gt;
&lt;br /&gt;
-- General Approaches --  There are four main approaches / strategies that are typically used in the game.  The best play incorporates elements from each, even flexing as needed, depending on what other players do.&lt;br /&gt;
&lt;br /&gt;
1) &amp;quot;Corn is King&amp;quot;, so named because the idea is to get a lot of corn and ship often.  Settler often early and Captain are the frequent role selections.  Make as much corn as feasible and ship, ship, ship.  The trader and prospector are not frequently chosen with this approach.  While conceptually simple, finances and boat availability can be a challenge.  (And often requires a &amp;quot;helper&amp;quot; who crafts or ships to make it work.)  The hospice is an early choice (need colonists to make corn).  And small market may provide protection. If the player can scrounge up enough cash, the harbor and customs house certainly are key.&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;Big Builder&amp;quot;.  Get lots of quarries, making buildings cheaper then build, build, build.  Frequent role choices are settler and builder with some prospector as needed to earn money.  Shipping and crafting is not a focus. This approach starts slow but can pay off in the end as the large buildings become quite affordable.  However, a shorter game is a problem.&lt;br /&gt;
&lt;br /&gt;
3) &amp;quot;Trader&amp;quot;.  Generate cash flow by developing a high cash crop like tobacco or coffee and trade, trade, trade.  Use that cash to buy buildings.  The small market is key early and often the large as well.  Sometimes the office is necessary as the trading house can be blocked frequently.  This is a less direct way to get points since cash or crops are not points.  However, it can straddle the two (which is both a strength and a weakness).  &lt;br /&gt;
&lt;br /&gt;
4) &amp;quot;Developer&amp;quot;.  Use the construction hut and hacienda to develop the island quickly, filling with quarries and plantations.  This is somewhat a hybrid between the &amp;quot;Corn is King&amp;quot; and the &amp;quot;Big Builder&amp;quot; approaches.  A downside is limited flexibility to adjust the mix based on other players choices.  However, with some judicious production purchases, significant shipping can occur (not just in corn) with the reduction in cost due to the quarries.  The factory is a key purchase here.&lt;/div&gt;</summary>
		<author><name>ClarkBart</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_alhambra&amp;diff=7511</id>
		<title>Tips alhambra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_alhambra&amp;diff=7511"/>
		<updated>2021-02-28T18:34:41Z</updated>

		<summary type="html">&lt;p&gt;ClarkBart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategy in Alhambra revolves mostly around using your money wisely and prescient placement of building tiles into your Alhambra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wise use of money&lt;br /&gt;
&lt;br /&gt;
1. It is often wise to forego the purchase of a building tile when you do not have the exact price.   Waiting until you have the exact price enables you to take another action.&lt;br /&gt;
&lt;br /&gt;
2. It can be helpful to collect a significant number of different denominations of the same type of money.  This will help you to be the first to act when a new building becomes available for the monetary type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some tips (learning players)&lt;br /&gt;
&lt;br /&gt;
1. Plan the next turn in advance.  Pick the money that sets up an exact purchase.&lt;br /&gt;
&lt;br /&gt;
2. If given a choice, aim toward the purple, green, and white.  Those are more expensive but score higher.&lt;br /&gt;
&lt;br /&gt;
3. A couple of small money (Less than 5) can be stronger than a 9 because it sets up for an exact purchase or two.  The bigger money is still needed for the bigger costs, but small money provides flexibility.&lt;br /&gt;
&lt;br /&gt;
4. If way ahead in a color, look to buy a different color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next level tips:&lt;br /&gt;
&lt;br /&gt;
1. First scoring is not very important.  Players score 3 - 10 pts.  Winning scores are 120 - 150.  So early on, there is no need to focus on a specific color.&lt;br /&gt;
&lt;br /&gt;
2. Walls are good and bad.  Good because they continually score.  Bad because they limit expansion.  Flexibility is often recommended.&lt;br /&gt;
&lt;br /&gt;
3. After the second scoring (or about 15 tiles) remaining, look to see what is left and what to buy to ensure a first or second.  Sometimes, a building type will only have one tile left -- if players are competing for that type.  Buy quick -- even if it is not exact.  (one exception to the pay exact rule).&lt;br /&gt;
&lt;br /&gt;
4. A small price building (4 or less) can block activity in that color of money, since players may not buy that building (not exact money).  Collecting more than 3 or 4 cards in this color is not productive.  Focus on other money until the &amp;quot;log jam&amp;quot; clears.&lt;br /&gt;
&lt;br /&gt;
4b. Another exception to pay over rule is to break a log jam as described, especially if the player has a lot of cards in that currency.&lt;br /&gt;
&lt;br /&gt;
5. Controlling the end of the game can make a difference in the gain of a tile or two.  Knowing which of the three last tiles are likely to be gained can make a difference.  Depending on cards on hand, it may be smart to initiate game end by overpaying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some comments:&lt;br /&gt;
&lt;br /&gt;
1.  If more players simply paid exact more often, they would do better.  The extra action is worth the effort.&lt;br /&gt;
&lt;br /&gt;
2.  Sometimes the good cards and tiles just do not flip right and go to your opponents.  It is random.  Just smile and accept an offer to play again.&lt;/div&gt;</summary>
		<author><name>ClarkBart</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_alhambra&amp;diff=7510</id>
		<title>Tips alhambra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_alhambra&amp;diff=7510"/>
		<updated>2021-02-28T18:32:00Z</updated>

		<summary type="html">&lt;p&gt;ClarkBart: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategy in Alhambra revolves mostly around using your money wisely and prescient placement of building tiles into your Alhambra.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wise use of money&lt;br /&gt;
&lt;br /&gt;
1. It is often wise to forego the purchase of a building tile when you do not have the exact price.   Waiting until you have the exact price enables you to take another action.&lt;br /&gt;
&lt;br /&gt;
2. It can be helpful to collect a significant number of different denominations of the same type of money.  This will help you to be the first to act when a new building becomes available for the monetary type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some tips (learning players)&lt;br /&gt;
&lt;br /&gt;
1. Plan the next turn in advance.  Pick the money that sets up an exact purchase.&lt;br /&gt;
&lt;br /&gt;
2. If given a choice, aim toward the purple, green, and white.  Those are more expensive but score higher.&lt;br /&gt;
&lt;br /&gt;
3. A couple of small money (Less than 5) can be stronger than a 9 because it sets up for an exact purchase or two.  The bigger money is still needed for the bigger costs, but small money provides flexibility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next level tips:&lt;br /&gt;
&lt;br /&gt;
1. First scoring is not very important.  Players score 3 - 10 pts.  Winning scores are 120 - 150.  So early on, there is no need to focus on a specific color.&lt;br /&gt;
&lt;br /&gt;
2. Walls are good and bad.  Good because they continually score.  Bad because they limit expansion.  Flexibility is often recommended.&lt;br /&gt;
&lt;br /&gt;
3. After the second scoring (or about 15 tiles) remaining, look to see what is left and what to buy to ensure a first or second.  Sometimes, a building type will only have one tile left -- if players are competing for that type.  Buy quick -- even if it is not exact.  (one exception to the pay exact rule).&lt;br /&gt;
&lt;br /&gt;
4. A small price building (4 or less) can block activity in that color of money, since players may not buy that building (not exact money).  Collecting more than 3 or 4 cards in this color is not productive.  Focus on other money until the &amp;quot;log jam&amp;quot; clears.&lt;br /&gt;
&lt;br /&gt;
4b. Another exception to pay over rule is to break a log jam as described, especially if the player has a lot of cards in that currency.&lt;br /&gt;
&lt;br /&gt;
5. Controlling the end of the game can make a difference in the gain of a tile or two.  Knowing which of the three last tiles are likely to be gained can make a difference.  Depending on cards on hand, it may be smart to initiate game end by overpaying.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some comments:&lt;br /&gt;
&lt;br /&gt;
1.  If more players simply paid exact more often, they would do better.  The extra action is worth the effort.&lt;br /&gt;
&lt;br /&gt;
2.  Sometimes the good cards and tiles just do not flip right and go to your opponents.  It is random.  Just smile and accept an offer to play again.&lt;/div&gt;</summary>
		<author><name>ClarkBart</name></author>
	</entry>
</feed>