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	<updated>2026-10-30T17:12:35Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbohnanza&amp;diff=9142</id>
		<title>Gamehelpbohnanza</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbohnanza&amp;diff=9142"/>
		<updated>2021-08-17T01:48:50Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bohnanza is a German-style card game based on the game mechanics of trading and politics, designed by Uwe Rosenberg  and released in 1997 (in Germany) by Amigo Spiele and more famously in England by Rio Grande Games. &lt;br /&gt;
&lt;br /&gt;
It is played with a deck of cards with illustrations of eleven different types of beans of varying scarcity, which the players are trying to first plant and then sell in order to make money.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Each player is dealt five cards to start the game. In Bohnanza cards in hand are kept in the order they are dealt and must be played in that order as well. On BGA this means the first card in your hand is the rightmost (and bottom-most if your hand gets large enough for multiple rows). Each turn consists of two main phases.&lt;br /&gt;
&lt;br /&gt;
For games with three players, each player will have three available fields in which to plant beans. For games with four or five players each player will have two available fields in which to plant beans. (Note, an alternate version of the Bohnanza rules exists which includes, among other things, the option to purchase a third bean field. This is version is not available on BGA and as such there is no means to purchase a third bean field.)&lt;br /&gt;
&lt;br /&gt;
===Planting Phase===&lt;br /&gt;
On their turn a player *must* plant the first bean in their hand, unless they have no cards in hand at all. They then may choose to plant the next bean or not. Players must always plant at least one bean to start their turn, and never plant more than two in this phase. If a player does not have room to plant a bean they may harvest one of their fields first to make room, possibly earning money for the beans in the process. (See planting and harvesting below)&lt;br /&gt;
&lt;br /&gt;
===Trading Phase===&lt;br /&gt;
After planting one or two beans, the player then draws and reveals two cards from the draw deck. All players may then offer trades using the revealed cards and the (still hidden) cards in their hands.&lt;br /&gt;
&lt;br /&gt;
All trades must involve the player whose turn it is (referred to as the active player). Other players may not trade with each other at this time. Players may offer bean cards and request bean cards in any amount, including offering or requesting a bean for nothing, or requesting multiple beans for one. Most of the game revolves around making beneficial trades in order to plant your beans, or to avoid having to plant beans that you do not want to. Cards that were traded this turn will be planted this turn and cannot be traded again, even by the active player. BGA hides traded cards until it is time to plant them to help avoid confusion in this regard.  &lt;br /&gt;
&lt;br /&gt;
Once either the active player or all other players have chosen that they are done trading, beans that were traded and any revealed cards that were not traded must be planted. Unlike beans from a player&#039;s hand, these may be planted in any order and all of the beans must be planted at this time. Once all beans have been planted the active player draws three cards, adding them in order to the back of their hand, and play passes to the next player.  &lt;br /&gt;
&lt;br /&gt;
An example of trading on BGA is offered below.&lt;br /&gt;
&lt;br /&gt;
==Planting and Harvesting beans==&lt;br /&gt;
Beans can only be planted into empty fields or into fields that contain the same type of bean. If a player must plant a bean and does not have a field into which it can be legally planted they must first harvest a field. Harvesting bean fields often (but not always) earns a player money. The amount of money is determined by the type and number of beans in the field. Bean cards have stacked coins and numbers across the bottom of the card that indicates how many beans of that type are required to make a particular amount of money when harvested. There is also a number on the top of the card showing how many of that type of bean are in the deck to start.&lt;br /&gt;
&lt;br /&gt;
When a field with enough beans to be worth money is harvested, one card for each coin is removed from the game and placed in the harvesting player&#039;s &amp;quot;gold pile&amp;quot;. The rest of the beans are placed in the discard pile. For instance, blue beans require four beans in a field to be worth one coin, and six beans in a field to be worth two coins. When a five-bean field of blue beans is harvested, one of the blue bean cards is put in the player&#039;s gold pile and the other four blue beans are put in the discard pile.&lt;br /&gt;
&lt;br /&gt;
When harvesting fields a player may choose any field to harvest with one restriction. Fields with only one bean card may not be harvested unless all your fields have only one bean card. Thus a player with a blue-bean field with one card, a stink bean field with two cards, and a garden bean field with one card *must* harvest the stink beans and gain no money for the field.&lt;br /&gt;
&lt;br /&gt;
In the BGA implementation, fields are only harvested when necessary in order to plant a bean of a different type, and at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends after the draw deck has been exhausted three times. Each of the first two times the draw deck is exhausted the discard pile is shuffled into the new draw deck. At this point players automatically harvest all their fields and the player with the highest total money wins. Ties are broken with turn order, the win going to the player furthest from the starting player.&lt;br /&gt;
&lt;br /&gt;
==Example Trade==&lt;br /&gt;
On BGA the trade system is set up so that the active player has final say in any trade, but can only accept offers made by the other players. For example, Player A is the Active player, showing a blue bean and a red bean. They post a trade offering one blue bean in exchange for a stink bean and choose to wait for the other players. Player B has a stink bean in hand so decides they would like to make that trade. They click on the proposed trade (making it their active trade) and choose to post the trade. From their perspective they are offering one stink bean for one blue bean. Satisfied, they then also choose to wait for Player A. &lt;br /&gt;
&lt;br /&gt;
Meanwhile Player C is hoping for a Soy bean, so posts their own offer of one red bean for one soy bean. They also have a chili bean they really don&#039;t want to plant first in their hand, so they post an offer of one chili bean asking for nothing in return. They then also choose to wait for Player A&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
When Player A gets back to the game, they see the three offers. Noting Player B&#039;s matching offer they click the posted offer and choose accept trade. The chosen cards are then exchanged, removed from the player&#039;s hands and/or the revealed cards. Player A doesn&#039;t have a soy bean, so chooses and rejects the trade offer, but does want the red bean. They also have a chili bean which they don&#039;t want so they post a new trade, one chili bean for one red bean, and wait again.&lt;br /&gt;
&lt;br /&gt;
Player B is statisfied with the trades made and chooses Done Trading to no longer be notified of trades this round and no longer be able to make any trades this turn themselves.&lt;br /&gt;
&lt;br /&gt;
Player C really doesn&#039;t want two chili beans, and not wanting to give up the red bean for anything less than soy, chooses to be done trading this turn as well.&lt;br /&gt;
&lt;br /&gt;
With both non-active players having chosen to be done trading, trading is closed and traded beans must now be planted.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_bohnanza&amp;diff=9141</id>
		<title>Tips bohnanza</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_bohnanza&amp;diff=9141"/>
		<updated>2021-08-17T01:43:03Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: Created page with &amp;quot;Most of the game revolves around trading as it is the most effective way to get beans out of your hand and onto the board. There are a few subtler aspects to the trade system...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most of the game revolves around trading as it is the most effective way to get beans out of your hand and onto the board. There are a few subtler aspects to the trade system that it&#039;s worth pointing out. &lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Free Bean&amp;quot; Trades==&lt;br /&gt;
There is a balance between offering trades that benefit you and offering trades that benefit the person your trading with. People are more likely to trade with you if you&#039;re offering something they want, but sometimes the thing they want is just to get rid of a card that doesn&#039;t fit their fields. Don&#039;t be afraid to ask for a bean without offering any particular bean from your hand (especially as the active trader). Your trade partner can add the bean they want when they propose a counter offer. Likewise don&#039;t be afraid to give away a bean for free. Sometimes (such as when it&#039;s your first card and you would have to harvest to play it, and your next two cards fit onto your fields perfectly) it is more valuable to simply not have the bean in your hand, or on the trade as the case may be.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Same Bean&amp;quot; Trades==&lt;br /&gt;
Trading a blue-bean for a blue-bean seems useless at first, but it allows both you and the player you&#039;re trading with to plant those beans right away. It can be a useful way to get beans from later in your hand into your fields before having to harvest to make room for a new bean.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Final Round&amp;quot; Trades==&lt;br /&gt;
Similarly, due to the number of beans in hand and in the gold piles of the various players, the final round is usually much shorter than the first few rounds. It can be quite useful to make more liberal trades late in the game if it helps you get that one extra coin in your field.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbohnanza&amp;diff=9140</id>
		<title>Gamehelpbohnanza</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbohnanza&amp;diff=9140"/>
		<updated>2021-08-17T01:30:25Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bohnanza is a German-style card game based on the game mechanics of trading and politics, designed by Uwe Rosenberg  and released in 1997 (in Germany) by Amigo Spiele and more famously in England by Rio Grande Games. &lt;br /&gt;
&lt;br /&gt;
It is played with a deck of cards with illustrations of eleven different types of beans of varying scarcity, which the players are trying to first plant and then sell in order to make money.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Each player is dealt five cards to start the game. In Bohnanza cards in hand are kept in the order they are dealt and must be played in that order as well. On BGA this means the first card in your hand is the rightmost (and bottom-most if your hand gets large enough for multiple rows). Each turn consists of two main phases.&lt;br /&gt;
&lt;br /&gt;
===Planting Phase===&lt;br /&gt;
On their turn a player *must* plant the first bean in their hand, unless they have no cards in hand at all. They then may choose to plant the next bean or not. Players must always plant at least one bean to start their turn, and never plant more than two in this phase. If a player does not have room to plant a bean they may harvest one of their fields first to make room, possibly earning money for the beans in the process. (See planting and harvesting below)&lt;br /&gt;
&lt;br /&gt;
===Trading Phase===&lt;br /&gt;
After planting one or two beans, the player then draws and reveals two cards from the draw deck. All players may then offer trades using the revealed cards and the (still hidden) cards in their hands.&lt;br /&gt;
&lt;br /&gt;
All trades must involve the player whose turn it is (referred to as the active player). Other players may not trade with each other at this time. Players may offer bean cards and request bean cards in any amount, including offering or requesting a bean for nothing, or requesting multiple beans for one. Most of the game revolves around making beneficial trades in order to plant your beans, or to avoid having to plant beans that you do not want to. Cards that were traded this turn will be planted this turn and cannot be traded again, even by the active player. BGA hides traded cards until it is time to plant them to help avoid confusion in this regard.  &lt;br /&gt;
&lt;br /&gt;
Once either the active player or all other players have chosen that they are done trading, beans that were traded and any revealed cards that were not traded must be planted. Unlike beans from a player&#039;s hand, these may be planted in any order and all of the beans must be planted at this time. Once all beans have been planted the active player draws three cards, adding them in order to the back of their hand, and play passes to the next player.  &lt;br /&gt;
&lt;br /&gt;
An example of trading on BGA is offered below.&lt;br /&gt;
&lt;br /&gt;
==Planting and Harvesting beans==&lt;br /&gt;
Beans can only be planted into empty fields or into fields that contain the same type of bean. If a player must plant a bean and does not have a field into which it can be legally planted they must first harvest a field. Harvesting bean fields often (but not always) earns a player money. The amount of money is determined by the type and number of beans in the field. Bean cards have stacked coins and numbers across the bottom of the card that indicates how many beans of that type are required to make a particular amount of money when harvested. There is also a number on the top of the card showing how many of that type of bean are in the deck to start.&lt;br /&gt;
&lt;br /&gt;
When a field with enough beans to be worth money is harvested, one card for each coin is removed from the game and placed in the harvesting player&#039;s &amp;quot;gold pile&amp;quot;. The rest of the beans are placed in the discard pile. For instance, blue beans require four beans in a field to be worth one coin, and six beans in a field to be worth two coins. When a five-bean field of blue beans is harvested, one of the blue bean cards is put in the player&#039;s gold pile and the other four blue beans are put in the discard pile.&lt;br /&gt;
&lt;br /&gt;
In the BGA implementation, fields are only harvested when necessary in order to plant a bean of a different type, and at the end of the game.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
The game ends after the draw deck has been exhausted three times. Each of the first two times the draw deck is exhausted the discard pile is shuffled into the new draw deck. At this point players automatically harvest all their fields and the player with the highest total money wins. Ties are broken with turn order, the win going to the player furthest from the starting player.&lt;br /&gt;
&lt;br /&gt;
==Example Trade==&lt;br /&gt;
On BGA the trade system is set up so that the active player has final say in any trade, but can only accept offers made by the other players. For example, Player A is the Active player, showing a blue bean and a red bean. They post a trade offering one blue bean in exchange for a stink bean and choose to wait for the other players. Player B has a stink bean in hand so decides they would like to make that trade. They click on the proposed trade (making it their active trade) and choose to post the trade. From their perspective they are offering one stink bean for one blue bean. Satisfied, they then also choose to wait for Player A. &lt;br /&gt;
&lt;br /&gt;
Meanwhile Player C is hoping for a Soy bean, so posts their own offer of one red bean for one soy bean. They also have a chili bean they really don&#039;t want to plant first in their hand, so they post an offer of one chili bean asking for nothing in return. They then also choose to wait for Player A&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
When Player A gets back to the game, they see the three offers. Noting Player B&#039;s matching offer they click the posted offer and choose accept trade. The chosen cards are then exchanged, removed from the player&#039;s hands and/or the revealed cards. Player A doesn&#039;t have a soy bean, so chooses and rejects the trade offer, but does want the red bean. They also have a chili bean which they don&#039;t want so they post a new trade, one chili bean for one red bean, and wait again.&lt;br /&gt;
&lt;br /&gt;
Player B is statisfied with the trades made and chooses Done Trading to no longer be notified of trades this round and no longer be able to make any trades this turn themselves.&lt;br /&gt;
&lt;br /&gt;
Player C really doesn&#039;t want two chili beans, and not wanting to give up the red bean for anything less than soy, chooses to be done trading this turn as well.&lt;br /&gt;
&lt;br /&gt;
With both non-active players having chosen to be done trading, trading is closed and traded beans must now be planted.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkami&amp;diff=6474</id>
		<title>Gamehelpkami</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkami&amp;diff=6474"/>
		<updated>2020-12-13T12:08:18Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
The game is won by being the first player to score 15 points. Points are earned by being the first player in a round to run out of cards. The last card played determines your score for the round.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Players are dealt a number of cards based on the number of players in the game.  &lt;br /&gt;
&lt;br /&gt;
For a 4 player game all cards are dealt out, 8 cards to each player. Players will play on teams with the player opposite them When a player scores points those points are for the team as a whole.&lt;br /&gt;
&lt;br /&gt;
For a 3 player game players are dealt 10 cards each. The second and third player are then each given one of the remaining two cards to look at before the round starts. This card is not part of their hands and will not be used during the round.&lt;br /&gt;
&lt;br /&gt;
For a 2 player game each player is dealth 8 cards as in a four player game. The remaining 16 cards are placed as merccenaries (8 face-up on top of 8 face-down) for either player to use during the round. When the top card of a mercenary stack is used the bottom card is turned face up and made available.&lt;br /&gt;
&lt;br /&gt;
=== Defend &amp;amp; Attack or Pass ===&lt;br /&gt;
On the first turn of each round a player may play any card on their defense line, and the card is played face-down. It is merely hidden and does not affect future play. They then choose a card to play face up on their attack line to end their turn.&lt;br /&gt;
&lt;br /&gt;
The next player must then either answer the attack by placing another copy of the same card face up on their defense line. The player then chooses their own card to attack with. If they do not have a card of the same type, or do not wish to play one if they do, they may instead pass. If, after playing an attack card, all other players pass then the current player may again play a card face down on their defence line rather than face up. They then choose an attack card as normal.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
The round ends when a player plays the last card from their hand on their attack line. The player who played that card then score the points for *only *that card and the next round is dealt.  &lt;br /&gt;
&lt;br /&gt;
If, on their last turn, a player placed a card &#039;&#039;&#039;face-down&#039;&#039;&#039; on their defensive line that matches their final, face-up attack card that player scores a &#039;Master Stroke&#039;. The value of their card is doubled when it is scored.&lt;br /&gt;
&lt;br /&gt;
== Game End (Variants) ==&lt;br /&gt;
&#039;&#039;&#039;Soldier:&#039;&#039;&#039; The game ends when a player reaches 15 points or more.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord:&#039;&#039;&#039; The game ends when a player reaches exactly 15 points. If a player exceeds 15 points the excess is subtracted from their score. (ie. a score of 17 is adjusted to 13 (15-2)).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kami:&#039;&#039;&#039; The game ends when a player reaches exactly 15 points. If a player exceeds 15 points their score is reset to 0.  &lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
There are 32 cards in the Kami deck. Each lists the number of cards of that type in the upper left and the point value earned if it is the last card played in the number of icons at the bottom. For most of the cards that is all the information that is needed. The Empress however has some additional interactions and rules surrounding her play.&lt;br /&gt;
=== Soldier ===&lt;br /&gt;
10 copies, worth 1 point as the last attack card played.  &lt;br /&gt;
&lt;br /&gt;
In the 4 player variant only, if a player is dealt 5 or more soldier cards they are demoralized and  may ask their teammate for a redeal. If their teammate agrees then the cards are shuffled and dealt again without changing who is starting player.&lt;br /&gt;
=== Spear ===&lt;br /&gt;
4 copies, worth 2 points as the last attack card played.&lt;br /&gt;
=== Horseman ===&lt;br /&gt;
4 copies, worth 2 points as the last attack card played.&lt;br /&gt;
=== Silver Dragon ===&lt;br /&gt;
4 copies, worth 3 points as the last attack card played.&lt;br /&gt;
=== Gold Dragon ===&lt;br /&gt;
4 copies, worth 3 points as the last attack card played.&lt;br /&gt;
=== Madman ===&lt;br /&gt;
2 copies, worth 4 points as the last attack card played.&lt;br /&gt;
=== Tower ===&lt;br /&gt;
2 copies, worth 4 points as the last attack card played.&lt;br /&gt;
=== Empress ===&lt;br /&gt;
2 copies, worth 5 points as the last attack card played.&lt;br /&gt;
&lt;br /&gt;
The Empress can be played on a player&#039;s defensive line to counter any of either Horseman, a Silver or Gold Dragon, a Madman, or a Tower. &lt;br /&gt;
&lt;br /&gt;
The Empress cannot be played on the attack line unless either she is the last card in a player&#039;s hand or the other Empress has already been played &#039;&#039;&#039;face-up&#039;&#039;&#039; on any player&#039;s defensive line. In this way the Empress can never be played on a defensive line against another empress, and the Empress on the attack line can never be countered.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkami&amp;diff=6471</id>
		<title>Gamehelpkami</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkami&amp;diff=6471"/>
		<updated>2020-12-13T04:59:40Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: Created page with &amp;quot;= Objective = The game is won by being the first player to score 15 points. Points are earned by being the first player in a round to run out of cards. The last card played de...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Objective =&lt;br /&gt;
The game is won by being the first player to score 15 points. Points are earned by being the first player in a round to run out of cards. The last card played determines your score for the round.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
== Setup ==&lt;br /&gt;
Players are dealt a number of cards based on the number of players in the game.  &lt;br /&gt;
&lt;br /&gt;
For a 4 player game all cards are dealt out, 8 cards to each player. Players will play on teams with the player opposite them When a player scores points those points are for the team as a whole.&lt;br /&gt;
&lt;br /&gt;
For a 3 player game players are dealt 10 cards each. The second and third player are then each given one of the remaining two cards to look at before the round starts. This card is not part of their hands and will not be used during the round.&lt;br /&gt;
&lt;br /&gt;
For a 2 player game each player is dealth 8 cards as in a four player game. The remaining 16 cards are placed as merccenaries (8 face-up on top of 8 face-down) for either player to use during the round. When the top card of a mercenary stack is used the bottom card is turned face up and made available.&lt;br /&gt;
&lt;br /&gt;
== Defend &amp;amp; Attack or Pass ==&lt;br /&gt;
On the first turn of each round a player may play any card on their defense line, and the card is played face-down. It is merely hidden and does not affect future play. They then choose a card to play face up on their attack line to end their turn.&lt;br /&gt;
&lt;br /&gt;
The next player must then either answer the attack by placing another copy of the same card face up on their defense line. The player then chooses their own card to attack with. If they do not have a card of the same type, or do not wish to play one if they do, they may instead pass. If, after playing an attack card, all other players pass then the current player may again play a card face down on their defence line rather than face up. They then choose an attack card as normal.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
The round ends when a player plays the last card from their hand on their attack line. The player who played that card then score the points for *only *that card and the next round is dealt.  &lt;br /&gt;
&lt;br /&gt;
If, on their last turn, a player placed a card &#039;&#039;&#039;face-down&#039;&#039;&#039; on their defensive line that matches their final, face-up attack card that player scores a &#039;Master Stroke&#039;. The value of their card is doubled when it is scored.&lt;br /&gt;
&lt;br /&gt;
= Game End (Variants) =&lt;br /&gt;
&#039;&#039;&#039;Soldier:&#039;&#039;&#039; The game ends when a player reaches 15 points or more.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord:&#039;&#039;&#039; The game ends when a player reaches exactly 15 points. If a player exceeds 15 points the excess is subtracted from their score. (ie. a score of 17 is adjusted to 13 (15-2)).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kami:&#039;&#039;&#039; The game ends when a player reaches exactly 15 points. If a player exceeds 15 points their score is reset to 0.  &lt;br /&gt;
&lt;br /&gt;
= Cards =&lt;br /&gt;
There are 32 cards in the Kami deck. Each lists the number of cards of that type in the upper left and the point value earned if it is the last card played in the number of icons at the bottom. For most of the cards that is all the information that is needed. The Empress however has some additional interactions and rules surrounding her play.&lt;br /&gt;
== Soldier ==&lt;br /&gt;
10 copies, worth 1 point as the last attack card played.  &lt;br /&gt;
&lt;br /&gt;
In the 4 player variant only, if a player is dealt 5 or more soldier cards they are demoralized and  may ask their teammate for a redeal. If their teammate agrees then the cards are shuffled and dealt again without changing who is starting player.&lt;br /&gt;
== Spear ==&lt;br /&gt;
4 copies, worth 2 points as the last attack card played.&lt;br /&gt;
== Horseman ==&lt;br /&gt;
4 copies, worth 2 points as the last attack card played.&lt;br /&gt;
== Silver Dragon ==&lt;br /&gt;
4 copies, worth 3 points as the last attack card played.&lt;br /&gt;
== Gold Dragon ==&lt;br /&gt;
4 copies, worth 3 points as the last attack card played.&lt;br /&gt;
== Madman ==&lt;br /&gt;
2 copies, worth 4 points as the last attack card played.&lt;br /&gt;
== Tower ==&lt;br /&gt;
2 copies, worth 4 points as the last attack card played.&lt;br /&gt;
== Empress ==&lt;br /&gt;
2 copies, worth 5 points as the last attack card played.&lt;br /&gt;
&lt;br /&gt;
The Empress can be played on a player&#039;s defensive line to counter any of either Horseman, a Silver or Gold Dragon, a Madman, or a Tower. &lt;br /&gt;
&lt;br /&gt;
The Empress cannot be played on the attack line unless either she is the last card in a player&#039;s hand or the other Empress has already been played &#039;&#039;&#039;face-up&#039;&#039;&#039; on any player&#039;s defensive line. In this way the Empress can never be played on a defensive line against another empress, and the Empress on the attack line can never be countered.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=5906</id>
		<title>Gamehelpforbiddenisland</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=5906"/>
		<updated>2020-10-18T17:11:18Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Forbidden Island, you play as a team. Your goal is to collect all the four items. The water, the fire, the land, and the sky. If someone from your team has 4 of one card, then they can go to one of the pictures of the item and collect it. When you are done, you leave via fools landing.&lt;br /&gt;
&lt;br /&gt;
This game is one in a series with forbidden desert and forbidden sky afterward.&lt;br /&gt;
Up to 4 players. I think.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each player has three actions which they may take on their turn. If it is advantageous, a player may choose to take fewer than three actions. After taking their actions players draw two cards from the treasure card deck. After resolving any waters rise cards they then draw the appropriate number of cards from the flood card deck, according to the current water level. It is then the next player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
The game is won by the players capturing all four of the treasures and returning to the Fool&#039;s Landing tile. Once all pawns are on that tile someone can play a Helicopter Lift card to win the game, regardless of whose turn it is or what phase of play it is.&lt;br /&gt;
&lt;br /&gt;
The game is lost:&lt;br /&gt;
* if Fool&#039;s Landing sinks at any point, or&lt;br /&gt;
* if both tiles for a treasure that has not yet been captured sink, or&lt;br /&gt;
* if a tile with a pawn on it sinks and that pawn cannot be rescued, or&lt;br /&gt;
* if the waters rise to the tenth water mark (indicated on the water meter with a red skull)&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
Adjacent here means tiles sharing an edge. tiles that touch only at corners are not considered to be adjacent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move:&#039;&#039;&#039; Any player may move to an adjacent tile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shore Up:&#039;&#039;&#039; Any player may flip one adjacent flooded tile (or the tile they are on if it is flooded) to its unflooded side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Give Card:&#039;&#039;&#039; Any player may give any card to another player on the &#039;&#039;same&#039;&#039; tile. You may only give regular treasure cards, not special action cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capture Treasure:&#039;&#039;&#039; If a player has four matching treasure cards, and is on a tile with the same matching symbol, they may capture that treasure. The player discards the four matching cards and matching treasure is taken from the board into the player&#039;s play area. The team is now one step closer to winning the game!&lt;br /&gt;
&lt;br /&gt;
=== Roles ===&lt;br /&gt;
Each player plays a different role on the expedition team. Depending on their role they have abilities that make it easier to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diver:&#039;&#039;&#039; &#039;&#039;(Black)&#039;&#039; May move through flooded or sunk tiles for one action, but must end their movement on a tile. (ie. not in a sunk tile square) Note this movement is still only through adjacent tiles, and it does not allow moving through spaces where there was never a tile, such as the open ocean around the island, or any holes in the initial setup, such as the lava in the volcano island setup.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; &#039;&#039;(Red)&#039;&#039; May shore up two tiles in a single action, provided they can reach both flooded tiles normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explorer:&#039;&#039;&#039; &#039;&#039;(Green)&#039;&#039; Tiles that touch at corners only are considered to be adjacent for the explorer. Thus they may both move and shore up tiles diagonally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messenger:&#039;&#039;&#039; &#039;&#039;(White)&#039;&#039; May give treasures to any player, regardless of where their pawns are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navigator:&#039;&#039;&#039; &#039;&#039;(Yellow)&#039;&#039; May move another player&#039;s pawn up to two adjacent tiles for a single action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot:&#039;&#039;&#039; &#039;&#039;(Blue)&#039;&#039; May move to any tile, not just adjacent tiles but only once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Cards ===&lt;br /&gt;
There are four simple treasure cards with five copies of each type: Water, Fire, Land, and Sky; which match the four treasures the team needs to find. There are also five special action cards, two sandbags and three helicopter lifts. Finally there are three waters rise cards, for a total of 28 cards in the treasure deck.&lt;br /&gt;
&lt;br /&gt;
Special Action cards can be played at any time, whether it is that player&#039;s turn or not. Indeed it is often necessary to play a special action card during another player&#039;s turn to win the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandbags:&#039;&#039;&#039; When played allows the player to shore up any flooded tile anywhere on the island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helicopter Lift:&#039;&#039;&#039; When played during the bulk of the game it allows a player to move any number of pawns from a single tile to any other tile on the board. Note the start and end tiles must be the same for all pawns moved, but you need not move all pawns from the start tile.&lt;br /&gt;
The Helicopter Lift card is also necessary at the end of the game in order to win, in which case it lifts all players off of the sinking island with their treasures, but only if all pawns are on the &amp;quot;Fool&#039;s Landing&amp;quot; tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waters Rise:&#039;&#039;&#039; This card does not go into the players hand but is immediately discarded. The water level is then increased to the next water mark (possibly increasing the number of flood cards to be drawn) and any cards in the flood card discard pile are shuffled and placed on top of the discard deck.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Tips_forbiddenisland|Strategy Page]]&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_forbiddenisland&amp;diff=5905</id>
		<title>Tips forbiddenisland</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_forbiddenisland&amp;diff=5905"/>
		<updated>2020-10-18T16:14:07Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: Move strategy discussion from game help to tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A good strategy is to shore up all of the locations that you need to play the game. These are the places for the items and fools landing. If fools landing sinks, you lose. You also should shore up any cards that help you get to the important places. If both of the places for each item sink and you haven&#039;t collected the item, you lose.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=5882</id>
		<title>Gamehelpforbiddenisland</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=5882"/>
		<updated>2020-10-16T23:58:30Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: Match game log terminology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Forbidden Island, you play as a team. Your goal is to collect all the four items. The water, the fire, the land, and the sky. If someone from your team has 4 of one card, then they can go to one of the pictures of the item and collect it. When you are done, you leave via fools landing.&lt;br /&gt;
&lt;br /&gt;
A good strategy is to shore up all of the locations that you need to play the game. These are the places for the items and fools landing. If fools landing sinks, you lose. You also should shore up any cards that help you get to the important places. If both of the places for each item sink and you haven&#039;t collected the item, you lose.&lt;br /&gt;
&lt;br /&gt;
This game is one in a series with forbidden desert and forbidden sky afterward.&lt;br /&gt;
Up to 4 players. I think.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_battleoflits&amp;diff=5318</id>
		<title>Tips battleoflits</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_battleoflits&amp;diff=5318"/>
		<updated>2020-08-20T03:32:04Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The central strategy, with each piece played, is to cover as many of your opponent&#039;s symbol as possible while also covering as few of your own symbol as possible. If you&#039;re just starting, this is a good strategy for a basic game. As you get more familiar with the game there are a few more subtle aspects that can help you challenge more veteran players and win. For the purpose of these tips, Let&#039;s consider your symbols to be &#039;&#039;&#039;X&#039;&#039;&#039; and the opponent therefore playing as &#039;&#039;O&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Move Strength ==&lt;br /&gt;
Since Battle Of LITS only compares the final number of symbols visible, the actual count of symbols covered/showing doesn&#039;t matter directly. Only the difference in covered/showing symbols for each side. So we&#039;ll devise a notation for the strength of a move where positive numbers increase your lead or decrease your opponent&#039;s while negative numbers increase your opponent&#039;s lead.&lt;br /&gt;
&lt;br /&gt;
=== Covering Squares ===&lt;br /&gt;
Each piece played covers four squares, so if we consider only those squares a move that covers four &#039;&#039;O&#039;&#039;&#039;s would be a +4 move with this notation, while a move that covers 1 &#039;&#039;O&#039;&#039; and 2 &#039;&#039;&#039;X&#039;&#039;&#039; would be a -1. This is the basic strategy most players employ when starting.&lt;br /&gt;
&lt;br /&gt;
=== Protecting Squares ===&lt;br /&gt;
Each play also has the potential to protect squares as well. The Red L, Blue S, and Green T all have 1 (for L) or 2 (for S and T) squares that can no longer be covered once the piece is played. We&#039;ll call those protected squares. If a piece played puts an &#039;&#039;&#039;X&#039;&#039;&#039; in a protected square, let&#039;s increase the value of that move by 1, just as if it had covered an &#039;&#039;O&#039;&#039;. Likewise if it protects an &#039;&#039;O&#039;&#039; we&#039;ll decrease the value of that move by 1. So placing an S in the following board section so that it covers all of the &#039;&#039;O&#039;&#039;s would count as a +6 move.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
| O || O || X&lt;br /&gt;
|-&lt;br /&gt;
| X || O || O&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are other ways to protect squares as well. By taking advantage of the edge of the board so that no piece fits in between it and the piece you played. I is often a good piece for these moves. Sometimes also using up the last of a the only piece that will fit in a particular spot can also protect your symbols, or at least remove a particularly strong move for your opponent elsewhere on the board.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also more nuanced aspects to this as well. A square could be protected by two separate pieces, but the second piece played didn&#039;t affect the score with that protected square, so it wouldn&#039;t be counted in the strength of the move. Each piece also has semi-protected squares along it&#039;s straight edges, since only one of the two &#039;&#039;&#039;X&#039;&#039;&#039; squares next to an I square can be covered. The number system breaks down if you try to take all of this into account, but it&#039;s still a place to start.&lt;br /&gt;
&lt;br /&gt;
=== Exposing Squares ===&lt;br /&gt;
Each piece placed, in the beginning of the game through the middle, often also allows new squares to be reached on subsequent rounds that couldn&#039;t have been reached before. To expand on the above example let&#039;s consider the following corner of a board. In this case the squares with I have been covered by a Yellow I tile.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
| X || X || O || O || X || I&lt;br /&gt;
|-&lt;br /&gt;
| X || O || X || O || O || I&lt;br /&gt;
|-&lt;br /&gt;
| X ||   ||   ||   ||   || I&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The +6 play for the S we considered above now exposes a -5 play of an L for your opponent. The move is still slightly to your advantage but nowhere near as strong. A slightly stronger move here is to play the +4 T, covering three &#039;&#039;O&#039;&#039; and an empty square while protecting 1 &#039;&#039;&#039;X&#039;&#039;&#039; and an empty square. That forces your opponent to cover at least one &#039;&#039;O&#039;&#039; themselves in order to take any &#039;&#039;&#039;X&#039;&#039;&#039;, as well as protect one &#039;&#039;&#039;X&#039;&#039;&#039; if they play an L or S. Reducing their best move from a -5 to a -2.&lt;br /&gt;
&lt;br /&gt;
There are other more subtle ways pieces played can affect the board. Using up all five of a particular tile for instance might end the game early or, as mentioned earlier, protect squares not even close to where the piece was played.  BGA helpfully highlights which squares can be covered by a piece both on your turn and your opponent&#039;s turns. Watch which squares become protected when you play a piece and which squares can newly be attacked to help get a feel for the full effects of a move.&lt;br /&gt;
&lt;br /&gt;
== Starting the Game ==&lt;br /&gt;
Battle of LITS employs a Pie Rule where the second player can choose to switch sides and become the first player if they think the first move puts them at too much of a disadvantage. As such, a good first move is somewhat difficult to quantify. That said, some general advice.&lt;br /&gt;
&lt;br /&gt;
The players usually place 6, 7 or 8 tiles each during the match. Thus the matches often end in an &#039;&#039;&#039;Even&#039;&#039;&#039; number of total tiles placed. Since the player who goes 2nd during the match then usually will place the last piece in the game... and equal score gives the win to the player who puts the last tile... Choosing to go 2nd &#039;&#039;can&#039;&#039; be smart. But ONLY if going 2nd looks like a win or draw.... It can be somewhat difficult to judge these things, especially when you&#039;re first starting.&lt;br /&gt;
&lt;br /&gt;
Many players, upon learning of the Pie Rule, will then make a neutral (0 value) move when they have to place the first piece. This usually means your opponent will agree to go second and you get to keep that move, but it also gives them the opportunity to set the pace of the game. You will all but inevitably be starting with a deficit of -3 or more on your next turn when you make a neutral start.&lt;br /&gt;
&lt;br /&gt;
For similar reasons starting with a +3 or higher move can be dangerous, as the stronger your opening, the more likely it is that your opponent will take one look and choose to go first, meaning once again you are starting with a -3 or higher deficit to overcome. The point is to try to make the game more fair, not to try to give all the first player advantage to the second player.&lt;br /&gt;
&lt;br /&gt;
An opening move of +1 or +2 is usually a pretty safe start, unless the board really doesn&#039;t offer any such moves. This means that if your opponent chooses to go second, you can still end up not to far behind, and if they choose to go first you can potentially make up the difference and come out ahead again after your first move. When choosing where to place that first piece it is very worth considering what you would do were you forced to be the second player in this game as well as how you would respond to such a move. If you can think further along by all means, but I&#039;ve found that two moves is more that I can reliably predict anyway. &lt;br /&gt;
&lt;br /&gt;
For the second player, the choice to go first or second follows more or less the same logic. Would giving the other player a move to start, of off the piece played, that they know they get to keep, put them at a significant lead? If yes then go second and make that move. If not, then maybe see if the first player is in a better position.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelppresident&amp;diff=5309</id>
		<title>Gamehelppresident</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelppresident&amp;diff=5309"/>
		<updated>2020-08-18T20:51:05Z</updated>

		<summary type="html">&lt;p&gt;Csaphiro: Grammar for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
&lt;br /&gt;
The goal of the President is to be the first to get rid off all of the cards in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Playing the game ===&lt;br /&gt;
&lt;br /&gt;
Number of players : 4-8 players.&lt;br /&gt;
&lt;br /&gt;
President is played with a standard 52-card deck and 2 Jokers. Following this hierarchy (highest value to lowest) : Joker,2,A,K,Q,J,10,9,8,7,6,5,4,3.&lt;br /&gt;
&lt;br /&gt;
Cards are dealt one at a time clockwise until all cards have been dealt. Some players may have more cards than others.&lt;br /&gt;
&lt;br /&gt;
A player can play a single card or a set of cards of equal rank : &lt;br /&gt;
*Double – a pair of cards of the same value (ex. 2 Kings).&lt;br /&gt;
*Triple – three cards of the same value (ex. 3 fours).&lt;br /&gt;
*Quadruple – four cards of the same value (ex. 4 sevens).&lt;br /&gt;
&lt;br /&gt;
The first player of the round sets how many cards should be played for the entire pile.&lt;br /&gt;
*Player 1 : plays 1 five, then all others players must play one card until this pile is over.&lt;br /&gt;
*Player 1 : plays 2 nines, then all others players must play two cards until this pile is over.&lt;br /&gt;
&lt;br /&gt;
The next player must play the same number of cards as the previous player. &lt;br /&gt;
To play, the next player must play a higher rank card (or a higher rank group of cards for double, triple or quadruple).&amp;lt;br&amp;gt;&lt;br /&gt;
*A Joker is a &amp;quot;trump&amp;quot; card and wins any hand no matter the size of the set (ex: 1 Joker beats four 2&#039;s)&lt;br /&gt;
Or pass if he can not play.&lt;br /&gt;
Or pass even if he can, therefore will not be able to play anymore during this pile.&lt;br /&gt;
&lt;br /&gt;
If a player played his last card, and no other player can play (or pass even if he can play). The next player available clockwise will start next pile.&lt;br /&gt;
&lt;br /&gt;
=== End of the game ===&lt;br /&gt;
&lt;br /&gt;
The game will continue until there is a single player left with at least a card in his hand.&lt;br /&gt;
&lt;br /&gt;
The first player to get rid off all of his cards will become the &#039;&#039;President&#039;&#039; in the following round. &lt;br /&gt;
The second player to get rid off all of his cards will become the &#039;&#039;Prime-Minister&#039;&#039; in the following round.&lt;br /&gt;
The before last player to get rid off all of his cards will become the &#039;&#039;Peasant&#039;&#039; in the following round.&lt;br /&gt;
The last player to get rid off all of his cards will become the &#039;&#039;Beggar&#039;&#039; in the following round.&lt;br /&gt;
Any other players will be considered neutral and will become &#039;&#039;Citizen(s)&#039;&#039; in the following round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before next round starts :&lt;br /&gt;
The &#039;&#039;Beggar&#039;&#039; must give his two highest cards to the &#039;&#039;President&#039;&#039;. And the &#039;&#039;President&#039;&#039; must give back 2 cards of his choice to the &#039;&#039;Beggar&#039;&#039;.&lt;br /&gt;
The &#039;&#039;Peasant&#039;&#039; must give his highest card to the &#039;&#039;Prime-Minister&#039;&#039;. And the &#039;&#039;Prime-Minister&#039;&#039; must give back 1 card of his choice to the &#039;&#039;Peasant&#039;&#039;.&lt;br /&gt;
Any &#039;&#039;Citizen(s)&#039;&#039; do not exchange cards.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Beggar&#039;&#039; will be the first player to start the next round.&lt;br /&gt;
&lt;br /&gt;
=== Revolution ===&lt;br /&gt;
&lt;br /&gt;
When a player plays four cards of the same rank, the hierarchy of all the cards are reversed. For example, if 3,4,5,6,7,8,9,10,J,Q,K,A,2 is the typical order of power (from left to right), after the revolution the order of power 2,A,K,Q,J,10,9,8,7,6,5,4,3. If another revolution is played, the order would switch back to normal.&lt;br /&gt;
&lt;br /&gt;
== Optional rules ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skip&#039;&#039;&#039; - When a player plays the same number of cards of the same rank as the previous player, that skips the next person who would have played. For example, playing a 7 on top of another 7, or a pair of 4s on another pair of 4s, the next player is skipped. You can&#039;t skip with the best card (2 or 3 in case of revolution and jokers).&lt;br /&gt;
&lt;br /&gt;
== Points ==&lt;br /&gt;
&lt;br /&gt;
Each player starts with a credit of 50 points. &lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;President&#039;&#039; scores 5 points.&lt;br /&gt;
*The &#039;&#039;Prime-Minister&#039;&#039; scores 0 point.&lt;br /&gt;
*The &#039;&#039;Citizen&#039;&#039; loses 5 points.&lt;br /&gt;
*The &#039;&#039;Peasant&#039;&#039; loses 10 points.&lt;br /&gt;
*The  &#039;&#039;Beggar&#039;&#039; loses 15 points.&lt;br /&gt;
&lt;br /&gt;
Game ends when a player reaches 0 point or less.&lt;/div&gt;</summary>
		<author><name>Csaphiro</name></author>
	</entry>
</feed>