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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Daniinnc</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-01T14:35:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpartistalley&amp;diff=31423</id>
		<title>Gamehelpartistalley</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpartistalley&amp;diff=31423"/>
		<updated>2026-09-14T20:07:55Z</updated>

		<summary type="html">&lt;p&gt;Daniinnc: /* Objective */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In &#039;&#039;Artist Alley&#039;&#039;, each player is an artist selling their work at a convention. The player with the most money at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Game Turn==&lt;br /&gt;
&#039;&#039;Artist Alley&#039;&#039; plays for 9 rounds and play is simultaneous.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, a Client card is revealed. It shows the Client&#039;s budget, and the client shops according to these rules:&lt;br /&gt;
&lt;br /&gt;
* The Client always starts with buying the cheapest card first, then goes in ascending price order until their budget runs out.&lt;br /&gt;
* If there are two identical cards, the Client haggles and buys them each at half price.&lt;br /&gt;
* When there are three or more identical cards, the Client refuses to buy any of them.&lt;br /&gt;
&lt;br /&gt;
After the Client card is revealed, each player plays a product card. Then all product cards are revealed simultaneously and sales are resolved.&lt;/div&gt;</summary>
		<author><name>Daniinnc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpartistalley&amp;diff=31422</id>
		<title>Gamehelpartistalley</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpartistalley&amp;diff=31422"/>
		<updated>2026-09-14T19:55:28Z</updated>

		<summary type="html">&lt;p&gt;Daniinnc: /* Objective */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In &#039;&#039;Artist Alley&#039;&#039;, each player is an artist selling their work at a convention. The player with the most money at the end of the game wins.&lt;br /&gt;
==Game Turn==&lt;br /&gt;
&#039;&#039;Artist Alley&#039;&#039; plays for 9 rounds and play is simultaneous.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, a Client card is revealed. It shows the Client&#039;s budget, and the client shops according to these rules:&lt;br /&gt;
&lt;br /&gt;
* The Client always starts with buying the cheapest card first, then goes in ascending price order until their budget runs out.&lt;br /&gt;
* If there are two identical cards, the Client haggles and buys them each at half price.&lt;br /&gt;
* When there are three or more identical cards, the Client refuses to buy any of them.&lt;br /&gt;
&lt;br /&gt;
After the Client card is revealed, each player plays a product card. Then all product cards are revealed simultaneously and sales are resolved.&lt;/div&gt;</summary>
		<author><name>Daniinnc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkhronos&amp;diff=20465</id>
		<title>Gamehelpkhronos</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkhronos&amp;diff=20465"/>
		<updated>2024-03-12T23:18:37Z</updated>

		<summary type="html">&lt;p&gt;Daniinnc: Created page with &amp;quot;The end goal for this game is to be the player with the largest pile of wealth.  The game is played over seven turns and on three different boards. The boards represent the same region over three different periods: the Age of Might, the Age of Faith, and the Age of Reason.  There are 155 building tiles, in three colors. --Military buildings are orange. --Religious buildings are fuschia. --Civil buildings are blue.  The following phases are played by each player during th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The end goal for this game is to be the player with the largest pile of wealth.&lt;br /&gt;
&lt;br /&gt;
The game is played over seven turns and on three different boards. The boards represent the same region over three different periods: the Age of Might, the Age of Faith, and the Age of Reason.&lt;br /&gt;
&lt;br /&gt;
There are 155 building tiles, in three colors.&lt;br /&gt;
--Military buildings are orange.&lt;br /&gt;
--Religious buildings are fuschia.&lt;br /&gt;
--Civil buildings are blue.&lt;br /&gt;
&lt;br /&gt;
The following phases are played by each player during their turn.&lt;br /&gt;
     I. Exchange all or a part of your Construction Card hand.&lt;br /&gt;
    II. The Action Phase:&lt;br /&gt;
        1. Travel in time.&lt;br /&gt;
        2. Use Construction Cards to construct, demolish, upgrade, populate, or renovate a building. Note: certain buildings award an immediate Ecu bonus &lt;br /&gt;
           when they are constructed.&lt;br /&gt;
   III. Discard all remaining unused Construction Cards and draw 4 new ones.&lt;br /&gt;
    IV. Pocket Earnings from domains (only on turns 4 and 7).&lt;br /&gt;
&lt;br /&gt;
When a player finishes a game turn, the player to their left starts their own. When the turn comes back to the first player, the Turn Indicator pawn moves up a notch.&lt;/div&gt;</summary>
		<author><name>Daniinnc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphoola&amp;diff=18079</id>
		<title>Gamehelphoola</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphoola&amp;diff=18079"/>
		<updated>2023-09-16T16:31:05Z</updated>

		<summary type="html">&lt;p&gt;Daniinnc: Added basic rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;These rules are summarized from the rules page on Pagat.com.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hoola is a Korean rummy game that uses a standard international 52-card deck. Aces are worth 1 point, 2-6 and 8-10 are worth face value, jacks 11 points, queens 12 points and kings 13 points each. Sevens are special cards which are worth 7 points when going out with a &#039;blast&#039; but 14 points when they remain in a player&#039;s hand at the end of the play.&lt;br /&gt;
&lt;br /&gt;
The objective is to form melds. A normal meld is three cards in a set (such as 2-2-2) or a run in the same suit (such as 2-3-4 of spades).  A run can &amp;quot;wrap&amp;quot;, meaning that K-A-2 is valid. You can also play a special meld, which is a 7 on its own. A player can also add cards to an existing meld on the table.&lt;br /&gt;
&lt;br /&gt;
A normal turn consists of:&lt;br /&gt;
&lt;br /&gt;
# drawing one card from the top of the stock pile or discard pile&lt;br /&gt;
# optionally placing one or more melds from hand face up on the table&lt;br /&gt;
# optionally extending melds that are already on the table by adding cards to them to make larger melds&lt;br /&gt;
# discarding one card face up on the discard pile.&lt;br /&gt;
&lt;br /&gt;
Step 1 is compulsory - every turn begins by drawing a card. Step 4 is also compulsory unless the player ends the play by melding all their cards and thereby going out.&lt;br /&gt;
&lt;br /&gt;
There are five ways that the play can end.&lt;br /&gt;
&lt;br /&gt;
; 1. The Blast&lt;br /&gt;
: If at the start of any turn you have not yet melded any cards, and the total value of the seven cards in your hand is 15 points or less or 83 points or more, you may stop the game and win. For this purpose Sevens count 7 points.&lt;br /&gt;
; 2. The Knock (or Stop)&lt;br /&gt;
: If at the start of your turn you have not more than 10 points in your hand then you may stop the game. Everyone immediately shows their cards. If you have the fewest points in hand you win, but if any other player has the same number or fewer than you, you lose. For this purpose sevens count as 14 points. (Note that when a player knocks it is not possible for the knocker or any other player to dispose of any cards by melding. All cards held in the hand at that point are counted.)&lt;br /&gt;
; 3. Going Out&lt;br /&gt;
: If during your turn you meld all your remaining cards, either by making new melds or adding them to melds, or if you meld all but one of your remaining cards and discard your last card, the play ends and you win.&lt;br /&gt;
; 4. Four sevens (the big luck)&lt;br /&gt;
: A player who has four sevens in hand can stop the game and win. Note that the sevens all have to be in the player&#039;s hand - if any sevens have been melded this type of win is not possible. This win can be played as soon as the fourth Seven is acquired - for example immediately after drawing it from the stock. The player does not have to wait until their next turn.&lt;br /&gt;
; 5. End of Stock&lt;br /&gt;
: If a player draws the last card of the stock, that player completes their turn in the normal way. If they do not go out, then after they discard the play ends. No one can meld any further cards. The players show the cards remaining in their hands and count their points (7&#039;s count 14 points). The player with the lowest value of unmelded cards wins.&lt;/div&gt;</summary>
		<author><name>Daniinnc</name></author>
	</entry>
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