<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Daravon</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=Daravon"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Daravon"/>
	<updated>2026-09-16T11:37:29Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_mollyhouse&amp;diff=26784</id>
		<title>Tips mollyhouse</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_mollyhouse&amp;diff=26784"/>
		<updated>2025-10-08T18:24:51Z</updated>

		<summary type="html">&lt;p&gt;Daravon: Created page with &amp;quot;Winning Hands  After all rounds have been played, the best set of four cards is selected to be scored from among those played, using the following ranking:  1. Surprise Ball: Four desire cards of the same suit in sequential order.   2. Christening: Queen and 3 desire cards of the same value.   3. Dance: Jack and 3 desire cards in sequential order (ignore suit).   If multiple sets of the same rank could be made, the set containing the desire with the highest value is sele...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Winning Hands&lt;br /&gt;
&lt;br /&gt;
After all rounds have been played, the best set of four cards is selected to be scored from among those played, using the following ranking:&lt;br /&gt;
&lt;br /&gt;
1. Surprise Ball: Four desire cards of the same suit in sequential order. &lt;br /&gt;
&lt;br /&gt;
2. Christening: Queen and 3 desire cards of the same value. &lt;br /&gt;
&lt;br /&gt;
3. Dance: Jack and 3 desire cards in sequential order (ignore suit). &lt;br /&gt;
&lt;br /&gt;
If multiple sets of the same rank could be made, the set containing the desire with the highest value is selected. If the winning set could be made multiple ways (e.g. with a rogue instead of a desire of the same value), the festivity runner decides which specific cards will be selected.&lt;br /&gt;
&lt;br /&gt;
If no set of the above ranks can be made, a Quiet Gathering occurs. The four lowest desires are selected as the winning set, ignoring rogues. If there were fewer than four desires played, score only those.&lt;br /&gt;
&lt;br /&gt;
During Quiet Gatherings, treat constables as zero-value desires. This means constables will always be selected during a Quiet Gathering&lt;/div&gt;</summary>
		<author><name>Daravon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagestofrobinhood&amp;diff=22266</id>
		<title>Gamehelpagestofrobinhood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagestofrobinhood&amp;diff=22266"/>
		<updated>2024-08-22T14:58:32Z</updated>

		<summary type="html">&lt;p&gt;Daravon: Updated dice faces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dice Values ==&lt;br /&gt;
&lt;br /&gt;
In a Rob attempt:&lt;br /&gt;
* White die in Submissive (and Passive) Parishes and Nottingham (die faces are -2, -1, -1, 0, 1, 2).&lt;br /&gt;
* Green die in Revolting Parishes and Forests (die faces are -1, -1, 0, 1, 2, 3).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Royal Inspection Procedure ==&lt;br /&gt;
&#039;&#039;&#039;Unrest Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One Carriage is moved if possible.&lt;br /&gt;
&lt;br /&gt;
Shift Royal Favour as follows:&lt;br /&gt;
* 5 - 7 Submissive Parishes: 1 step towards Order.&lt;br /&gt;
* 3 - 4 Submissive Parishes: 1 step towards Justice.&lt;br /&gt;
* 1 - 2 Submissive Parishes: 2 steps towards Justice.&lt;br /&gt;
* 0 Submissive Parishes: 3 steps towards Justice.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check for Game End&#039;&#039;&#039;&lt;br /&gt;
* First two Royal Inspections: 5 + Justice or Order immediately ends game.&lt;br /&gt;
* Last Royal Inspection: Final position determines winner.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mischief&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robin Hood:&#039;&#039;&lt;br /&gt;
* Gains 1 Shilling for each Camp in a Forest (including Ollerton Hill)&lt;br /&gt;
* May conduct a single Rob Plot followed by a Donate Deed in up to two spaces. &lt;br /&gt;
* Returns half (rounded down) of the Merry Men in Prison to Available Forces (can include Robin Hood if imprisoned).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sheriff:&#039;&#039;&lt;br /&gt;
* Gains 1 Shilling for each Submissive space (including Nottingham). &lt;br /&gt;
* Removes half (rounded down) of the Henchmen in each Revolting space to Available Forces. &lt;br /&gt;
* Sets any Revolting Parish where Henchmen still outnumber Merry Men to Submissive.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redeployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sheriff:&#039;&#039;&lt;br /&gt;
* Must move any Henchmen in Revolting Parishes and Forests to Submissive spaces.&lt;br /&gt;
* May move any other Henchmen to Nottingham. &lt;br /&gt;
* Returns all Used Carriages to Available Forces.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Robin Hood:&#039;&#039;&lt;br /&gt;
* Merry Men on the map are flipped to Hidden.&lt;br /&gt;
* Merry Men in Submissive Parishes must be moved to any Forest, or to a Parish with a Camp (even if Submissive). &lt;br /&gt;
* Any other Merry Men may either stay where they are or may be moved to a Forest or a Parish with a Camp. &lt;br /&gt;
* If Robin Hood piece is in Available Forces, place it in any Forest. &lt;br /&gt;
* Unless Robin Hood is in Prison, player may secretly swap the Robin Hood piece with any other Merry Man on the map.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Robin Hood always starts new Ballad as First Eligible Player.&lt;/div&gt;</summary>
		<author><name>Daravon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagestofrobinhood&amp;diff=22264</id>
		<title>Gamehelpagestofrobinhood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagestofrobinhood&amp;diff=22264"/>
		<updated>2024-08-22T14:01:07Z</updated>

		<summary type="html">&lt;p&gt;Daravon: Updated headings to appear correctly on BGA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dice Values ==&lt;br /&gt;
&lt;br /&gt;
In a Rob attempt:&lt;br /&gt;
* White die in Submissive (and Passive) Parishes and Nottingham (die values range from -2 to +2).&lt;br /&gt;
* Green die in Revolting Parishes and Forests (die values range from -1 to +3).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Royal Inspection Procedure ==&lt;br /&gt;
&#039;&#039;&#039;Unrest Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One Carriage is moved if possible.&lt;br /&gt;
&lt;br /&gt;
Shift Royal Favour as follows:&lt;br /&gt;
* 5 - 7 Submissive Parishes: 1 step towards Order.&lt;br /&gt;
* 3 - 4 Submissive Parishes: 1 step towards Justice.&lt;br /&gt;
* 1 - 2 Submissive Parishes: 2 steps towards Justice.&lt;br /&gt;
* 0 Submissive Parishes: 3 steps towards Justice.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check for Game End&#039;&#039;&#039;&lt;br /&gt;
* First two Royal Inspections: 5 + Justice or Order immediately ends game.&lt;br /&gt;
* Last Royal Inspection: Final position determines winner.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mischief&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robin Hood:&#039;&#039;&lt;br /&gt;
* Gains 1 Shilling for each Camp in a Forest (including Ollerton Hill)&lt;br /&gt;
* May conduct a single Rob Plot followed by a Donate Deed in up to two spaces. &lt;br /&gt;
* Returns half (rounded down) of the Merry Men in Prison to Available Forces (can include Robin Hood if imprisoned).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Governance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sheriff:&#039;&#039;&lt;br /&gt;
* Gains 1 Shilling for each Submissive space (including Nottingham). &lt;br /&gt;
* Removes half (rounded down) of the Henchmen in each Revolting space to Available Forces. &lt;br /&gt;
* Sets any Revolting Parish where Henchmen still outnumber Merry Men to Submissive.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redeployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sheriff:&#039;&#039;&lt;br /&gt;
* Must move any Henchmen in Revolting Parishes and Forests to Submissive spaces.&lt;br /&gt;
* May move any other Henchmen to Nottingham. &lt;br /&gt;
* Returns all Used Carriages to Available Forces.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Robin Hood:&#039;&#039;&lt;br /&gt;
* Merry Men on the map are flipped to Hidden.&lt;br /&gt;
* Merry Men in Submissive Parishes must be moved to any Forest, or to a Parish with a Camp (even if Submissive). &lt;br /&gt;
* Any other Merry Men may either stay where they are or may be moved to a Forest or a Parish with a Camp. &lt;br /&gt;
* If Robin Hood piece is in Available Forces, place it in any Forest. &lt;br /&gt;
* Unless Robin Hood is in Prison, player may secretly swap the Robin Hood piece with any other Merry Man on the map.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Robin Hood always starts new Ballad as First Eligible Player.&lt;/div&gt;</summary>
		<author><name>Daravon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpagestofrobinhood&amp;diff=22263</id>
		<title>Gamehelpagestofrobinhood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpagestofrobinhood&amp;diff=22263"/>
		<updated>2024-08-22T13:34:22Z</updated>

		<summary type="html">&lt;p&gt;Daravon: Created page with &amp;quot;== Dice Values ==  In a Rob attempt: * White die in Submissive (and Passive) Parishes and Nottingham (die values range from -2 to +2). * Green die in Revolting Parishes and Forests (die values range from -1 to +3). &amp;lt;br&amp;gt; == Royal Inspection Procedure ==  === Unrest Phase === One Carriage is moved if possible.  Shift Royal Favour as follows: * 5 - 7 Submissive Parishes: 1 step towards Order. * 3 - 4 Submissive Parishes: 1 step towards Justice. * 1 - 2 Submissive Parishes:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dice Values ==&lt;br /&gt;
&lt;br /&gt;
In a Rob attempt:&lt;br /&gt;
* White die in Submissive (and Passive) Parishes and Nottingham (die values range from -2 to +2).&lt;br /&gt;
* Green die in Revolting Parishes and Forests (die values range from -1 to +3).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Royal Inspection Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== Unrest Phase ===&lt;br /&gt;
One Carriage is moved if possible.&lt;br /&gt;
&lt;br /&gt;
Shift Royal Favour as follows:&lt;br /&gt;
* 5 - 7 Submissive Parishes: 1 step towards Order.&lt;br /&gt;
* 3 - 4 Submissive Parishes: 1 step towards Justice.&lt;br /&gt;
* 1 - 2 Submissive Parishes: 2 steps towards Justice.&lt;br /&gt;
* 0 Submissive Parishes: 3 steps towards Justice.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Check for Game End ===&lt;br /&gt;
* First two Royal Inspections: 5 + Justice or Order immediately ends game.&lt;br /&gt;
* Last Royal Inspection: Final position determines winner.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Mischief ===&lt;br /&gt;
&#039;&#039;Robin Hood:&#039;&#039;&lt;br /&gt;
* Gains 1 Shilling for each Camp in a Forest (including Ollerton Hill)&lt;br /&gt;
* May conduct a single Rob Plot followed by a Donate Deed in up to two spaces. &lt;br /&gt;
* Returns half (rounded down) of the Merry Men in Prison to Available Forces (can include Robin Hood if imprisoned).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Governance === &lt;br /&gt;
&#039;&#039;Sheriff:&#039;&#039;&lt;br /&gt;
* Gains 1 Shilling for each Submissive space (including Nottingham). &lt;br /&gt;
* Removes half (rounded down) of the Henchmen in each Revolting space to Available Forces. &lt;br /&gt;
* Sets any Revolting Parish where Henchmen still outnumber Merry Men to Submissive.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Redeployment ===&lt;br /&gt;
&#039;&#039;Sheriff:&#039;&#039;&lt;br /&gt;
* Must move any Henchmen in Revolting Parishes and Forests to Submissive spaces.&lt;br /&gt;
* May move any other Henchmen to Nottingham. &lt;br /&gt;
* Returns all Used Carriages to Available Forces.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Robin Hood:&#039;&#039;&lt;br /&gt;
* Merry Men on the map are flipped to Hidden.&lt;br /&gt;
* Merry Men in Submissive Parishes must be moved to any Forest, or to a Parish with a Camp (even if Submissive). &lt;br /&gt;
* Any other Merry Men may either stay where they are or may be moved to a Forest or a Parish with a Camp. &lt;br /&gt;
* If Robin Hood piece is in Available Forces, place it in any Forest. &lt;br /&gt;
* Unless Robin Hood is in Prison, player may secretly swap the Robin Hood piece with any other Merry Man on the map.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Robin Hood always starts new Ballad as First Eligible Player.&lt;/div&gt;</summary>
		<author><name>Daravon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=7781</id>
		<title>Gamehelpbeyondthesun</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=7781"/>
		<updated>2021-03-30T15:56:45Z</updated>

		<summary type="html">&lt;p&gt;Daravon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 4 types of Technologies have different characteristics, summarized below. A hybrid Technology generally contains&lt;br /&gt;
characteristics of both of its types.&lt;br /&gt;
&lt;br /&gt;
• Scientific (blue) — Ore production automation, research actions, and Ore bonuses&lt;br /&gt;
&lt;br /&gt;
• Economic (green) — Food production automation, Population collection, and Ore collection&lt;br /&gt;
&lt;br /&gt;
• Military (red) — Shipbuilding, movements, and upgrades&lt;br /&gt;
&lt;br /&gt;
• Commercial (yellow) — Colonization actions, ship movements, and flexible actions&lt;/div&gt;</summary>
		<author><name>Daravon</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=7780</id>
		<title>Gamehelpbeyondthesun</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbeyondthesun&amp;diff=7780"/>
		<updated>2021-03-30T15:56:24Z</updated>

		<summary type="html">&lt;p&gt;Daravon: Created page with &amp;quot;The 4 types of Technologies have different characteristics, summarized below. A hybrid Technology generally contains characteristics of both of its types.  • Scientific (blu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 4 types of Technologies have different characteristics, summarized below. A hybrid Technology generally contains&lt;br /&gt;
characteristics of both of its types.&lt;br /&gt;
&lt;br /&gt;
• Scientific (blue) — Ore production automation, research actions, and Ore bonuses&lt;br /&gt;
• Economic (green) — Food production automation, Population collection, and Ore collection&lt;br /&gt;
• Military (red) — Shipbuilding, movements, and upgrades&lt;br /&gt;
• Commercial (yellow) — Colonization actions, ship movements, and flexible actions&lt;/div&gt;</summary>
		<author><name>Daravon</name></author>
	</entry>
</feed>