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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Echsecutor</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-08T22:22:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbattlespiritssaga&amp;diff=21508</id>
		<title>Gamehelpbattlespiritssaga</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbattlespiritssaga&amp;diff=21508"/>
		<updated>2024-06-12T19:35:32Z</updated>

		<summary type="html">&lt;p&gt;Echsecutor: added minimal details for summoning and attacking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Winning the Game ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Games of Battle Spirits Saga are won in one of two ways.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first is by reducing your opponent’s life total to zero through attacking them with your Spirits. &lt;br /&gt;
&lt;br /&gt;
By hitting your opponent with Spirits, you reduce their life cores by the total number of symbols in your attacking creatures’ bottom right corner – for instance, if you hit with two creatures with one symbol each, your opponent will lose two life cores.&lt;br /&gt;
&lt;br /&gt;
The second way will be one familiar to most TCG players, known as ‘decking out’. If you go to your start step with no cards left in your deck, you immediately lose the game regardless of how many life cores you had left remaining.&lt;br /&gt;
&lt;br /&gt;
Of course, there are other potential outcomes, such as both players winning at the same time (resulting in a draw), or one player conceding the game and losing as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Turns ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each turn is divided into seven steps:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start Step:&#039;&#039;&#039; This step is more about checking the condition of the board. Any effects that say they happen in the Start step are resolved, and the active player must check to see if they still have cards in their deck. If they don’t, they immediately lose the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Step:&#039;&#039;&#039; The Core Step has the active player puts one core from their Void into their Reserve. Any effects that are stated to trigger now are also resolved. The first player doesn’t have a Core step on their first turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw Step:&#039;&#039;&#039; This step is simple enough: the active player draws a card. If any effects trigger now, they are also resolved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refresh Step:&#039;&#039;&#039; In the Refresh Step, every currently-exhausted card (those turned 90 degrees) are returned to their normal position. Cores in your Trash area are moved back into your Reserve, and any effects triggered by this step are resolved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main Step:&#039;&#039;&#039; This is the earliest point in the turn where you can play cards. In the Main Step, you can play Spirit, Nexus, and Magic cards, level up cards already on the field, set cards in your Burst area, activate abilities on cards, or merely move onto the next step.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Step:&#039;&#039;&#039; This is when combat happens, and the active player can decide which Spirits they are attacking with, while the defending player can choose their blockers. Alongside combat, this step also includes two Flash Windows where cards with flash abilities can be played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Step:&#039;&#039;&#039; In the End Step, any effects that specifically trigger during the end step, or last until the end of the turn, are resolved. After this, the turn ends, and the next player begins again at the Start Step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summoning == &lt;br /&gt;
&lt;br /&gt;
The costs of a spirit/nexus are calculated as follows:&lt;br /&gt;
* The big number in the upper left corner inside the circle is the base cost&lt;br /&gt;
* These costs are reduced by 1 for each reduction symbol in the small bar below the cost figure for which you have a corresponding symbol in the lower right corner on one of your cards currently in the field&lt;br /&gt;
&lt;br /&gt;
You pay the costs by moving this number of cores from your reserve to your trash.&lt;br /&gt;
&lt;br /&gt;
After summoning a spirit/nexus, you may put cores from your reserve or from other cards onto the new one. The level of the spirit is determined by the number of cores on on the card. The number of cores needed to reach each level is written in the circle next to the BP below the level on the left hand side of the card. If you can not put at least as many cores onto the spirit as needed for level 1, the card is destroyed (put into trash).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
&lt;br /&gt;
* The attacker names the attaking spirits&lt;br /&gt;
* The defender assigns up to one blocker per attacker&lt;br /&gt;
* Comparing BP, the weaker spirit is destroyed. &lt;br /&gt;
** In case of a draw, both are destroyed&lt;br /&gt;
* Unblocked atackers deal damage equal to the number of cores on the lower right corner. &lt;br /&gt;
** The damaged player moves that many cores from his live to his reserve.&lt;br /&gt;
&lt;br /&gt;
Before and after declaring blockers, flashes may be played.&lt;/div&gt;</summary>
		<author><name>Echsecutor</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcephalopod&amp;diff=17346</id>
		<title>Gamehelpcephalopod</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcephalopod&amp;diff=17346"/>
		<updated>2023-07-01T14:55:42Z</updated>

		<summary type="html">&lt;p&gt;Echsecutor: unordered list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Play=&lt;br /&gt;
&lt;br /&gt;
Players take turns adding dice of their own color to the board, one die per turn. A die can be placed on any empty field.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
&lt;br /&gt;
When placing a dice, any set of dice which consists of&lt;br /&gt;
&lt;br /&gt;
* two or more dice&lt;br /&gt;
* all of which or orthogonally adjacent to the dice which was just placed&lt;br /&gt;
* with a total sum of 6 or less eyes in the set of dice&lt;br /&gt;
&lt;br /&gt;
can be captured.&lt;br /&gt;
&lt;br /&gt;
If there is such a set, the placing player must choose one, remove all the dice in the captured set from the board and set the new dice such as to show the number of eyes that where just removed.&lt;br /&gt;
&lt;br /&gt;
If there is no such set, no dice are removed and the new die shows a 1.&lt;br /&gt;
&lt;br /&gt;
=Game End=&lt;br /&gt;
&lt;br /&gt;
The game ends when the board has been completely filled. The player with the larger number of dice wins.&lt;/div&gt;</summary>
		<author><name>Echsecutor</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcephalopod&amp;diff=17345</id>
		<title>Gamehelpcephalopod</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcephalopod&amp;diff=17345"/>
		<updated>2023-07-01T14:55:07Z</updated>

		<summary type="html">&lt;p&gt;Echsecutor: added missing details (game end/winning condition) and described capturing more consisely&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Game Play=&lt;br /&gt;
&lt;br /&gt;
Players take turns adding dice of their own color to the board, one die per turn. A die can be placed on any empty field.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
&lt;br /&gt;
When placing a dice, any set of dice which consists of&lt;br /&gt;
&lt;br /&gt;
# two or more dice &lt;br /&gt;
# all of which or orthogonally adjacent to the dice which was just placed&lt;br /&gt;
# with a total sum of 6 or less eyes in the set of dice&lt;br /&gt;
&lt;br /&gt;
can be captured.&lt;br /&gt;
&lt;br /&gt;
If there is such a set, the placing player must choose one, remove all the dice in the captured set from the board and set the new dice such as to show the number of eyes that where just removed.&lt;br /&gt;
&lt;br /&gt;
If there is no such set, no dice are removed and the new die shows a 1.&lt;br /&gt;
&lt;br /&gt;
=Game End=&lt;br /&gt;
&lt;br /&gt;
The game ends when the board has been completely filled. The player with the larger number of dice wins.&lt;/div&gt;</summary>
		<author><name>Echsecutor</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=6228</id>
		<title>Gamehelpkingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingdombuilder&amp;diff=6228"/>
		<updated>2020-11-24T11:42:27Z</updated>

		<summary type="html">&lt;p&gt;Echsecutor: added game end condition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;User feedback (SQ): How does it end?&lt;br /&gt;
&lt;br /&gt;
== Rules overview ==&lt;br /&gt;
Place three settlements per turn on the same terrain type shown on your card with the following constraint : if possible you &#039;&#039;&#039;must&#039;&#039;&#039; build adjacent to your existing settlements. Never forget this, managing adjacency is the key of this game.&lt;br /&gt;
&lt;br /&gt;
By building next to a castle, the player will earn gold at the end of the game, but the most gold will be earned by meeting the conditions of the three Kingdom Builder cards; these three cards (from a total of ten in the game) specify the conditions that must be met in order to earn the much-desired gold, such as earning gold for your settlements built next to water hexes or having the majority of settlements in a sector of the board.&lt;br /&gt;
&lt;br /&gt;
Building next to a location will grant you a corresponding tile (if there are any left, and if you did not already obtained a tile from this precise location) that you will be able to activate it from next turn on.&lt;br /&gt;
These extra actions can be activated at each turn either before or after your mandatory build of three settlements, and here is the action each location grants you :&lt;br /&gt;
* Oracle : build one settlement on a hex of the same type as your played card, build adjacent if possible&lt;br /&gt;
* Farm : build one settlement on grass, build adjacent if possible&lt;br /&gt;
* Oasis : build one settlement on a desert hex, build adjacent if possible&lt;br /&gt;
* Tower : build one settlement at the edge on the board, build adjacent if possible&lt;br /&gt;
* Tavern : build one settlement at the end of a string of at least 3 of your own settlements. The orientation of the string does not matter. The chosen hex must be suitable for building.&lt;br /&gt;
* Barn : move any one of your existing settlements to a hex of the same type as your played terrain card.  Build adjacent if possible.&lt;br /&gt;
* Harbor : move any one of your existing settlements to a water hex. Build adjacent if possible.  This is the only way to build settlements on water hexes.&lt;br /&gt;
* Paddock : move any one of your existing settlements two hexes in a straight line in any direction to an eligible hex.  You may jump across any terrain type hex, even mountain, water, castle, location and/or your own and other players&#039; settlement. The target hex does not have be adjacent to one of your own settlements.&lt;br /&gt;
&lt;br /&gt;
== Losing a tile ==&lt;br /&gt;
The player keeps a location tile as long as at least one of their settlements is adjacent to the corresponding location.&lt;br /&gt;
If they move their last settlement away from such a location by using an extra action (Barn, Harbor or Paddock), they must discard this location tile and remove it from the game.&lt;br /&gt;
Notice that after losing a tile from a location, a player cannot re-obtain the tile from the same location since &#039;&#039;&#039;a player may seize only one location tile from a given location&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gmae End ==&lt;br /&gt;
The game ends at the end of the round in which one player has built the last settlement from their personal supply.&lt;/div&gt;</summary>
		<author><name>Echsecutor</name></author>
	</entry>
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