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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eharkler</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-31T10:46:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_orionduel&amp;diff=18485</id>
		<title>Tips orionduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_orionduel&amp;diff=18485"/>
		<updated>2023-10-20T19:03:52Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: Created page with &amp;quot;&amp;gt; To prevent your opponent from connecting you to black holes, it can help to avoid playing your color adjacent to black holes. Your opponent can only place 1 hex of your color per turn.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;gt; To prevent your opponent from connecting you to black holes, it can help to avoid playing your color adjacent to black holes. Your opponent can only place 1 hex of your color per turn.&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporionduel&amp;diff=18484</id>
		<title>Gamehelporionduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporionduel&amp;diff=18484"/>
		<updated>2023-10-20T17:40:24Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: /* 4 paths to victory: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORION Duel is an abstract board game for two players where the goal is to control cosmic space by connecting key elements. &lt;br /&gt;
&lt;br /&gt;
=== Here&#039;s how it&#039;s played: ===&lt;br /&gt;
On their turn, players place one of their tiles on the board. You can place a tile on a galaxy or a black hole if the color of that tile connects to others of the same color already on the board.&lt;br /&gt;
&lt;br /&gt;
=== 4 paths to victory: ===&lt;br /&gt;
&lt;br /&gt;
* Connect opposite edges of the same color with a continuous flow of your color.&lt;br /&gt;
* Connect 4 galaxies with a continuous flow of your color.&lt;br /&gt;
* Connect 3 black holes with a continuous flow of your opponent&#039;s color. Strategic placement and clever connections are essential to win this cosmic battle.&lt;br /&gt;
* Opponent cannot place any tile&lt;br /&gt;
The game ends immediately when a player reaches one or more of the victory conditions.  In case both players reach one or more of the victory conditions in the same time, the winner is the one who reached more winning conditions or the game continues if tied.&lt;br /&gt;
&lt;br /&gt;
If no victory condition majority occurs, the game ends when all tiles have been placed.  In this case the player with the largest value coming from: count of all the galaxy tokens minus the black hole tokens of each corresponding player.  If the values are the same the game ends in a tie.&lt;br /&gt;
&lt;br /&gt;
ORION Duel is a dynamic and engaging game that combines abstract strategy with a quest for victory. It&#039;s easy to learn, but mastering it requires skill and cunning.&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_breakthecode&amp;diff=15761</id>
		<title>Tips breakthecode</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_breakthecode&amp;diff=15761"/>
		<updated>2023-01-19T13:29:39Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: Exception to a strategy rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;Avoid asking questions where you already know the answer! ...an exception might be when you want to deny a question to other players.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;At each turn, try to ask a question giving the greatest increase in information about the numbers to be guessed. Equivalently: ask a question that gives the greatest reduction in the number of possibilities.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Try to use extreme-value strategies from puzzles like CrossSums (Kakuro). It may be possible to eliminate the most extreme (highest/lowest) possibilities for some of the numbers--especially once you know something about the rest of them. One example: the highest digit out of 5 cannot be 0 or 1, since there are only 4 digits in the range 0-1; similarly the lowest digit cannot be 8 or 9.&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarenpark&amp;diff=14459</id>
		<title>Gamehelpbarenpark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbarenpark&amp;diff=14459"/>
		<updated>2022-08-22T03:01:58Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: /* Playing Turns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing Turns ==&lt;br /&gt;
&lt;br /&gt;
To start: Place your initial tile on your park area. (It must fit on the board and not cover a pit.)&lt;br /&gt;
&lt;br /&gt;
In later turns, place any tile you have obtained on your park area, touching at least one edge of a previously placed tile. It still must fit on the board and not cover a pit.&lt;br /&gt;
&lt;br /&gt;
If you do not have any tiles...??&lt;br /&gt;
&lt;br /&gt;
== Covering icons ==&lt;br /&gt;
&lt;br /&gt;
When any portion of a tile covers an icon on the park board, you get a reward from the group supply.&lt;br /&gt;
&lt;br /&gt;
* Green wheelbarrow: Gain a Green Area (1 to 3 squares) of your choice.&lt;br /&gt;
* White cement truck: Gain an Animal House tile (4 squares) or a Green Area (1 to 3 squares) to your supply. Animal Houses earn victory points when placed.&lt;br /&gt;
* Orange excavator: Gain an Enclosure tile (5 squares) to your supply. Enclosures earn victory points when placed.&lt;br /&gt;
* Construction crew: Gain a new park area and place it immediately. It must border an existing area and not be at a level lower than your entrance.&lt;br /&gt;
&lt;br /&gt;
When you fill any park area completely, you earn a bear statue worth victory points. Finishing a park area earlier is worth more victory points.&lt;br /&gt;
&lt;br /&gt;
The game end is triggered when a player completes all four of their Park Areas. Each other player gets one more turn and then counts up their points. Most points wins&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
As an expert variant, you can play with objectives. Completing objectives earlier is worth more victory points.&lt;br /&gt;
&lt;br /&gt;
== End of game ==&lt;br /&gt;
The player with the most points wins. In case of a tie, the tied players total the point values on the tiles left in their supply (which they did not place)-the highest-value total breaks the tie. If still tied, there are multiple winners.&lt;br /&gt;
&lt;br /&gt;
== Pit variant ==&lt;br /&gt;
As an expert variant, you can cover up pits on your last turn, though you won&#039;t get the bear bonus for a tile with its pit covered up.&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_breakthecode&amp;diff=14132</id>
		<title>Tips breakthecode</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_breakthecode&amp;diff=14132"/>
		<updated>2022-07-23T19:06:13Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Avoid asking questions where you already know the answer!&lt;br /&gt;
&lt;br /&gt;
At each turn, try to ask a question giving the greatest increase in information about the numbers to be guessed. Equivalently: ask a question that gives the greatest reduction in the number of possibilities.&lt;br /&gt;
&lt;br /&gt;
Try to use extreme-value strategies from puzzles like CrossSums (Kakuro). It may be possible to eliminate the most extreme (highest/lowest) possibilities for some of the numbers--especially once you know something about the rest of them. One example: the highest digit out of 5 cannot be 0 or 1, since there are only 4 digits in the range 0-1; similarly the lowest digit cannot be 8 or 9.&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_breakthecode&amp;diff=14038</id>
		<title>Tips breakthecode</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_breakthecode&amp;diff=14038"/>
		<updated>2022-07-17T21:21:26Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: Created page with &amp;quot;Try to use extreme-value strategies from puzzles like CrossSums (Kakuro). It may be possible to eliminate the most extreme (highest/lowest) possibilities for some of the numbe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to use extreme-value strategies from puzzles like CrossSums (Kakuro). It may be possible to eliminate the most extreme (highest/lowest) possibilities for some of the numbers--especially once you know something about the rest of them. One example: the highest digit out of 5 cannot be 0 or 1, since there are only 4 digits in the range 0-1; similarly the lowest digit cannot be 8 or 9.&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcopenhagen&amp;diff=13345</id>
		<title>Gamehelpcopenhagen</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcopenhagen&amp;diff=13345"/>
		<updated>2022-05-25T01:38:48Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: /* Take a Special Tile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal==&lt;br /&gt;
Be the first player to score 12 points (or, if no one has reached 12 points by the time the &amp;quot;End of Game&amp;quot; card is revealed, be the player with the most points).&lt;br /&gt;
&lt;br /&gt;
Players score points by completing complete lines on their board, and points are doubled if the line is composed entirely of window spaces. Specifically, points are scored in the following ways:&lt;br /&gt;
&lt;br /&gt;
* Completing a horizontal row (or &amp;quot;floor&amp;quot;) = +1 point&lt;br /&gt;
** If all squares of the row have windows, score 1 additional point (for a total of +2 points).&lt;br /&gt;
* Completing a vertical column (or &amp;quot;section&amp;quot;) = +2 points&lt;br /&gt;
** If all squares of the column have windows, score 2 additional points (for a total of +4 points).&lt;br /&gt;
&lt;br /&gt;
== Player Turn ==&lt;br /&gt;
On their turn, each player may do ONE of the following:&lt;br /&gt;
&lt;br /&gt;
# Take cards&lt;br /&gt;
# Construct facade&lt;br /&gt;
&lt;br /&gt;
=== Taking Cards ===&lt;br /&gt;
If a player chooses to take cards, they MUST take 1 card of the 7 available, as well as 1 more card that is immediately adjacent to the first.&lt;br /&gt;
&lt;br /&gt;
* The row of available cards does NOT &amp;quot;wrap around&amp;quot; (i.e., the last card in the row is  NOT adjacent to the first).&lt;br /&gt;
* Empty spaces are not filled with new cards until the end of a player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
After drawing, the player must discard down to the hand limit, which is 7 cards.&lt;br /&gt;
&lt;br /&gt;
=== Constructing Facade ===&lt;br /&gt;
This option consists of placing a tile from the supply (by discarding cards equal to its cost) as follows:&lt;br /&gt;
&lt;br /&gt;
==== Discarding cards ====&lt;br /&gt;
To buy a tile, a player must first discard one card of that tile&#039;s color for each window/brick square on the tile.&lt;br /&gt;
&lt;br /&gt;
Note if this new tile touches another tile of the same color when placed, the player may discard 1 less card to pay for it.&lt;br /&gt;
&lt;br /&gt;
==== Placing the tile ====&lt;br /&gt;
They then place the tile on a &amp;quot;supported&amp;quot; area of their player board. At least one space on the new tile must be directly above&lt;br /&gt;
# the bottom of the player board, or&lt;br /&gt;
# a space on an existing tile&lt;br /&gt;
&lt;br /&gt;
Note the laws of physics need not apply here -- the piece does NOT need to &amp;quot;balance&amp;quot; on top of its supporting facade tile, it just has to be supported below at least one space of the new tile.&lt;br /&gt;
&lt;br /&gt;
== Getting and using ability tiles (Coat of Arms) ==&lt;br /&gt;
Ability Tiles allow players to bend the rules when gaining cards and placing tiles. The way to use (and reuse) these ability tiles is through activating Coat of Arms.&lt;br /&gt;
&lt;br /&gt;
=== How to activate Coat of Arms symbols ===&lt;br /&gt;
&lt;br /&gt;
Each player board has 7 Coat of Arms spaces printed on it: 4 on specific spaces on the board, plus 3 more next to the highlighted rows (outside legal tile placement).&lt;br /&gt;
&lt;br /&gt;
* Coat of Arms symbols on building spaces are activated when they are covered by a facade tile.&lt;br /&gt;
* Coat of Arms symbols to the right of highlighted rows are activated once all spaces corresponding to that row are covered.&lt;br /&gt;
&lt;br /&gt;
=== Activation Actions ===&lt;br /&gt;
As soon as a Coat of Arms is activated, the activating player takes ONE of the following three actions:&lt;br /&gt;
&lt;br /&gt;
# Take and place a 1-square window facade SPECIAL TILE&lt;br /&gt;
# Take a NEW ABILITY TILE&lt;br /&gt;
# RE-ACTIVATE ALL ABILITY TILES that they have previously used&lt;br /&gt;
&lt;br /&gt;
==== Take a Special Tile ====&lt;br /&gt;
If a player chooses to take a 1-square Special Tile, then they immediately place it on a supported building space of their board. Note this may cover or complete the row of another Coat of Arms, creating a chain reaction.&lt;br /&gt;
&lt;br /&gt;
==== Take a New Ability Tile ====&lt;br /&gt;
If a player chooses to take a new Ability Tile, they MUST select an Ability Tile that they do not already have in front of them, either used or active. See the Ability Tiles section for descriptions of their abilities.&lt;br /&gt;
&lt;br /&gt;
(Once a player has acquired all 5 Ability Tiles, this option is no longer available to the player.)&lt;br /&gt;
&lt;br /&gt;
==== Re-activate All Their Ability Tiles ====&lt;br /&gt;
Recall each time a player uses one of their Ability Tiles, they must flip the tile over to its inactive side. This action allows the player to re-activate their Ability Tiles (flipping ALL used Ability Tiles back to their active sides), and is the only way to reactivate them.&lt;br /&gt;
&lt;br /&gt;
== Ability Tiles ==&lt;br /&gt;
Ability Tiles provide interesting ways for players to bend the rules of the game to their advantage throughout their turn.&lt;br /&gt;
* Players always start the game with one active Ability Tile, the &amp;quot;Any Cards&amp;quot; tile, but they may acquire more throughout the game by activating Coats of Arms.&lt;br /&gt;
* A player may use ANY NUMBER of their active Ability Tiles on their turn.&lt;br /&gt;
&lt;br /&gt;
The 5 different Ability Tiles are:&lt;br /&gt;
&lt;br /&gt;
=== Any Cards ===&lt;br /&gt;
Allows the player to take any 2 cards for their &amp;quot;Take Cards&amp;quot; action (i.e., the cards taken need not be adjacent to each other).&lt;br /&gt;
&lt;br /&gt;
* This is the tile that each player starts the game with.&lt;br /&gt;
&lt;br /&gt;
=== Additional Card ===&lt;br /&gt;
When using the &amp;quot;Take Cards&amp;quot; action, this tile allows a player to take a 3rd card FROM ANYWHERE in the card row (i.e., even if NOT used in conjunction with the &amp;quot;Any Cards&amp;quot; tile, the 3rd card need not be adjacent to either of the first 2 cards)&lt;br /&gt;
&lt;br /&gt;
=== Construction Discount ===&lt;br /&gt;
When taking the &amp;quot;Construct Facade&amp;quot; action, the player may pay 1 fewer card than they otherwise would have had to pay for the facade tile.&lt;br /&gt;
&lt;br /&gt;
* If this tile is used to lower the cost of  a facade tile that will be placed adjacent to another facade of its own color, the two discounts DO &amp;quot;stack&amp;quot; (i.e., the final cost is 2 fewer cards than it otherwise would have been).&lt;br /&gt;
&lt;br /&gt;
=== Change of Colors ===&lt;br /&gt;
When taking the &amp;quot;Construct Facade&amp;quot; action, a player may treat ALL CARDS of a certain color as if they were any other color.&lt;br /&gt;
&lt;br /&gt;
* This means that a player may add cards of two different colors together to act as all cards of one color or the other.&lt;br /&gt;
* Alternatively, a player may use cards of just one color, but may treat that one color as if it were &amp;quot;wild&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Both Actions ===&lt;br /&gt;
On their turn, a player may use this tile to take BOTH the &amp;quot;Take Cards&amp;quot; and the &amp;quot;Construct Facade&amp;quot; actions before play passes to the next player.&lt;br /&gt;
&lt;br /&gt;
* When using this tile, the &amp;quot;Take Cards&amp;quot; action MUST ALWAYS be taken first, followed by the &amp;quot;Construct Facade&amp;quot; action.&lt;br /&gt;
* If a player draws above their hand limit (7 cards), they must discard down to 7 cards BEFORE taking the &amp;quot;Construct Facade&amp;quot; action.&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
The game ends IMMEDIATELY as soon as one of the following end game criteria is met:&lt;br /&gt;
&lt;br /&gt;
* A player reaches or exceeds 12 points.&lt;br /&gt;
::- Players do NOT finish out the round- the first player to reach or exceed 12 points wins.&lt;br /&gt;
* The &amp;quot;End of Game&amp;quot; card is revealed from the draw pile.&lt;br /&gt;
::- Again, as soon as this condition is met, the game ends. So, if a player chooses the &amp;quot;Take Cards&amp;quot; action, and then one of the cards drawn to refill the card row is the &amp;quot;End of Game&amp;quot; card, the next player does NOT take a turn.&lt;br /&gt;
&lt;br /&gt;
=== End of Game Card ===&lt;br /&gt;
In a 2-player game, the &amp;quot;End of Game&amp;quot; card is shuffled into the bottom 9 cards of the draw pile, so players will only cycle through the deck once.&lt;br /&gt;
&lt;br /&gt;
If playing with 3 or 4 players, the deck is fully cycled through once without the &amp;quot;End of Game&amp;quot; card included. After the draw pile is emptied, the discard pile is shuffled and the &amp;quot;End of Game&amp;quot; card is shuffled into the bottom 9 cards of the draw pile.&lt;br /&gt;
&lt;br /&gt;
* When the game ends because the &amp;quot;End of Game&amp;quot; card is revealed, ties are broken by awarding the win to the player with the fewest empty spaces remaining on their board.&lt;br /&gt;
** If players are still tied for first place after considering empty spaces, the tied players share the victory.&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=10014</id>
		<title>Gamehelpazul</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpazul&amp;diff=10014"/>
		<updated>2021-11-01T12:35:46Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Setup==&lt;br /&gt;
* Each player&#039;s board starts on its coloured side. Each player starts with 0 points.&lt;br /&gt;
* Place 5 factory displays for 2 players/7 for 3 players/9 for 4 players in a circle in the center of the playing area.&lt;br /&gt;
* Place 20 tiles of each colour (white, red, yellow, blue, black) into the bag. Then fill each display with 4 tiles.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
* The starting player places the starting player marker in the center of the table and starts the first turn of the round.&lt;br /&gt;
* On your turn, pick all tiles of the same color from the display or the center. If you pick from the display, move the rest to the center. If you are the first to pick from the center this round, take the starting player marker and place it on your floor line.&lt;br /&gt;
* Then, add the tiles to a pattern line (first line 1 space, second 2 spaces and so on). A line can only hold a colour and it must not appear on that line of the wall). The rest goes to the floor line.&lt;br /&gt;
* Scoring: After all tiles are taken, check your pattern lines from top to bottom. If a line is complete, move the rightmost tile to the corresponding place, score accordingly and discard the rest from that line. Else, nothing happens.&lt;br /&gt;
* Each new tile is immediately scored.&lt;br /&gt;
** If there are no adjacent tiles, score 1 point.&lt;br /&gt;
** If there are adjacent horizontal tiles score 1 point for each tile in the horizonal row linked to that tile, including the tile you just placed.&lt;br /&gt;
** If there are adjacent vertical tiles score 1 point for each tile in the vertical column linked to that tile, including the tile you just placed.&lt;br /&gt;
** If there are both adjacent horizontal and vertical tiles then perform both of the above two scoring steps. In this manner the tile you just placed get scored twice&lt;br /&gt;
* Next, if you have any tiles in your floor line, lose points accordingly. Remove them (except the starting player tile) afterwards. Your score cannot be less than 0.&lt;br /&gt;
&lt;br /&gt;
==End of the Game==&lt;br /&gt;
* If any player has a horizontal line of 5 tiles on his wall, the game ends after that round.&lt;br /&gt;
* Score 2 points for each horizontal line of 5 tiles.&lt;br /&gt;
* Score 7 points for each vertical line of 5 tiles.&lt;br /&gt;
* Score 10 points for each colour with 5 tiles on the wall.&lt;br /&gt;
* The player with the most points wins the game. If there is a tie, the player with more completed horizontal lines wins.&lt;br /&gt;
&lt;br /&gt;
==Variant option (gray board)==&lt;br /&gt;
&lt;br /&gt;
The main difference is that in the placing phase you can decide which column of each line to put your tile in. Note that you can&#039;t place the same color in the same column twice.&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_kingdombuilder&amp;diff=7134</id>
		<title>Tips kingdombuilder</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_kingdombuilder&amp;diff=7134"/>
		<updated>2021-01-31T03:33:18Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Early Game===&lt;br /&gt;
&lt;br /&gt;
(1) When you place your first settlements, try to avoid being adjacent to too many terrain types. This will allow your next moves to be in different parts of the board (since you will not be constrained by adjacency) and will allow you to grab several location tokens.&lt;br /&gt;
&lt;br /&gt;
(2) Often, the winner ends up getting several location tokens. Depending on the objectives, it may be more useful to have tokens that allow you to construct new settlements (for example, Tavern and Tower are strong when playing with Knights, Lords, or Citizens). On the other hand, mobility tiles are often underrated and are very useful for certain objectives (for example, Paddock is very useful when playing with Hermits).&lt;br /&gt;
&lt;br /&gt;
(3) Look for &amp;quot;pockets&amp;quot; created by other players: small sections of terrain which are not adjacent to a lot of the same terrain, allowing you to play just a few settlements there before jumping to somewhere else!&lt;br /&gt;
&lt;br /&gt;
===Later Game===&lt;br /&gt;
&lt;br /&gt;
(1) Try to play in a way that you will have a useful move no matter which terrain type you draw. If you become too dependent on drawing a particular terrain type, then you only have a small chance of getting &amp;quot;lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(2) Keep careful track of how many settlements you and your opponents have and how many location tokens you each have that allows placing extra settlement. It is very unfortunate to only be able to place one or two settlements on your last turn. Sometimes, it makes sense to place a settlement that does not score any points just to end the game earlier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===--- Quick, How to play ---===&lt;br /&gt;
Kingdom Builder is a cellular automata house placement game.  Building large kingdoms by placing 3 new houses every-turn onto places where the card dictates. Every placement has to be adjacent if possible.  If not, fantastic, now you can put it somewhere else on the board that matches the card criteria.&lt;br /&gt;
&lt;br /&gt;
The four (4) goal cards will earn you victory points (VP).  For example, one goal card will give VP when one or more of your houses touch the castle hexes. Other goal cards will make points in simple ways that you will want to manipulate your settlement houses in ways to get the most. Read these cards and try to get the points. &lt;br /&gt;
&lt;br /&gt;
Putting settlements next to castles and other special hexes give you house placing abilities beyond the placing 3 houses rule. Touch these with your kingdom and get their powers to use 1 every turn. Most of the time you will want to use them. You can use them before or after the place 3 rule.&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=6718</id>
		<title>Gamehelpdungeonroll</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdungeonroll&amp;diff=6718"/>
		<updated>2021-01-03T19:15:00Z</updated>

		<summary type="html">&lt;p&gt;Eharkler: /* Monster Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
The objective of the game is to use your companions to gain experience by exploring dungeons and fighting monsters. The game consists of 3 delves.&lt;br /&gt;
&lt;br /&gt;
==Player&#039;s Turn==&lt;br /&gt;
The adventurer roll all 7 party dice to determine his companions.&lt;br /&gt;
&lt;br /&gt;
===Monster Phase===&lt;br /&gt;
* Roll a number of dungeon dice equals to the level (up to 10) as the monsters.&lt;br /&gt;
* Set aside all dragons: they cannot be rerolled.&lt;br /&gt;
* The adventurer can use a scroll to reroll any number of party and/or dungeon dice.&lt;br /&gt;
* The adventurer uses his companions to fight monsters. After using, they are moved to the graveyard.&lt;br /&gt;
* Tip: when using a scroll or fighting monsters, you must first move all dice you want to use to the Playing Area (dungeon dice and party dice).&lt;br /&gt;
* The adventurer can use his hero&#039;s ability (specialty or ultimate ability).&lt;br /&gt;
* If the monsters are defeated, proceed to the loot phase. Otherwise, the adventurer flees and gain no experience.&lt;br /&gt;
&lt;br /&gt;
===Loot Phase===&lt;br /&gt;
* A thief or a champion can be used to open any number of chests. Other companions can only open a chest.&lt;br /&gt;
* The adventurer gets a treasure for each opened chest. If there are no treasures left, use an experience as a replacement.&lt;br /&gt;
* Any party dice can be used to quaff any number of potions. A potion can revive a companion with its face choosed by the adventurer.&lt;br /&gt;
&lt;br /&gt;
===Dragon Phase===&lt;br /&gt;
* If there are 3 or more dragons in the lair, the dragon arrives.&lt;br /&gt;
* A dragon needs 3 different types of companions to be defeated.&lt;br /&gt;
* If the dragon is not defeated, the adventurer flees and gain no experience.&lt;br /&gt;
* If the dragon is defeated, the adventurer gains a treasure and 1 experience.&lt;br /&gt;
 &lt;br /&gt;
===Regroup Phase===&lt;br /&gt;
* The adventurer can choose between retire and seek glory.&lt;br /&gt;
* If the adventurer chooses to retires, he collects the number of experiences as the level. The delve is over.&lt;br /&gt;
* If the adventurer chooses to seek glory, he moves on to the next level with all his remaining active dice. The number of dungeon dice also increases by 1.&lt;br /&gt;
* If the level dice is at 10, the adventurer has cleared the dungeon and must retire.&lt;br /&gt;
&lt;br /&gt;
==Companions==&lt;br /&gt;
* A cleric can defeat a goblin, an ooze or any number of skeletons.&lt;br /&gt;
* A fighter can defeat a skeleton, an ooze or any number of goblins.&lt;br /&gt;
* A mage can defeat a goblin, a skeleton or any number of oozes.&lt;br /&gt;
* A thief can defeat a monster or used to open any number of chests.&lt;br /&gt;
* A champion can defeat any number of a type of monsters or open any number of chests.&lt;br /&gt;
&lt;br /&gt;
==Treasures==&lt;br /&gt;
They are collected by opening chests and defeating dragons. Each treasure token can be used only once. Unused tokens are worth 1 experience each unless specified.&lt;br /&gt;
&lt;br /&gt;
* Vorpal Sword: Use as a fighter.&lt;br /&gt;
* Talisman: Use as a cleric.&lt;br /&gt;
* Scepter of Power: Use as a mage.&lt;br /&gt;
* Thieves&#039; Tools: Use as a thief.&lt;br /&gt;
* Scroll: Use as a scroll.&lt;br /&gt;
* Ring of Invisibility: Evade an attacking dragon, but do not collect any treasures.&lt;br /&gt;
* Dragon Scales: Each pair of dice is worth 2 additional experiences.&lt;br /&gt;
* Elixir: Use as a potion.&lt;br /&gt;
* Dragon Bait: Transform all monsters to dragon faces, and move them to the dragon&#039;s lair.&lt;br /&gt;
* Town Portal: Use when unable to defeat monsters or dragons to collect experiences equal to the level. If unused it is worth 2 points instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Hero Powers==&lt;br /&gt;
Heros are avatars that represents adventurers. All heros (except Hero Pack 2) begin the game on its novice side, and is flipped to the master side when 5 experiences is gained. Each hero has a specialty (use as many times as you like) and ultimate ability (usable once per delve).&lt;br /&gt;
&lt;br /&gt;
===Basic Heroes===&lt;br /&gt;
* Crusader/Paladin: Fighters and clerics used as each other (specialty), used as a fighter or cleric (novice ultimate), discard a treasure to defeat all monsters, open all chests, quaff all potions and discard all dragons (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Enchantress/Beguiler: Scrolls used as any companion (specialty), transform a monster to a potion (novice ultimate), transform 2 monsters to a potion (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Half-Goblin/Chieftain: Open chests and quaff potions at any time (specialty), transform a goblin to thief (novice ultimate), transform 2 goblins to thieves (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Knight/Dragon Slayer: Scrolls become champions (novice specialty), novice and 1 less dice used to defeat a dragon (master specialty), transform all monster to dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Mercenary/Commander: Reroll any number of dice when forming the party (novice specialty), fighters defeat 1 extra monster (master specialty), defeat up to 2 monsters (novice ultimate), reroll any number of party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Minstrel/Bard: Thieves and mages used as each other (novice specialty), novice and champions defeat 1 extra monster (master specialty), discard all dragons (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Occultist/Necromancer: Clerics and mages used as each other (specialty), transform a skeleton to fighter (novice ultimate), transform 2 skeletons to fighters (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Spellsword/Battlemage: Fighters and mages used as each other (specialty), used as a fighter or mage (novice ultimate), discard all dice in dragon&#039;s lair (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 1===&lt;br /&gt;
* Alchemist/Thaumaturge: Chests become potions (specialty), revive a companion (novice ultimate), revive 2 companions (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Archaeologist/Tomb Raider: Draw 2 treasure when forming the party and discard 6 treasrues in the end (specialty), draw and discard 2 treasures (novice ultimate), draw 2 treasures and discard 1 (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Dwarf/Berkerser: Start with 5 dice and reroll when champion defeats 2+ monsters (specialty), discard 1 monster for each champion and reroll all champions (novice ultimate), revive 4 companions but cannot retire unless defeating a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Leprechaun/Clurichaun: All poisons become chests but all treasures are discarded (specialty), transform 1 monster into a chest (novice ultimate), transform 2 monsters into a chest (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Scout/Dungeoneer: Assign dungeon dice to level 1-3 (specialty), reduce 1 level and retire immediately (novice ultimate), retire immediately (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Sorceress/Drake Kin: Discard all dragons when more than 3 (specialty), discard 1 monster for each dragon (novice ultimate), discard 1 type of monster for each dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Tracker/Ranger: Reroll 1 goblin once per level (specialty), discard 1 monster of any type (novice ultimate), discard 1 monster of each type (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Viking/Undead Viking: Take 5 champions instead of rolling (novice specialty), novice + all skeletons becomes potions (master specialty), discard all dragon dice (ultimate)&lt;br /&gt;
&lt;br /&gt;
===Promo===&lt;br /&gt;
* Guild Leader/Guild Master: Start with 8 dice (specialty), set 1 party/dungeon dice (novice ultimate), set 1 party and dungeon dice (master ultimate)&lt;br /&gt;
&lt;br /&gt;
* Time Traveller/Time Lady: Set 1 dice of each type and 1 champion (specialty), discard 1 treasure to defeat a dragon (novice ultimate), discard 1 treasure or scroll to defeat a dragon (master ultimate)&lt;br /&gt;
&lt;br /&gt;
===Hero Pack 2===&lt;br /&gt;
* Alexandra, Keeper of Knowledge: Scrolls used as champions and any companion used as scrolls (specialty), discard 1 scroll to defeat a dragon (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Amar-Suen, King of the Ancients: Thieves defeat 1 additional monster (specialty), discard all monsters of 1 type and draw 1 treasure per discarded monster (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Cassandra, the Cursed: Begin each delve exhausted and all companions defeat 1 extra monster when exhausted. When quaffing potions, refresh (specialty), discard 1 potion or 1 chest (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Lord Yllavyre, Dragon Lord: Set 2 dice to scrolls and discard a scroll to turn a monster to dragon, refresh when facing 3 types (specialty), all dragons become companions and defeat 1 monster or open 1 chest (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Marpesia, Amazon Queen: Requires 4 dices to summon the dragon and champions kill 1 monster or open 1 chest (specialty), roll all dice from the graveyard, discard scrolls and add the rest to your party (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Szopin, Infamous Warlord: Refresh when defeating 2+ monsters with 1 companion (specialty), discard 2 dungeon dice (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Tou&#039;lak, Minotaur Chieftain: May reroll 1 monster each level (specialty), discard all monsters (ultimate)&lt;br /&gt;
&lt;br /&gt;
* Tristan, Lone Mercenary: Draw 1 treasure when defeating 2+ monsters with 1 companion, use 1 treasure to refresh (specialty), reroll any number of dungeon dice (ultimate)&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
The game ends after each player has had 3 delves. The player with the highest total experience is the winner! In the case of a tie, the tied player with the fewest treasure tokens is the winner. If still tied, the tied players rejoice in a shared victory.&lt;br /&gt;
&lt;br /&gt;
When playing with solo mode. Play three rounds with the normal rules and go for the best score. Ranking of scores is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=30% | Points&lt;br /&gt;
! width=50% | Title&lt;br /&gt;
|-&lt;br /&gt;
|0-15&lt;br /&gt;
|Dragon fodder&lt;br /&gt;
|-&lt;br /&gt;
|16-23&lt;br /&gt;
|Village Hero&lt;br /&gt;
|-&lt;br /&gt;
|24-29&lt;br /&gt;
|Seasoned Explorer&lt;br /&gt;
|-&lt;br /&gt;
|30-34&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|35+&lt;br /&gt;
|Hero of Ages&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eharkler</name></author>
	</entry>
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