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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eric+Juneau</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=Eric+Juneau"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Eric_Juneau"/>
	<updated>2026-10-20T20:13:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_sobek&amp;diff=31917</id>
		<title>Tips sobek</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_sobek&amp;diff=31917"/>
		<updated>2026-10-19T20:02:12Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Created page with &amp;quot;The most basic strategy is to get cards with many scarabs and make your opponent get as few as possible.   It is very beneficial to be the first player to place a set.   When taking character cards, make sure there are enough rounds left to play them. You don&amp;#039;t want to get caught wasting turns to get cards you will never use.   ==A Word About Corruption==  If you find yourself gaining a lot of Corruption, you can still win by having better sets and ending the round quick...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The most basic strategy is to get cards with many scarabs and make your opponent get as few as possible. &lt;br /&gt;
&lt;br /&gt;
It is very beneficial to be the first player to place a set. &lt;br /&gt;
&lt;br /&gt;
When taking character cards, make sure there are enough rounds left to play them. You don&#039;t want to get caught wasting turns to get cards you will never use. &lt;br /&gt;
&lt;br /&gt;
==A Word About Corruption==&lt;br /&gt;
&lt;br /&gt;
If you find yourself gaining a lot of Corruption, you can still win by having better sets and ending the round quickly so that other players don&#039;t have time to make good sets or turn their sets in. There&#039;s no difference between having 1 card or 15 cards in your Corruption pile if you are the most Corrupt. If that&#039;s the case, try to make the big set. Better to make 50 points and lose 20 in Corruption (for a total of 30) than gain 20 points. &lt;br /&gt;
&lt;br /&gt;
Use Corruption to make the first set. Then you get to see what&#039;s in the bonus tiles. The tiles &amp;quot;Embalming&amp;quot; and &amp;quot;Deceit&amp;quot; are game changers. The &amp;quot;High Priest&amp;quot; can also turn things around for you.&lt;br /&gt;
&lt;br /&gt;
Having the most Corruption during the round doesn&#039;t mean much. Most Corruption comes at the end of the round from cards that can&#039;t be played as sets. &lt;br /&gt;
&lt;br /&gt;
On the flip side, players who actively try hard to avoid taking Corruption usually end up far behind the winner. The trick is to watch what other people are taking. Take Corruption when it helps, rather than take just anything to avoid it (and perhaps end up putting it in your Corruption pile at the end of the round because you couldn&#039;t use it). &lt;br /&gt;
&lt;br /&gt;
Putting sets down early can let you dump a couple of Corruption points on someone else, giving you flexibility in taking Corruption yourself.&lt;br /&gt;
&lt;br /&gt;
If your strategy is to avoid Corruption, remember: you don&#039;t have to have the least. You just have to have one less than the player with the most.&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonne&amp;diff=31796</id>
		<title>Gamehelpcarcassonne</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcarcassonne&amp;diff=31796"/>
		<updated>2026-10-07T20:06:09Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Carcassonne&#039;&#039; is a tile-placement game. Players take turns expanding the landscape of roads, cities, monasteries, and fields, one tile at a time, to build the city of Carcassonne. Meeples are used to occupy various features. The player(s) with the most meeples on a feature score points.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
====1. Place a Tile====&lt;br /&gt;
&lt;br /&gt;
On your turn, you must place a tile in such a way that it continues the landscape features of any tiles it touches. BGA will prevent you from placing a tile adjacent to any incompatible tiles. &lt;br /&gt;
&lt;br /&gt;
Each of the four edges of the tile will have one of three features: City, Road, or Farm. Monastery only appears in the center of a tile. &lt;br /&gt;
&lt;br /&gt;
====2. Place a Meeple (optional)====&lt;br /&gt;
&lt;br /&gt;
You can place a meeple somewhere on the tile. It stays on that tile until that feature is scored. You cannot place a meeple on a feature that already has other meeples. But you can get multiple meeples on a single feature if they start them as separate features, then later a tile is placed that joins them.&lt;br /&gt;
&lt;br /&gt;
====3. Score (if feature is completed)====&lt;br /&gt;
&lt;br /&gt;
Scoring occurs only when a feature is completed or when there are no more tiles to place (i.e., the game ends). Only the player who has a meeple occupying the feature can score. If the feature has more than one meeple, the player with the most meeples on that feature gets the points. In ties, each player gets full points. &lt;br /&gt;
&lt;br /&gt;
When a feature is completed and scored, the meeples on it return to their players&#039; supply. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Feature !! Image !! Completion Criteria || Score || Term for occupant&lt;br /&gt;
|-&lt;br /&gt;
| Road || [[File:carcassonne_road.png]] || Each end must meet a village, a city, a monastery, or loop back onto itself. || Each tile of the road grants 1 VP. || Highwayman&lt;br /&gt;
|-&lt;br /&gt;
| City || [[File:Carcassone_city.png]] || Every side has a wall with no gaps inside. Cities cannot be joined corner to corner. || 2 VP per tile + 2 VP per blue shield (coat of arms) in the city. || Knight&lt;br /&gt;
|-&lt;br /&gt;
| Monastery || [[File:carcassonne_monastery.png]] || Surrounded by tiles on all sides and corners (8 tiles). || 9 points (one per tile surrounding the monastery plus the monastery itself). || Monk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Game End and Final Scoring==&lt;br /&gt;
&lt;br /&gt;
The game ends when a player can no longer take or place a tile. At that point, incomplete features with meeples on them are scored. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Feature !! Image !! Score for incomplete feature &lt;br /&gt;
|-&lt;br /&gt;
| Road || [[File:carcassonne_road.png]] || Each tile of the road grants 1 point. &lt;br /&gt;
|-&lt;br /&gt;
| City || [[File:carcassonne_city.png]] || 1 point per tile + 1 point per blue shield (coat of arms)&lt;br /&gt;
|-&lt;br /&gt;
| Monastery || [[File:carcassonne_monastery.png]] || Each tile surrounding the monastery, plus the monastery itself, is worth 1 point.&lt;br /&gt;
|-&lt;br /&gt;
| Farm || [[File:carcassonne_field.png]] || 3 points per completed city that touches the field.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
====The River====&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;The River&#039;&#039; variant, all river tiles [[File:Carcassonne_river.png]] are played first, creating one long river from which to start the rest of the game.&lt;br /&gt;
&lt;br /&gt;
====Inns &amp;amp; Cathedrals (Expansion 1)====&lt;br /&gt;
&lt;br /&gt;
This expansion includes city tiles with cathedrals [[File:carcassonne_cathedral.png]] and road tiles with inns [[File:carcassonne_inn.png]], plus &#039;&#039;large&#039;&#039; meeples.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;A completed &#039;&#039;&#039;road&#039;&#039;&#039; with an &#039;&#039;inn&#039;&#039; on it scores 2 VP per tile (final scoring is still 1 VP per tile for an incomplete road).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;A completed &#039;&#039;&#039;city&#039;&#039;&#039; with a &#039;&#039;cathedral&#039;&#039; in it scores 3 VP per tile (final scoring is still 1 VP per tile for an incomplete city).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;You may choose to place a &#039;&#039;large&#039;&#039; meeple on a feature. A large meeple counts as 2 regular meeples when deciding who controls the feature. Large meeples don&#039;t change how the feature is scored.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Traders &amp;amp; Builders (Expansion 2)====&lt;br /&gt;
&lt;br /&gt;
This expansion includes goods tokens, builder meeples, and pig meeples. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When you place a meeple on a &#039;&#039;&#039;road&#039;&#039;&#039; or &#039;&#039;&#039;city&#039;&#039;&#039;, you may also add the &#039;&#039;builder&#039;&#039; meeple. If you place a tile that adds to the road or city that the builder is occupying, you may take a second turn. Then the builder is returned to your supply. Builders do not count toward feature control or scoring.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When you place a meeple in a &#039;&#039;&#039;field&#039;&#039;&#039;, you may also add the &#039;&#039;pig&#039;&#039; meeple. If you complete a city with at least 1 blue shield, you score 3 points for each completed city touching the field with your pig. Feature control is not a factor--all players with pigs score. Pigs do not count toward feature control or final scoring.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If you complete a &#039;&#039;&#039;city&#039;&#039;&#039;, for each goods symbol shown in that city, you receive 1 corresponding goods token. It does not matter if you have a meeple occupying that city or not. The city scores as normal.&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:0em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;During final scoring, if you have collected the most goods of that type, you score 10 points.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Princess &amp;amp; the Dragon (Expansion 3)====&lt;br /&gt;
&lt;br /&gt;
This expansion puts Carcassonne in the world of high fantasy, with dragons, fairies, and magic portals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When playing a tile with a &#039;&#039;magic portal&#039;&#039; on it [[File:carcassonne_magicportal.png]], you may place a meeple on any tile that has already been played (following normal placement rules).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When you play a tile with a &#039;&#039;princess&#039;&#039; on it [[File:carcassonne_princess.png]] to an existing city, you may remove another player&#039;s meeple from that city instead of placing one of your own.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When you play a tile with a &#039;&#039;volcano&#039;&#039; on it [[File:carcassonne_volcano.png]], immediately add the &#039;&#039;&#039;dragon&#039;&#039;&#039; to this tile. Meeples cannot be placed on a volcano.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When you play a tile with a &#039;&#039;dragon&#039;&#039; on it [[File:carcassonne_dragon.png]], players take turns moving the dragon meeple until it moves 6 times or cannot move. &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:0em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The dragon must move orthogonally, not diagonally (only north, south, east, or west).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Any meeples on tiles the dragon visits are eaten and replaced in the player&#039;s supply.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The dragon cannot visit the same tile twice in the same turn (no backtracking).&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The dragon cannot visit the tile with the fairy.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Meeples cannot be placed on the same tiles as the dragon.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the dragon is &#039;&#039;not&#039;&#039; on the game board (i.e., no volcano tiles have been played), this icon is ignored.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If you cannot or choose not to add/move a meeple to any tile, you may instead move the &#039;&#039;&#039;fairy&#039;&#039;&#039; meeple to one of your meeples.&lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:0em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If the fairy is still assigned to your meeple at the start of your turn, you immediately score 1 VP.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If your meeple and the fairy are on a tile when its feature is completed, you get 3 VP, regardless of whether you control the feature.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;The dragon cannot enter a tile with the fairy on it. All figures on the fairy&#039;s tile are protected from the dragon&#039;s hunger.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_volcano.png&amp;diff=31794</id>
		<title>File:Carcassonne volcano.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_volcano.png&amp;diff=31794"/>
		<updated>2026-10-07T20:03:04Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_princess.png&amp;diff=31793</id>
		<title>File:Carcassonne princess.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_princess.png&amp;diff=31793"/>
		<updated>2026-10-07T20:01:29Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_magicportal.png&amp;diff=31792</id>
		<title>File:Carcassonne magicportal.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_magicportal.png&amp;diff=31792"/>
		<updated>2026-10-07T20:01:19Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_dragon.png&amp;diff=31791</id>
		<title>File:Carcassonne dragon.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_dragon.png&amp;diff=31791"/>
		<updated>2026-10-07T20:01:03Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:Carcassonne dragon.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_city.png&amp;diff=31790</id>
		<title>File:Carcassonne city.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_city.png&amp;diff=31790"/>
		<updated>2026-10-07T19:58:24Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_dragon.png&amp;diff=31789</id>
		<title>File:Carcassonne dragon.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_dragon.png&amp;diff=31789"/>
		<updated>2026-10-07T19:46:01Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:Carcassonne dragon.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_dragon.png&amp;diff=31788</id>
		<title>File:Carcassonne dragon.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_dragon.png&amp;diff=31788"/>
		<updated>2026-10-07T19:36:45Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_inn.png&amp;diff=31787</id>
		<title>File:Carcassonne inn.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_inn.png&amp;diff=31787"/>
		<updated>2026-10-07T19:07:18Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_cathedral.png&amp;diff=31786</id>
		<title>File:Carcassonne cathedral.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_cathedral.png&amp;diff=31786"/>
		<updated>2026-10-07T19:06:56Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_river.png&amp;diff=31785</id>
		<title>File:Carcassonne river.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_river.png&amp;diff=31785"/>
		<updated>2026-10-07T18:59:15Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_field.png&amp;diff=31784</id>
		<title>File:Carcassonne field.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_field.png&amp;diff=31784"/>
		<updated>2026-10-07T18:56:36Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_road.png&amp;diff=31783</id>
		<title>File:Carcassonne road.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_road.png&amp;diff=31783"/>
		<updated>2026-10-07T18:56:26Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassone_city.png&amp;diff=31782</id>
		<title>File:Carcassone city.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassone_city.png&amp;diff=31782"/>
		<updated>2026-10-07T18:56:19Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_monastery.png&amp;diff=31781</id>
		<title>File:Carcassonne monastery.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Carcassonne_monastery.png&amp;diff=31781"/>
		<updated>2026-10-07T18:56:11Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=31758</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=31758"/>
		<updated>2026-10-05T15:16:46Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flip 7&#039;&#039; is a &amp;quot;push your luck&amp;quot; game a little like blackjack, but with exciting modifiers and actions to take against other players. The goal is to reach 200 points by taking cards (each card is worth its value), but if you get any duplicates, you bust and are out of the round. If you can successfully &#039;&#039;flip 7&#039;&#039; (gain seven different number cards), you score 15 bonus points and end the round. &lt;br /&gt;
&lt;br /&gt;
==The Deck==&lt;br /&gt;
&lt;br /&gt;
The deck consists of 94 cards. &lt;br /&gt;
&lt;br /&gt;
====Number Cards====&lt;br /&gt;
&lt;br /&gt;
Most cards are number cards with values of 0 - 12. Twelve are {{card|&#039;&#039;&#039;12&#039;&#039;&#039;|color=dimgray}} cards, eleven are {{card|&#039;&#039;&#039;11&#039;&#039;&#039;|color=dodgerblue}} cards, ten are {{card|&#039;&#039;&#039;10&#039;&#039;&#039;|color=firebrick}} cards, and so on down to one {{card|&#039;&#039;&#039;1&#039;&#039;&#039;|color=gray}} card. There is also one {{card|&#039;&#039;&#039;0&#039;&#039;&#039;}} card. Note that the more valuable a card is, the more copies of it there are in the deck.&lt;br /&gt;
&lt;br /&gt;
====Action Cards====&lt;br /&gt;
&lt;br /&gt;
The deck contains three types of action cards. The player who draws an action card must choose a player (including themselves) to give it to. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Freeze|darkturquoise}}&#039;&#039;&#039;: Force a player to stay. They still score with their current cards.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Flip Three|greenyellow}}&#039;&#039;&#039;: Force a player to draw three cards. If the chosen player draws a duplicate, they bust and don&#039;t draw any more. If the chosen player draws an action card, it is resolved after all three have been drawn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Second chance|palevioletred}}&#039;&#039;&#039;: A player who receives this gets to avoid busting once. The duplicate card and the Second Chance card are both discarded, and the player&#039;s turn continues. A player may hold only one Second Chance card. If another is drawn, it must be given to another player.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Modifier Cards====&lt;br /&gt;
&lt;br /&gt;
These cards add to your total score, but do not count towards a Flip 7 or a bust. The deck contains one each of {{card|&#039;&#039;&#039;+2&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;+4&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;+6&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;+8&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;+10&#039;&#039;&#039;|color=brown}}, and a multiplier card {{card|&#039;&#039;&#039;x2&#039;&#039;&#039;|color=brown}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
At the start of a round, each player is dealt one card. Then, in turn order, each player decides whether to &#039;&#039;hit&#039;&#039; (take a card) or &#039;&#039;stay&#039;&#039; (take no more cards and bank your points, which is the total of the value of the cards in front of you). &lt;br /&gt;
&lt;br /&gt;
If you hit, and that new card is a duplicate of one of your other &#039;&#039;number&#039;&#039; cards (not modifier cards), you have &#039;&#039;busted&#039;&#039;. This means you are out of the round and score zero points. &lt;br /&gt;
&lt;br /&gt;
The round ends when everyone has chosen to stay or has busted. &lt;br /&gt;
&lt;br /&gt;
If you manage to flip 7 unique number cards in a round, the round automatically ends. Each player who has not busted gains the points in front of them, and &#039;&#039;you&#039;&#039; gain 15 bonus points.&lt;br /&gt;
&lt;br /&gt;
== Game End == &lt;br /&gt;
&lt;br /&gt;
When at least one player reaches 200 points, the game ends and the player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipsevenwithavengeance&amp;diff=31757</id>
		<title>Gamehelpflipsevenwithavengeance</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipsevenwithavengeance&amp;diff=31757"/>
		<updated>2026-10-05T15:16:40Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flip 7: With a Vengeance&#039;&#039; is a &amp;quot;push your luck&amp;quot; game a little like blackjack, but with exciting modifiers and actions to take against other players. The goal is to reach 200 points by taking cards (each card is worth its value), but if you get any duplicates, you bust and are out of the round. If you can successfully &#039;&#039;flip 7&#039;&#039; (gain seven different number cards), you score 15 bonus points and end the round. &lt;br /&gt;
&lt;br /&gt;
==The Deck==&lt;br /&gt;
&lt;br /&gt;
The deck has 108 cards. &lt;br /&gt;
&lt;br /&gt;
====Number Cards====&lt;br /&gt;
&lt;br /&gt;
Most cards are numbered cards with values from 0 to 13. Thirteen are {{card|&#039;&#039;&#039;13&#039;&#039;&#039;|color=royalblue}} cards, twelve are {{card|&#039;&#039;&#039;12&#039;&#039;&#039;|color=dimgray}}, eleven are {{card|&#039;&#039;&#039;11&#039;&#039;&#039;|color=dodgerblue}} cards, and so on down to one {{card|&#039;&#039;&#039;1&#039;&#039;&#039;|color=gray}} card. There is also one {{card|&#039;&#039;&#039;0&#039;&#039;&#039;}} card. Note that the more valuable a card is, the more copies of it there are in the deck.&lt;br /&gt;
&lt;br /&gt;
Some number cards are special. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|The Zero|yellow|purple}}&#039;&#039;&#039;: Your total score becomes zero, unless you can Flip 7. You must continue to hit on your turn. The {{card|&#039;&#039;&#039;0&#039;&#039;&#039;}} card counts toward your 7 cards.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Lucky 13|purple|yellow}}&#039;&#039;&#039;: You can gain a second {{card|&#039;&#039;&#039;13&#039;&#039;&#039;|color=royalblue}} without busting. But if you gain a third, you will bust.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Unlucky 7|dimgray|lightgray}}&#039;&#039;&#039;: Discard all other Number and Modifier cards except the {{card|7|color=dimgray}}. Its value is still 7.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Action Cards====&lt;br /&gt;
&lt;br /&gt;
The deck contains four types of action cards (ten total). The player who draws an action card must choose a player (including themselves) to give it to. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Just One More|darkturquoise}}&#039;&#039;&#039;: Force a player to take one more card, then stay. They still score with their current cards.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Flip Four|greenyellow}}&#039;&#039;&#039;: Force a player to draw four cards. If the chosen player draws a duplicate, they bust and don&#039;t draw any more. If the chosen player draws an action card, it is resolved after all four have been drawn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Discard|slateblue}}&#039;&#039;&#039;: Remove a card from any player&#039;s line.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Steal|darkorange}}&#039;&#039;&#039;: Take any card from a player still in the round (not busted).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Swap|limegreen}}&#039;&#039;&#039;: Swap two cards between any two players still in the round (not busted), including yourself and players who have stayed.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Modifier Cards====&lt;br /&gt;
&lt;br /&gt;
These cards may be played on any player who hasn&#039;t busted. If you are the only player left in the round, you must play it on yourself. These cards subtract from your total score and are not counted towards a Flip 7 or a bust and cannot reduce your score below zero. The deck contains one each of {{card|&#039;&#039;&#039;-2&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;-4&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;-6&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;-8&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;-10&#039;&#039;&#039;|color=brown}}, and a divisor card {{card|&#039;&#039;&#039;÷2&#039;&#039;&#039;|color=brown}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
At the start of a round, each player is dealt one card. Then, in turn order, each player decides whether to &#039;&#039;hit&#039;&#039; (take a card) or &#039;&#039;stay&#039;&#039; (take no more cards and bank your points, which is the total of the value of the cards in front of you). &lt;br /&gt;
&lt;br /&gt;
If you hit, and that new card is a duplicate of one of your other &#039;&#039;number&#039;&#039; cards (not modifier cards), you have &#039;&#039;busted&#039;&#039;. This means you are out of the round and score zero points. &lt;br /&gt;
&lt;br /&gt;
The round ends when everyone has chosen to stay or has busted. &lt;br /&gt;
&lt;br /&gt;
If you manage to flip 7 unique number cards in a round, the round automatically ends. Each player who has not busted gains the points in front of them, and &#039;&#039;you&#039;&#039; gain 15 bonus points.&lt;br /&gt;
&lt;br /&gt;
== Game End == &lt;br /&gt;
&lt;br /&gt;
When at least one player reaches 200 points, the game ends and the player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
==== Brutal Mode ====&lt;br /&gt;
&lt;br /&gt;
This mode makes the following modifications: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Your round score &#039;&#039;can&#039;&#039; go below zero.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Modifier cards may be applied to &#039;&#039;&#039;any&#039;&#039;&#039; player, including busted players.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;On a Flip 7, you can choose to take 15 points (as normal) or &#039;&#039;subtract&#039;&#039; 15 points from the score of another player.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=31756</id>
		<title>Gamehelpflipseven</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpflipseven&amp;diff=31756"/>
		<updated>2026-10-05T14:48:49Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview == &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flip 7&#039;&#039; is a &amp;quot;push your luck&amp;quot; game a little like blackjack, but with exciting modifiers and actions to take against other players. The goal is to reach 200 points by taking cards (each card is worth its value), but if you get any duplicates, you bust and are out of the round. If you can successfully &#039;&#039;flip 7&#039;&#039; (gain seven different number cards), you score 15 bonus points and end the round. &lt;br /&gt;
&lt;br /&gt;
==The Deck==&lt;br /&gt;
&lt;br /&gt;
The deck consists of 94 cards. &lt;br /&gt;
&lt;br /&gt;
====Number Cards====&lt;br /&gt;
&lt;br /&gt;
Most cards are number cards with values of 0 - 12. Twelve are {{card|&#039;&#039;&#039;12&#039;&#039;&#039;|color=dimgray}} cards, eleven are {{card|&#039;&#039;&#039;11&#039;&#039;&#039;|color=dodgerblue}} cards, ten are {{card|&#039;&#039;&#039;10&#039;&#039;&#039;|color=firebrick}} cards, and so on down to one {{card|&#039;&#039;&#039;1&#039;&#039;&#039;|color=gray}} card. There is also one {{card|&#039;&#039;&#039;0&#039;&#039;&#039;}} card. Note that the more valuable a card is, the more copies of it there are in the deck.&lt;br /&gt;
&lt;br /&gt;
====Action Cards====&lt;br /&gt;
&lt;br /&gt;
The deck contains three types of action cards. The player who draws an action card must choose a player (including themselves) to give it to. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Freeze|darkturquoise}}&#039;&#039;&#039;: Force a player to stay/stand. They still score with their current cards.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Flip Three|greenyellow}}&#039;&#039;&#039;: Force a player to draw three cards. If the chosen player draws a duplicate, they bust and don&#039;t draw any more. If the chosen player draws an action card, it is resolved after all three have been drawn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;{{pill|Second chance|palevioletred}}&#039;&#039;&#039;: A player who receives this gets to avoid busting once. The duplicate card and the Second Chance card are both discarded, and the player&#039;s turn continues. A player may hold only one Second Chance card. If another is drawn, it must be given to another player.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Modifier Cards====&lt;br /&gt;
&lt;br /&gt;
These cards add to your total score, but do not count towards a Flip 7 or a bust. The deck contains one each of {{card|&#039;&#039;&#039;+2&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;+4&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;+6&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;+8&#039;&#039;&#039;|color=brown}}, {{card|&#039;&#039;&#039;+10&#039;&#039;&#039;|color=brown}}, and a multiplier card {{card|&#039;&#039;&#039;x2&#039;&#039;&#039;|color=brown}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay == &lt;br /&gt;
&lt;br /&gt;
At the start of a round, each player is dealt one card. Then, in turn order, each player decides whether to &#039;&#039;hit&#039;&#039; (take a card) or &#039;&#039;stay&#039;&#039; (take no more cards and bank your points, which is the total of the value of the cards in front of you). &lt;br /&gt;
&lt;br /&gt;
If you hit, and that new card is a duplicate of one of your other &#039;&#039;number&#039;&#039; cards (not modifier cards), you have &#039;&#039;busted&#039;&#039;. This means you are out of the round and score zero points. &lt;br /&gt;
&lt;br /&gt;
The round ends when everyone has chosen to stay or has busted. &lt;br /&gt;
&lt;br /&gt;
If you manage to flip 7 unique number cards in a round, the round automatically ends. Each player who has not busted gains the points in front of them, and &#039;&#039;you&#039;&#039; gain 15 bonus points.&lt;br /&gt;
&lt;br /&gt;
== Game End == &lt;br /&gt;
&lt;br /&gt;
When at least one player reaches 200 points, the game ends and the player with the most points wins.&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_flipsevenwithavengeance&amp;diff=31755</id>
		<title>Tips flipsevenwithavengeance</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_flipsevenwithavengeance&amp;diff=31755"/>
		<updated>2026-10-05T14:14:47Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Slow and steady wins the FLIP!...&#039;&#039;&#039; The key to &amp;quot;push your luck&amp;quot; games is knowing when to push. Three cards is pretty good, especially if they are double-digit numbers. Gaining thirty points per round is a decent rate. Forty or more is &#039;&#039;very&#039;&#039; good. Measure your greed. If you get the {{card|&#039;&#039;&#039;2x&#039;&#039;&#039;|color=brown}}, it may be best to take the double points with two than risk losing it.&lt;br /&gt;
&lt;br /&gt;
Remember how many of each card are in the deck. There are twelve copies of the {{card|&#039;&#039;&#039;12&#039;&#039;&#039;|color=dimgray}} card, eleven copies of the {{card|&#039;&#039;&#039;11&#039;&#039;&#039;|color=blue}}, and so on. There is only one {{card|&#039;&#039;&#039;1&#039;&#039;&#039;|color=gray}} and one {{card|&#039;&#039;&#039;0&#039;&#039;&#039;}}. So if your hand has mostly low cards, you can risk going for more. &lt;br /&gt;
&lt;br /&gt;
Observe how many cards remain in the deck, especially how many before a reshuffle. Remember what cards have been discarded/used to know if you should take another card.&lt;br /&gt;
&lt;br /&gt;
If all opponents have busted and you have points, take them. Don&#039;t push your luck when you don&#039;t have to. It will run out.&lt;br /&gt;
&lt;br /&gt;
Give the {{card|&#039;&#039;&#039;JUST ONE MORE&#039;&#039;&#039;|color=darkturquoise}} card to the competitor with the highest total points, but don&#039;t bother freezing someone who already has three cards, as they will probably stand for their next turn. &lt;br /&gt;
&lt;br /&gt;
Give the {{card|&#039;&#039;&#039;FLIP 4&#039;&#039;&#039;|color=gold}} card to yourself if you have no cards. Otherwise, give it to someone with two or three cards so they will get a duplicate and bust. &lt;br /&gt;
&lt;br /&gt;
If someone is about to win the game, note where you will fall in order. It is better to take second place than to risk getting the &#039;&#039;Flip 7&#039;&#039; (if you care about ELOs, that is).&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_flipsevenwithavengeance&amp;diff=31754</id>
		<title>Tips flipsevenwithavengeance</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_flipsevenwithavengeance&amp;diff=31754"/>
		<updated>2026-10-05T14:14:27Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Slow and steady wins the FLIP!...&#039;&#039;&#039; The key to &amp;quot;push your luck&amp;quot; games is knowing when to push. Three cards is pretty good, especially if they are double-digit numbers. Gaining thirty points per round is a decent rate. Forty or more is &#039;&#039;very&#039;&#039; good. Measure your greed. If you get the {{card|&#039;&#039;&#039;2x&#039;&#039;&#039;|color=brown}}, it may be best to take the double points with two than risk losing it.&lt;br /&gt;
&lt;br /&gt;
Remember how many of each card are in the deck. There are twelve copies of the {{card|&#039;&#039;&#039;12&#039;&#039;&#039;|color=dimgray}} card, eleven copies of the {{card|&#039;&#039;&#039;11&#039;&#039;&#039;|color=blue}}, and so on. There is only one {{card|&#039;&#039;&#039;1&#039;&#039;&#039;|color=gray}} and one {{card|&#039;&#039;&#039;0&#039;&#039;&#039;}}. So if your hand has mostly low cards, you can risk going for more. &lt;br /&gt;
&lt;br /&gt;
Observe how many cards remain in the deck, especially how many before a reshuffle. Remember what cards have been discarded/used to know if you should take another card.&lt;br /&gt;
&lt;br /&gt;
If all opponents have busted and you have points, take them. Don&#039;t push your luck when you don&#039;t have to. It will run out.&lt;br /&gt;
&lt;br /&gt;
Give the {{card|&#039;&#039;&#039;JUST ONE MORE&#039;&#039;&#039;|color=skyblue}} card to the competitor with the highest total points, but don&#039;t bother freezing someone who already has three cards, as they will probably stand for their next turn. &lt;br /&gt;
&lt;br /&gt;
Give the {{card|&#039;&#039;&#039;FLIP 4&#039;&#039;&#039;|color=gold}} card to yourself if you have no cards. Otherwise, give it to someone with two or three cards so they will get a duplicate and bust. &lt;br /&gt;
&lt;br /&gt;
If someone is about to win the game, note where you will fall in order. It is better to take second place than to risk getting the &#039;&#039;Flip 7&#039;&#039; (if you care about ELOs, that is).&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_flipsevenwithavengeance&amp;diff=31753</id>
		<title>Tips flipsevenwithavengeance</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_flipsevenwithavengeance&amp;diff=31753"/>
		<updated>2026-10-05T14:13:51Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Slow and steady wins the FLIP!...&#039;&#039;&#039; The key to &amp;quot;push your luck&amp;quot; games is knowing when to push. Three cards is pretty good, especially if they are double-digit numbers. Gaining thirty points per round is a decent rate. Forty or more is &#039;&#039;very&#039;&#039; good. Measure your greed. If you get the {{card|&#039;&#039;&#039;2x&#039;&#039;&#039;|color=brown}}, it may be best to take the double points with two than risk losing it.&lt;br /&gt;
&lt;br /&gt;
Remember how many of each card are in the deck. There are twelve copies of the {{card|&#039;&#039;&#039;12&#039;&#039;&#039;|color=darkgrey}} card, eleven copies of the {{card|&#039;&#039;&#039;11&#039;&#039;&#039;|color=blue}}, and so on. There is only one {{card|&#039;&#039;&#039;1&#039;&#039;&#039;|color=gray}} and one {{card|&#039;&#039;&#039;0&#039;&#039;&#039;}}. So if your hand has mostly low cards, you can risk going for more. &lt;br /&gt;
&lt;br /&gt;
Observe how many cards remain in the deck, especially how many before a reshuffle. Remember what cards have been discarded/used to know if you should take another card.&lt;br /&gt;
&lt;br /&gt;
If all opponents have busted and you have points, take them. Don&#039;t push your luck when you don&#039;t have to. It will run out.&lt;br /&gt;
&lt;br /&gt;
Give the {{card|&#039;&#039;&#039;JUST ONE MORE&#039;&#039;&#039;|color=skyblue}} card to the competitor with the highest total points, but don&#039;t bother freezing someone who already has three cards, as they will probably stand for their next turn. &lt;br /&gt;
&lt;br /&gt;
Give the {{card|&#039;&#039;&#039;FLIP 4&#039;&#039;&#039;|color=gold}} card to yourself if you have no cards. Otherwise, give it to someone with two or three cards so they will get a duplicate and bust. &lt;br /&gt;
&lt;br /&gt;
If someone is about to win the game, note where you will fall in order. It is better to take second place than to risk getting the &#039;&#039;Flip 7&#039;&#039; (if you care about ELOs, that is).&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_flipsevenwithavengeance&amp;diff=31752</id>
		<title>Tips flipsevenwithavengeance</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_flipsevenwithavengeance&amp;diff=31752"/>
		<updated>2026-10-05T14:12:42Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Slow and steady wins the FLIP!...&#039;&#039;&#039; The key to &amp;quot;push your luck&amp;quot; games is knowing when to push. Three cards is pretty good, especially if they are double-digit numbers. Gaining thirty points per round is a decent rate. Forty or more is &#039;&#039;very&#039;&#039; good. Measure your greed. If you get the {{card|2x}}, it may be best to take the double points with two than risk losing it.&lt;br /&gt;
&lt;br /&gt;
Remember how many of each card are in the deck. There are twelve copies of the {{card|&#039;&#039;&#039;12&#039;&#039;&#039;|color=darkgrey}} card, eleven copies of the {{card|&#039;&#039;&#039;11&#039;&#039;&#039;|color=blue}}, and so on. There is only one {{card|&#039;&#039;&#039;1&#039;&#039;&#039;|color=gray}} and one {{card|&#039;&#039;&#039;0&#039;&#039;&#039;}}. So if your hand has mostly low cards, you can risk going for more. &lt;br /&gt;
&lt;br /&gt;
Observe how many cards remain in the deck, especially how many before a reshuffle. Remember what cards have been discarded/used to know if you should take another card.&lt;br /&gt;
&lt;br /&gt;
If all opponents have busted and you have points, take them. Don&#039;t push your luck when you don&#039;t have to. It will run out.&lt;br /&gt;
&lt;br /&gt;
Give the {{card|&#039;&#039;&#039;JUST ONE MORE&#039;&#039;&#039;|color=skyblue}} card to the competitor with the highest total points, but don&#039;t bother freezing someone who already has three cards, as they will probably stand for their next turn. &lt;br /&gt;
&lt;br /&gt;
Give the {{card|&#039;&#039;&#039;FLIP 4&#039;&#039;&#039;|color=gold}} card to yourself if you have no cards. Otherwise, give it to someone with two or three cards so they will get a duplicate and bust. &lt;br /&gt;
&lt;br /&gt;
If someone is about to win the game, note where you will fall in order. It is better to take second place than to risk getting the &#039;&#039;Flip 7&#039;&#039; (if you care about ELOs, that is).&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31593</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31593"/>
		<updated>2026-09-25T20:26:51Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zombicide&#039;&#039; is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by Zombies. Each mission has its own win condition, shown in the top right. &lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Zones===&lt;br /&gt;
&lt;br /&gt;
The board/map consists of square Zones that are either outside or inside. Inside a building, a Zone is a room. On a street, a Zone is the area between crosswalk markings and/or building walls (or the board&#039;s edge). &lt;br /&gt;
&lt;br /&gt;
Survivors have line-of-sight in any non-diagonal direction to any other street Zones up to the board&#039;s edge as long as they aren&#039;t blocked. However, a Survivor can only see as far as &#039;&#039;one Zone&#039;&#039; into a building with an open door (and must be directly adjacent to the Zone). From an inside Zone, a Survivor can only see as far as &#039;&#039;one Zone&#039;&#039; to any adjacent room through an open door, but can see into the street with no limit.&lt;br /&gt;
&lt;br /&gt;
=== Survivors ===&lt;br /&gt;
&lt;br /&gt;
Unless the mission states otherwise, players take control of six Survivor characters (players may control more than one, depending on the number of players). Adults have 3 HP and kids (identified by a yellow emoji icon [[File:zombicide_childIcon.png]] have 2 HP. Kids have 1 less HP than adults, but start with the &#039;&#039;&#039;Slippery&#039;&#039;&#039; skill (ignore Zombies when moving, do not spend extra actions). (Click the yellow triangle on the right side of a character card to see definitions for their skills.)&lt;br /&gt;
&lt;br /&gt;
====Survivor Skills====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Ambidextrous&#039;&#039;&#039;: All weapons are treated as if they had the Dual symbol [[File:zombicide_dualIconSmall.png]].&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Charge&#039;&#039;&#039;: Move up to 2 Zones to a Zone containing at least 1 Zombie. Entering a Zone containing Zombies ends the Move Action. Free action. Can only be used once per turn. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Jump&#039;&#039;&#039;: Move 2 Zones, ignoring everything except walls and closed doors. Costs 1 action. Can only be used once per turn. Ignores movement-related skills (like +1 Zone or Slippery).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Lucky&#039;&#039;&#039;: For each action, you may re-roll all dice once.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Matching Set&#039;&#039;&#039;: If you find a weapon with the Dual symbol [[File:zombicide_dualIconSmall.png]], you immediately receive a second card of the same type.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Medic&#039;&#039;&#039;: You and all Survivors in the same Zone may heal 1 HP. You earn 1 AP per wound healed this way. Free action. Can only be used at the end of a round.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Shove&#039;&#039;&#039;: All Zombies standing in the Survivor&#039;s Zone are pushed to an adjacent Zone chosen by you. Free Action. Can only be used once per turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Slippery&#039;&#039;&#039;:  The Survivor ignores Zombies when performing Move Actions and does not spend extra Actions when performing a Move Action out of a Zone with Zombies.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Sniper&#039;&#039;&#039;: Choose targets when performing Ranged actions &#039;&#039;and&#039;&#039; ignore Friendly Fire.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Sprint&#039;&#039;&#039;: You may move 2 or 3 zones instead of 1. Costs 1 Move action. Can only be used once per turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Tough&#039;&#039;&#039;: The Survivor ignores the first Wound received during each Zombie Attack or Friendly Fire incident.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
Cards can be either a weapon or equipment. Any card can be stored in either a Survivor&#039;s hand (they have two) or their backpack (three inventory spaces). Extra items must be discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons are indicated by a knife or pistol symbol. Starting weapons are gray. Basic weapons found during the game are blue. &amp;quot;Pimpweapons&amp;quot; (special strong found in yellow crates) are red.&lt;br /&gt;
&lt;br /&gt;
Each weapon has four numbers at the bottom. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:40%;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Dice !! Accuracy !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| How many zones you can be away to use it. Melee weapons have Range = 0, meaning you must be in the same zone as your target. || Number of dice that are rolled when using the weapon. || Each die that reaches this number counts as a success/hit. || The amount of damage that each successful hit does.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Other Symbols&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Definition&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Melee&lt;br /&gt;
| [[File:zombicide_meleeIcon.png]] || Indicates a melee weapon, which means the user must be in the same zone as a Zombie to use it in combat. (i.e. range = 0)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Ranged&lt;br /&gt;
| [[File:zombicide_rangedIcon.png]] || A pistol indicates a ranged weapon, which can be used from a distance. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Dual&lt;br /&gt;
| [[File:zombicide_dualIcon.png]] || If you have 2 identical weapons with this symbol in each hand, you can use both weapons with one action. Both weapons must target the same zone.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Bullets&lt;br /&gt;
| [[File:zombicide_bulletsIcon.png]] || This weapon uses bullets for ammo. (Certain equipment cards can affect weapons that use bullets, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Shells&lt;br /&gt;
| [[File:zombicide_shellsIcon.png]] || This weapon uses shotgun shells for ammo. (Certain equipment cards can affect weapons that use shells, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Noise&lt;br /&gt;
| [[File:zombicide_noiseIcon.png]] || Using this weapon generates a Noise token in your zone, which attracts Zombies.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Silent&lt;br /&gt;
| [[File:zombicide_silentIcon.png]] || Using this weapon does not generate noise.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Door Opener&lt;br /&gt;
| [[File:zombicide_doorOpeningIcon.png]] || This weapon can be used to open doors. A Noise or Silent icon indicates whether opening the door with this weapon produces a Noise token. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapons cannot select a target. Zombies will be hit in the following order: Brutes/Abominations (player choice), Walkers, then Runners. For example, if you attack a zone with 4 Walkers and 1 Runner, the Walkers will be hit first until all are defeated, then the Runner.&lt;br /&gt;
&lt;br /&gt;
{{pill|Watch out for friendly fire!|yellow}} If a zone contains a mix of Zombies and Survivors, any unsuccessful hits on a ranged attack &#039;&#039;will&#039;&#039; hit a Survivor of the player&#039;s choice. Multiple failed hits can be distributed among multiple Survivors.&lt;br /&gt;
&lt;br /&gt;
===Adrenaline Points (AP) and Danger Level===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a Zombie, that character gains Adrenaline Points (AP). Gaining enough AP allows that character to advance in Danger Level (from blue to yellow to orange to red). Each increase in level grants 1 ability to the Survivor. Some offer multiple options, but you can only choose one. &lt;br /&gt;
&lt;br /&gt;
But this has a trade-off. When Zombies spawn, the highest Danger Level of any Survivor determines which and how many Zombies spawn. For example, if one Survivor is in blue, four Survivors are in yellows, and one is in orange, the Zombie spawn will be at the orange level. Therefore, staying around the same level as your fellow Survivors is a smart strategy. &lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies do not &amp;quot;retain&amp;quot; HP as in an RPG. To kill a Zombie, you have to deal all your damage at once. Therefore, weapons that only do 1 damage are useless against Brutes and Abominations, and BGA will not allow the combat action if they are the only available targets. &lt;br /&gt;
&lt;br /&gt;
All Zombies (Walkers, Brutes, etc.) do 1 wound each.&lt;br /&gt;
&lt;br /&gt;
Zombies can spawn from the following events:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Beginning of the game (as part of the setup)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;When a door is opened&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;During the Zombie Phase&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;When &#039;&#039;searching&#039;&#039; a room&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Type !! Icon !! HP !! AP Reward !! Total !! Notes &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Walker&lt;br /&gt;
|[[File:zombicide_walkerIcon.png]] || 1 || 1 || 40 &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Runner&lt;br /&gt;
|[[File:zombicide_runnerIcon.png]] || 1 ||  1 || 16 || Runners get 2 actions instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Brute (a.k.a. Fatty)&lt;br /&gt;
|[[File:zombicide_bruteIcon.png]] || 2 || 1 || 16 || Only a Damage 2+ weapon or Molotov can kill them. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Abomination&lt;br /&gt;
|[[File:zombicide_hobominationIcon.png]] || 3 || 5 || 4 || Abominations require 3 damage to kill. However, no weapon can do more than 2 damage. Some skill cards or special mission rules allow you to reach 3 damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Abominations&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There can only be one Abomination on the board at a time. If a second Abomination would spawn, the existing Abomination takes an extra action instead. There are four possible types of Abomination: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | HOBOMINATION&lt;br /&gt;
|[[File:zombiecide_hobominationIcon.png]] || A Survivor cannot take the Combat action if in the same zone as this Abomination (i.e., must be killed with a ranged weapon)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINACOP&lt;br /&gt;
|[[File:zombiecide_abominacopIcon.png]] || Takes precedence in priority order when resolving successful attacks (i.e., protects other Zombies in its zone)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINAWILD&lt;br /&gt;
|[[File:zombiecide_abominawildIcon.png]] || Molotovs thrown into its zone only affect the Abomination (i.e., no other Zombies besides the Abominawild are killed)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | PATIENT 0&lt;br /&gt;
|[[File:zombiecide_patientZeroIcon.png]] || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
====Player Turn====&lt;br /&gt;
&lt;br /&gt;
When controlling multiple characters, you must choose which character to perform the actions for. You must complete that character&#039;s turn before any others. You cannot alternate turns between characters. &lt;br /&gt;
&lt;br /&gt;
Each character starts with 3 Actions per turn. However, leveling up can increase this number. When all players have had a turn, the first player token is passed to the next player. The previous first player becomes the last player in the next round. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Action !! Description !! Limitations !! Notes&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Move &lt;br /&gt;
|Move your character to an adjacent Zone || For each Zombie in your current zone, you must spend 1 extra Action. This means if you have 3 Actions (the standard number) and there are 3 Zombies in your zone, you cannot move. If movement takes a Survivor into a Zone with Zombies, all movement ends (even if the Survivor has enough actions to progress). || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Search&lt;br /&gt;
|Draw an equipment card. You may put it in your hand, backpack, or discard it. || A Survivor can perform &#039;&#039;only 1 Search per turn&#039;&#039;. You must be inside a building Zone with no Zombies.|| You may redistribute your inventory cards when the item is received. If you have no space, you can discard a different item during redistribution.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Open Door&lt;br /&gt;
| Open a door adjacent to the Survivor&#039;s Zone || The character must have an item (in hand) that can open a door ([[File:zombicide_doorOpeningIcon.png]]) || Some doors may require a mission-based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn Zombies in each Dark Zone of that building. If a Rush card was drawn, the Zombie will both spawn and take an action, which may mean they move into a outside Zone.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Trade&lt;br /&gt;
| Trade items with one other Survivor or redistribute your items between your Backpack and Hand. || To trade with another Survivor, you must both be in the same Zone. || Any number of items can be traded between players. The other character in the trade gets a free redistribution.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Make Noise&lt;br /&gt;
| Place a Noise token in the Survivor&#039;s Zone || || This action can be used to attract Zombies to a location. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Combat&lt;br /&gt;
| Use a weapon against a Zone with Zombies || Combat may be limited by the type and range of weapons in your hand. || If you satisfy the condition for Dual Wield, you can use both weapons in a single action.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Interact with Objective&lt;br /&gt;
| Take or interact with a mission-based objective || Varies based on mission. || Typically gives 5AP to the Survivor (unless otherwise stated).&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Wait&lt;br /&gt;
|Do nothing || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Zombie Turn====&lt;br /&gt;
&lt;br /&gt;
After all players have had their turn, the Zombies activate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Zombies Activate&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Zombie has essentially one Action to either attack or move. They never do both. &lt;br /&gt;
&lt;br /&gt;
First, Zombies &#039;&#039;&#039;attack&#039;&#039;&#039; any Survivors in their Zone. If the Zone has multiple characters, the First Player chooses the characters that are hit. Each attack deals 1 Wound. &lt;br /&gt;
&lt;br /&gt;
Second, Zombies &#039;&#039;&#039;move&#039;&#039;&#039; towards the Zone with Survivors in Line of Sight with the most Noise tokens. (Each Survivor counts as a Noise token.) If no Survivors are in Line of Sight, they go towards the zone with the most Noise tokens (distance doesn&#039;t matter). If the Zombies&#039; path towards its target is blocked, the Zombie does not move at all. Zombies split up if the path has multiple routes of equal distance.&lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;Runners&#039;&#039; have 2 actions. They can attack twice, move twice, or move then attack. If they move twice, their target might change in the middle of their activation if they see a juicier target. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Spawn&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each &#039;&#039;&#039;{{text|red|c=firebrick}}&#039;&#039;&#039; Zombie Spawn location, a card is drawn. Each Spawn card has a Zombie type and a line that corresponds to the Danger Level (the highest Adrenaline of any Survivor) that indicates the number of Zombies that spawn. If there are not enough Zombies of a type to spawn what is needed, those Zombies are activated instead.&lt;br /&gt;
&lt;br /&gt;
Some Missions feature a &#039;&#039;&#039;{{text|blue|c=blue}}&#039;&#039;&#039; and/or &#039;&#039;&#039;{{text|green|c=green}}&#039;&#039;&#039; Zombie Spawn location. These Zones don&#039;t spawn Zombies until a specific event happens. Then they immediately activate and will spawn on the next Zombie Phase.&lt;br /&gt;
&lt;br /&gt;
Types of Zombie spawns are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Normal:&#039;&#039;&#039; Zombies spawn but do not move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Rush:&#039;&#039;&#039; Zombies spawn &#039;&#039;and&#039;&#039; move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Extra Activation:&#039;&#039;&#039; Zombies of the indicated type take a second move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The players win&#039;&#039;&#039; when all Mission Objectives are complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The players lose&#039;&#039;&#039; if...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;...any Survivor dies.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;...a Mission Objective becomes impossible to complete.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;...a mission-specific loss criteria is met.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Zombicide_dualIconSmall.png&amp;diff=31592</id>
		<title>File:Zombicide dualIconSmall.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Zombicide_dualIconSmall.png&amp;diff=31592"/>
		<updated>2026-09-25T20:24:12Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Zombicide_childIcon.png&amp;diff=31591</id>
		<title>File:Zombicide childIcon.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Zombicide_childIcon.png&amp;diff=31591"/>
		<updated>2026-09-25T20:22:24Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:Zombicide childIcon.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Zombicide_childIcon.png&amp;diff=31590</id>
		<title>File:Zombicide childIcon.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Zombicide_childIcon.png&amp;diff=31590"/>
		<updated>2026-09-25T20:20:48Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_zombicidesecondedition&amp;diff=31585</id>
		<title>Tips zombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_zombicidesecondedition&amp;diff=31585"/>
		<updated>2026-09-25T13:55:04Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Movement and Searching==&lt;br /&gt;
&lt;br /&gt;
Keep your survivors at least &#039;&#039;two spaces away&#039;&#039; from zombies. During &amp;quot;Zombie Phase&amp;quot;, Walkers, Brutes, and Abominations move once. Runners move twice. Don&#039;t forget that zombies may sometimes activate during the players&#039; turn and Abominations activate each time their card is drawn. &lt;br /&gt;
&lt;br /&gt;
Open and clear rooms early. Achieve objectives while you&#039;re still in safe levels (blue/yellow).&lt;br /&gt;
&lt;br /&gt;
Avoid using your character&#039;s final action to Search. If you pull a zombie card, you will have no actions left to deal with them.&lt;br /&gt;
&lt;br /&gt;
==Levels and Combat==&lt;br /&gt;
&lt;br /&gt;
Stay in the Blue zone of your adrenaline/danger level (the blue, yellow, orange, red scale at the bottom of the character card) as long as possible. &lt;br /&gt;
&lt;br /&gt;
Keep all survivors at the same adrenaline/danger level. Zombies spawn according to the highest Danger Level achieved by any Survivor (the closer to red, the more zombies spawn). So if one player races ahead, the rest of the team will be overwhelmed.&lt;br /&gt;
&lt;br /&gt;
When shooting, be aware of what targets are in the space. If you fail a combat dice roll, you will damage another survivor (friendly fire). &lt;br /&gt;
&lt;br /&gt;
Prioritize &#039;&#039;Brutes&#039;&#039;, then &#039;&#039;Runners&#039;&#039;, then &#039;&#039;Walkers&#039;&#039;, then &#039;&#039;Abominations&#039;&#039;. Brutes require 2 damage to kill. The Abomination can (usually) only be killed with a molotov. Kill the &#039;&#039;Abominacop&#039;&#039; early - since it protects zombies in its zone! Runners activate twice per turn, easily closing the distance to trap a weak character.&lt;br /&gt;
&lt;br /&gt;
== Scenario Tips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M13 - Burning Streets:&#039;&#039;&#039; Red spawn spots need to be attacked with the molotov cocktail. If you have run out of molotovs, collect the blue and green boxes in the southern buildings. These boxes will act as molotovs. You can then move adjacent to the red spawn spots to the left and the right and click the ranged combat button. Then complete the parking task.&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31584</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31584"/>
		<updated>2026-09-25T13:53:42Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zombicide&#039;&#039; is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by zombies. Each mission has its own win condition, shown in the top right. &lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Zones===&lt;br /&gt;
&lt;br /&gt;
The board/map consists of square zones that are either outside or inside. Inside a building, a Zone is a room. On a street, a Zone is the area between crosswalk markings and/or building walls (or the board&#039;s edge). &lt;br /&gt;
&lt;br /&gt;
Survivors have line-of-sight in any non-diagonal direction to any other street zones up to the board&#039;s edge as long as they aren&#039;t blocked. However, a Survivor can only see as far as &#039;&#039;one zone&#039;&#039; into a building with an open door (and must be directly adjacent to the zone). From an inside zone, a Survivor can only see as far as &#039;&#039;one zone&#039;&#039; to any adjacent room through an open door, but can see into the street with no limit.&lt;br /&gt;
&lt;br /&gt;
=== Survivors ===&lt;br /&gt;
&lt;br /&gt;
Unless the mission states otherwise, players take control of six Survivor characters (players may control more than one, depending on the number of players). Some are adults (3 HP) and some are kids (2 HP), identified by a yellow icon on their character card. Kids have one less HP than adults, but start with the &#039;&#039;Slippery&#039;&#039; skill (ignore zombies when moving, do not spend extra actions). (Click the yellow triangle on the right side of a character card to see definitions for their skills.)&lt;br /&gt;
&lt;br /&gt;
====Survivor Skills====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
Ambidextrous – The Survivor treats all weapons as if they&lt;br /&gt;
had the Dual symbol&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Charge&#039;&#039;&#039;: Move up to 2 Zones to a Zone containing at least 1 Zombie. Entering a Zone containing Zombies ends the Move Action. Free action. Can only be used once per turn. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Jump&#039;&#039;&#039;: Move 2 Zones, ignoring everything except walls and closed doors. Costs 1 action. Can only be used once per turn. Ignores movement-related skills (like +1 Zone or Slippery).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Lucky&#039;&#039;&#039;: For each action, you may re-roll all dice once.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Matching Set&#039;&#039;&#039;: If you find a weapon with the Dual symbol [[File:zombicide_dualIcon.png]], you immediately receive a second card of the same type.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Medic&#039;&#039;&#039;: You and all Survivors in the same Zone may heal 1 HP. You earn 1 AP per wound healed this way. Free action. Can only be used at the end of a round.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Shove&#039;&#039;&#039;: All Zombies standing in the Survivor&#039;s Zone are pushed to an adjacent Zone chosen by you. Free Action. Can only be used once per turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Slippery&#039;&#039;&#039;:  The Survivor ignores Zombies when performing Move Actions and does not spend extra Actions when performing a Move Action out of a Zone with Zombies.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Sniper&#039;&#039;&#039;: Choose targets when performing Ranged actions &#039;&#039;and&#039;&#039; ignore Friendly Fire.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Sprint&#039;&#039;&#039;: You may move 2 or 3 zones instead of 1. Costs 1 Move action. Can only be used once per turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Tough&#039;&#039;&#039;: The Survivor ignores the first Wound received during each Zombie Attack or Friendly Fire incident.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
Cards can be either a weapon or equipment. Any card can be stored in either a Survivor&#039;s hand (they have two) or their backpack (three inventory spaces). Extra items must be discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons are indicated by a knife or pistol symbol. Starting weapons are gray. Basic weapons found during the game are blue. &amp;quot;Pimpweapons&amp;quot; (special strong found in yellow crates) are red.&lt;br /&gt;
&lt;br /&gt;
Each weapon has four numbers at the bottom. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:40%;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Dice !! Accuracy !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| How many zones you can be away to use it. Melee weapons have Range = 0, meaning you must be in the same zone as your target. || Number of dice that are rolled when using the weapon. || Each die that reaches this number counts as a success/hit. || The amount of damage that each successful hit does.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Other Symbols&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Definition&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Melee&lt;br /&gt;
| [[File:zombicide_meleeIcon.png]] || Indicates a melee weapon, which means the user must be in the same zone as a zombie to use it in combat. (i.e. range = 0)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Ranged&lt;br /&gt;
| [[File:zombicide_rangedIcon.png]] || A pistol indicates a ranged weapon, which can be used from a distance. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Dual&lt;br /&gt;
| [[File:zombicide_dualIcon.png]] || If you have 2 identical weapons with this symbol in each hand, you can use both weapons with one action. Both weapons must target the same zone.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Bullets&lt;br /&gt;
| [[File:zombicide_bulletsIcon.png]] || This weapon uses bullets for ammo. (Certain equipment cards can affect weapons that use bullets, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Shells&lt;br /&gt;
| [[File:zombicide_shellsIcon.png]] || This weapon uses shotgun shells for ammo. (Certain equipment cards can affect weapons that use shells, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Noise&lt;br /&gt;
| [[File:zombicide_noiseIcon.png]] || Using this weapon generates a Noise token in your zone, which attracts zombies.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Silent&lt;br /&gt;
| [[File:zombicide_silentIcon.png]] || Using this weapon does not generate noise.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Door Opener&lt;br /&gt;
| [[File:zombicide_doorOpeningIcon.png]] || This weapon can be used to open doors. A Noise or Silent icon indicates whether opening the door with this weapon produces a Noise token. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapons cannot select a target. Zombies will be hit in the following order: Brutes/Abominations (player choice), Walkers, then Runners. For example, if you attack a zone with 4 Walkers and 1 Runner, the Walkers will be hit first until all are defeated, then the Runner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watch out for friendly fire&#039;&#039;&#039;: If a zone contains a mix of zombies and Survivors, any unsuccessful hits on a ranged attack &#039;&#039;will&#039;&#039; hit a Survivor of the player&#039;s choice. Multiple failed hits can be distributed among multiple Survivors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adrenaline Points (AP) and Danger Level===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a zombie, that character gains Adrenaline Points (AP). Gaining enough AP allows that character to advance in Danger Level (from blue to yellow to orange to red). Each increase in level grants 1 ability to the Survivor. Some offer multiple options, but you can only choose one. &lt;br /&gt;
&lt;br /&gt;
But this has a trade-off. When Zombies spawn, the highest Danger Level of any Survivor determines which and how many zombies spawn. For example, if one Survivor is in blue, four Survivors are in yellows, and one is in orange, the Zombie spawn will be at the orange level. Therefore, staying around the same level as your fellow Survivors is a smart strategy. &lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies do not &amp;quot;retain&amp;quot; their HP counts (as in an RPG). To kill a zombie, you have to do all your damage at once to kill it. Therefore, weapons that only do one damage are useless against Brutes and Abominations, and BGA will not allow the combat action if they are the only available targets. &lt;br /&gt;
&lt;br /&gt;
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Type !! Icon !! HP !! # of actions !! AP Reward !! Total&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Walker&lt;br /&gt;
|[[File:zombicide_walkerIcon.png]] || 1 || 1 || 1 || 40 &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Runner&lt;br /&gt;
|[[File:zombicide_runnerIcon.png]] || 1 || 2 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Brute (a.k.a. Fatty)&lt;br /&gt;
|[[File:zombicide_bruteIcon.png]] || 2 || 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Abomination&lt;br /&gt;
|[[File:zombicide_hobominationIcon.png]] || 3 || 1 || 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Zombies can spawn from the following events:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Beginning of the game (as part of the setup)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;When a door is opened&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;During the zombie phase&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;When searching a room&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Types of zombie spawns are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Normal:&#039;&#039;&#039; Zombies spawn but do not move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Rush:&#039;&#039;&#039; Zombies spawn &#039;&#039;and&#039;&#039; move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Extra Activation:&#039;&#039;&#039; Zombies of the indicated type take a second move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Abominations&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There can only be one Abomination on the board at a time. If a second Abomination would spawn, the existing Abomination takes an extra action instead.&lt;br /&gt;
&lt;br /&gt;
Abominations require 3 damage to kill, but no weapon can do more than 2 damage. However, 3 damage can be reached using skill cards or special rules for a mission.&lt;br /&gt;
&lt;br /&gt;
There are four possible types of Abomination: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | HOBOMINATION&lt;br /&gt;
|[[File:zombiecide_hobominationIcon.png]] || A Survivor cannot take the Combat action if in the same zone as this Abomination (i.e., must be killed with a ranged weapon)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINACOP&lt;br /&gt;
|[[File:zombiecide_abominacopIcon.png]] || Takes precedence in priority order when resolving successful attacks (i.e., protects other zombies in its zone)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINAWILD&lt;br /&gt;
|[[File:zombiecide_abominawildIcon.png]] || Molotovs thrown into its zone only affect the Abomination (i.e., no other zombies besides the Abominawild are killed)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | PATIENT 0&lt;br /&gt;
|[[File:zombiecide_patientZeroIcon.png]] || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
====Player Turn====&lt;br /&gt;
&lt;br /&gt;
When controlling multiple characters, you must choose which character to perform the actions for. You must complete that character&#039;s turn before any others. You cannot alternate turns between characters. &lt;br /&gt;
&lt;br /&gt;
Each character starts with 3 Actions per turn. However, leveling up can increase this number. When all players have had a turn, the first player token is passed to the next player. The previous first player becomes the last player in the next round. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Action !! Description !! Limitations !! Notes&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Move &lt;br /&gt;
|Move your character to an adjacent Zone || For each Zombie in your current zone, you must spend 1 extra Action. This means if you have 3 Actions (the standard number) and there are 3 Zombies in your zone, you cannot move. If movement takes a Survivor into a Zone with Zombies, all movement ends (even if the Survivor has enough actions to progress). || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Search&lt;br /&gt;
|Draw an equipment card. You may put it in your hand, backpack, or discard it. || A Survivor can perform &#039;&#039;only 1 Search per turn&#039;&#039;. You must be inside a building Zone with no Zombies.|| You may redistribute your inventory cards when the item is received. If you have no space, you can discard a different item during redistribution.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Open Door&lt;br /&gt;
| Open a door adjacent to the Survivor&#039;s Zone || The character must have an item (in hand) that can open a door ([[File:zombicide_doorOpeningIcon.png]]) || Some doors may require a mission-based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a Rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a outside Zone.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Trade&lt;br /&gt;
| Trade items with one other Survivor in the same Zone or redistribute your items between your Backpack and Hand. || || Any number of items can be traded between players. The other character in the trade gets a free redistribution.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Make Noise&lt;br /&gt;
| Place a Noise token in the Survivor&#039;s Zone || || This action can be used to attract Zombies to a location. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Combat&lt;br /&gt;
| Use a weapon against a Zone with Zombies || Combat may be limited by the type and range of weapons in your hand. || If you satisfy the condition for Dual Wield, you can use both weapons in a single action.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Interact with Objective&lt;br /&gt;
| Take or interact with a mission-based objective || || Varies based on the mission. Typically gives 5AP to the Survivor (unless otherwise stated).&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Wait&lt;br /&gt;
|Do nothing || || Essentially a pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Zombie Turn====&lt;br /&gt;
&lt;br /&gt;
After all players have had their turn, the zombies activate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Zombies Activate&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Zombie has essentially one Action to either attack or move. They never do both. &lt;br /&gt;
&lt;br /&gt;
First, Zombies &#039;&#039;&#039;attack&#039;&#039;&#039; any Survivors in their Zone. If the Zone has multiple characters, the First Player chooses the characters that are hit. Each attack deals 1 Wound. &lt;br /&gt;
&lt;br /&gt;
Second, Zombies &#039;&#039;&#039;move&#039;&#039;&#039; towards the Zone with Survivors in Line of Sight with the most Noise tokens. (Each Survivor counts as a Noise token.) If no Survivors are in Line of Sight, they go towards the zone with the most Noise tokens (distance doesn&#039;t matter). &lt;br /&gt;
&lt;br /&gt;
If the Zombies&#039; path towards its target is blocked, the Zombie does not move at all. Zombies split up if the path has multiple routes of equal distance.&lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;Runners&#039;&#039; have 2 actions. They can attack twice, move twice, or move then attack. If they move twice, their target might change in the middle of their activation if they see a juicier target. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Spawn&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For each Red Zombie Spawn location, a card is drawn. Each Spawn card has a zombie type and a line that corresponds to the Danger Level (the highest Adrenaline of any Survivor) that indicates the number of Zombies that spawn. If there are not enough Zombies of a type to spawn what is needed, those Zombies are activated instead.&lt;br /&gt;
&lt;br /&gt;
Some Missions feature a Blue and/or Green-colored Zombie Spawn token. These Zones don&#039;t spawn Zombies until a specific event happens. Then they immediately activate and will spawn on the next Zombie Phase.&lt;br /&gt;
&lt;br /&gt;
Some spawn cards feature the word &#039;&#039;Rush&#039;&#039;. When these Zombies are placed, they are activated.&lt;br /&gt;
&lt;br /&gt;
Some spawn cards feature the word &#039;&#039;Extra Activation&#039;&#039;. Instead of placing Zombies, all Zombies of the indicated type are activated.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The players win&#039;&#039;&#039; when all Mission Objectives are complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The players lose&#039;&#039;&#039; if...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;...any Survivor dies.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;...a Mission Objective becomes impossible to complete.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;...a mission-specific loss criteria is met.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31569</id>
		<title>Gamehelpzombicidesecondedition</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpzombicidesecondedition&amp;diff=31569"/>
		<updated>2026-09-24T21:02:28Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Zombicide&#039;&#039; is a cooperative game in which players move around a map, complete mission objectives, and escape without dying or being overwhelmed by zombies. Each mission has its own win condition, shown in the top right. &lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Zones===&lt;br /&gt;
&lt;br /&gt;
The board/map consists of square zones that are either outside or inside. Inside a building, a Zone is a room. On a street, a Zone is the area between crosswalk markings and/or building walls (or the board&#039;s edge). &lt;br /&gt;
&lt;br /&gt;
Survivors have line-of-sight in any non-diagonal direction to any other street zones up to the board&#039;s edge as long as they aren&#039;t blocked. However, a Survivor can only see as far as &#039;&#039;one zone&#039;&#039; into a building with an open door (and must be directly adjacent to the zone). From an inside zone, a Survivor can only see as far as &#039;&#039;one zone&#039;&#039; to any adjacent room through an open door, but can see into the street with no limit.&lt;br /&gt;
&lt;br /&gt;
=== Survivors ===&lt;br /&gt;
&lt;br /&gt;
Unless the mission states otherwise, players take control of six Survivor characters (players may control more than one, depending on the number of players). Some are adults (3 HP) and some are kids (2 HP), identified by a yellow icon on their character card. Kids have one less HP than adults, but start with the &#039;&#039;Slippery&#039;&#039; skill (ignore zombies when moving, do not spend extra actions). (Click the yellow triangle on the right side of a character card to see definitions for their skills.)&lt;br /&gt;
&lt;br /&gt;
====Survivor Skills====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
Ambidextrous – The Survivor treats all weapons as if they&lt;br /&gt;
had the Dual symbol&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Charge&#039;&#039;&#039;: Move up to 2 Zones to a Zone containing at least 1 Zombie. Entering a Zone containing Zombies ends the Move Action. Free action. Can only be used once per turn. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Jump&#039;&#039;&#039;: Move 2 Zones, ignoring everything except walls and closed doors. Costs 1 action. Can only be used once per turn. Ignores movement-related skills (like +1 Zone or Slippery).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Lucky&#039;&#039;&#039;: For each action, you may re-roll all dice once.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Matching Set&#039;&#039;&#039;: If you find a weapon with the Dual symbol [[File:zombicide_dualIcon.png]], you immediately receive a second card of the same type.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Medic&#039;&#039;&#039;: You and all Survivors in the same Zone may heal 1 HP. You earn 1 AP per wound healed this way. Free action. Can only be used at the end of a round.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Shove&#039;&#039;&#039;: All Zombies standing in the Survivor&#039;s Zone are pushed to an adjacent Zone chosen by you. Free Action. Can only be used once per turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Slippery&#039;&#039;&#039;:  The Survivor ignores Zombies when performing Move Actions and does not spend extra Actions when performing a Move Action out of a Zone with Zombies.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Sniper&#039;&#039;&#039;: Choose targets when performing Ranged actions &#039;&#039;and&#039;&#039; ignore Friendly Fire.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Sprint&#039;&#039;&#039;: You may move 2 or 3 zones instead of 1. Costs 1 Move action. Can only be used once per turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Tough&#039;&#039;&#039;: The Survivor ignores the first Wound received during each Zombie Attack or Friendly Fire incident.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
Cards can be either a weapon or equipment. Any card can be stored in either a Survivor&#039;s hand (they have two) or their backpack (three inventory spaces). Extra items must be discarded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons are indicated by a knife or pistol symbol. Starting weapons are gray. Basic weapons found during the game are blue. &amp;quot;Pimpweapons&amp;quot; (special strong found in yellow crates) are red.&lt;br /&gt;
&lt;br /&gt;
Each weapon has four numbers at the bottom. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:40%;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Range !! Dice !! Accuracy !! Damage&lt;br /&gt;
|-&lt;br /&gt;
| How many zones you can be away to use it. Melee weapons have Range = 0, meaning you must be in the same zone as your target. || Number of dice that are rolled when using the weapon. || Each die that reaches this number counts as a success/hit. || The amount of damage that each successful hit does.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Other Symbols&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Definition&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Melee&lt;br /&gt;
| [[File:zombicide_meleeIcon.png]] || Indicates a melee weapon, which means the user must be in the same zone as a zombie to use it in combat. (i.e. range = 0)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Ranged&lt;br /&gt;
| [[File:zombicide_rangedIcon.png]] || A pistol indicates a ranged weapon, which can be used from a distance. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Dual&lt;br /&gt;
| [[File:zombicide_dualIcon.png]] || If you have 2 identical weapons with this symbol in each hand, you can use both weapons with one action. Both weapons must target the same zone.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Bullets&lt;br /&gt;
| [[File:zombicide_bulletsIcon.png]] || This weapon uses bullets for ammo. (Certain equipment cards can affect weapons that use bullets, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Shells&lt;br /&gt;
| [[File:zombicide_shellsIcon.png]] || This weapon uses shotgun shells for ammo. (Certain equipment cards can affect weapons that use shells, but you don&#039;t run out of ammo.)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Noise&lt;br /&gt;
| [[File:zombicide_noiseIcon.png]] || Using this weapon generates a Noise token in your zone, which attracts zombies.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Silent&lt;br /&gt;
| [[File:zombicide_silentIcon.png]] || Using this weapon does not generate noise.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Door Opener&lt;br /&gt;
| [[File:zombicide_doorOpeningIcon.png]] || This weapon can be used to open doors. A Noise or Silent icon indicates whether opening the door with this weapon produces a Noise token. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ranged weapons cannot select a target. Zombies will be hit in the following order: Brutes/Abominations (player choice), Walkers, then Runners. For example, if you attack a zone with 4 Walkers and 1 Runner, the Walkers will be hit first until all are defeated, then the Runner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watch out for friendly fire&#039;&#039;&#039;: If a zone contains a mix of zombies and Survivors, any unsuccessful hits on a ranged attack &#039;&#039;will&#039;&#039; hit a Survivor of the player&#039;s choice. Multiple failed hits can be distributed among multiple Survivors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adrenaline Points (AP) and Danger Level===&lt;br /&gt;
&lt;br /&gt;
Each time a character kills a zombie, that character gains Adrenaline Points (AP). Gaining enough AP allows that character to advance in Danger Level (from blue to yellow to orange to red) Each increase in level grants 1 ability to the Survivor. Some offer multiple options, but you can only choose one. &lt;br /&gt;
&lt;br /&gt;
But this has a trade-off. When zombies spawn, the highest Danger Level of any Survivor determines which and how many zombies spawn. For example, if one Survivor is in blue, four Survivors are in yellows, and one is in orange, the zombie spawn will be of orange level. Therefore, it&#039;s a smart strategy to stay around the same level as your fellow Survivors. &lt;br /&gt;
&lt;br /&gt;
===Zombies===&lt;br /&gt;
&lt;br /&gt;
Zombies do not &amp;quot;retain&amp;quot; their HP counts (as in an RPG). To kill a zombie, you have to do all your damage at once to kill it. Therefore, weapons that only do one damage are useless against Brutes and Abominations, and BGA will not allow the combat action if they are the only available targets. &lt;br /&gt;
&lt;br /&gt;
Brutes have Damage 1, Health 2, Actions 1, AP 1, Special Rule: Only a Damage 2+ weapon or Molotov can have an impact on them. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Runners have Damage 1, Health 1, Actions 2, AP 1. There are 16 in the supply.&lt;br /&gt;
&lt;br /&gt;
Abominations have Damage 1, Health 3, Actions 1, AP 5, Special Rule: Only a Damage 3+ weapon or a Molotov can have an impact on them. No weapon has a natural 3, a Skill or similar is needed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Type !! Icon !! HP !! # of actions !! AP Reward !! Total&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Walker&lt;br /&gt;
|[[File:zombicide_walkerIcon.png]] || 1 || 1 || 1 || 40 &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Runner&lt;br /&gt;
|[[File:zombicide_runnerIcon.png]] || 1 || 2 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Brute (a.k.a. Fatty)&lt;br /&gt;
|[[File:zombicide_bruteIcon.png]] || 2 || 1 || 1 || 16&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Abomination&lt;br /&gt;
|[[File:zombicide_hobominationIcon.png]] || 3 || 1 || 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Zombies can spawn from the following events:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;Beginning of the game (as part of the setup)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;When a door is opened&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;During the zombie phase&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;When searching a room&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Types of zombie spawns are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Normal:&#039;&#039;&#039; Zombies spawn but do not move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Rush:&#039;&#039;&#039; Zombies spawn &#039;&#039;and&#039;&#039; move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Extra Activation:&#039;&#039;&#039; Zombies of the indicated type take a second move/attack&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Abominations&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There can only be one Abomination on the board at a time. If a second Abomination would spawn, the existing Abomination takes an extra action instead.&lt;br /&gt;
&lt;br /&gt;
Abominations require 3 damage to kill, but no weapon can do more than 2 damage. However, 3 damage can be reached using skill cards or special rules for a mission.&lt;br /&gt;
&lt;br /&gt;
There are four possible types of Abomination: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | HOBOMINATION&lt;br /&gt;
|[[File:zombiecide_hobominationIcon.png]] || A Survivor cannot take the Combat action if in the same zone as this Abomination (i.e., must be killed with a ranged weapon)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINACOP&lt;br /&gt;
|[[File:zombiecide_abominacopIcon.png]] || Takes precedence in priority order when resolving successful attacks (i.e., protects other zombies in its zone)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ABOMINAWILD&lt;br /&gt;
|[[File:zombiecide_abominawildIcon.png]] || Molotovs thrown into its zone only affect the Abomination (i.e., no other zombies besides the Abominawild are killed)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | PATIENT 0&lt;br /&gt;
|[[File:zombiecide_patientZeroIcon.png]] || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
====Player Turn====&lt;br /&gt;
&lt;br /&gt;
When controlling multiple characters, you must choose which character to perform the actions for. You must complete that character&#039;s turn before any others. You cannot alternate turns between characters. &lt;br /&gt;
&lt;br /&gt;
Each character starts with 3 Actions per turn. However, leveling up can increase this number. When all players have had a turn, the first player token is passed to the next player. The previous first player becomes the last player in the next round. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Action !! Description !! Limitations !! Notes&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Move &lt;br /&gt;
|Move your character to an adjacent Zone || For each Zombie in your current zone, you must spend 1 extra Action. This means if you have 3 Actions (the standard number) and there are 3 Zombies in your zone, you cannot move. If movement takes a Survivor into a Zone with Zombies, all movement ends (even if the Survivor has enough actions to progress). || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Search&lt;br /&gt;
|Draw an equipment card. You may put it in your hand, backpack, or discard it. || A Survivor can perform &#039;&#039;only 1 Search per turn&#039;&#039;. You must be inside a building Zone with no Zombies.|| You may redistribute your inventory cards when the item is received. If you have no space, you can discard a different item during redistribution.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Open Door&lt;br /&gt;
| Open a door adjacent to the Survivor&#039;s Zone || The character must have an item (in hand) that can open a door ([[File:zombicide_doorOpeningIcon.png]]) || Some doors may require a mission-based objective to be met before they can be opened. If the door was the first door to be opened for that building, spawn zombies in each Dark Zone of that building. If a Rush card was drawn, the zombie will both spawn and take an action, which may mean they move into a outside Zone.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Trade&lt;br /&gt;
| Trade items with one other Survivor in the same Zone or redistribute your items between your Backpack and Hand. || || Any number of items can be traded between players. The other character in the trade gets a free redistribution.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Make Noise&lt;br /&gt;
| Place a Noise token in the Survivor&#039;s Zone || || This action can be used to attract Zombies to a location. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Combat&lt;br /&gt;
| Use a weapon against a Zone with Zombies || Combat may be limited by the type and range of weapons in your hand. || If you satisfy the condition for Dual Wield, you can use both weapons in a single action.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Interact with Objective&lt;br /&gt;
| Take or interact with a mission-based objective || || Varies based on the mission. Typically gives 5AP to the Survivor (unless otherwise stated).&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Wait&lt;br /&gt;
|Do nothing || || Essentially a pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Zombie Turn====&lt;br /&gt;
&lt;br /&gt;
Zombies activate after all players have had their turn. &lt;br /&gt;
&lt;br /&gt;
First, attacks happen. Each zombie attacks a character in its zone, if there are multiple characters then the players choose which character takes the hit.&lt;br /&gt;
&lt;br /&gt;
Second, movement happens. Each zombie which did not attack, as such has no characters in its zone, moves 1 zone. Where they move will depend on a few things. First, they&#039;d like to go towards a zone (note they may not actually reach it) that has the most combined characters and noise tokens in it which is within its line of sight and contains at least 1 character. If there are no characters in its Line of Sight, then it moves towards the noisiest zone regardless of distance. Remember, character tokens count towards the noise level. If the path to the destination is blocked at any point between the zombie and the target zone, the zombie does not move at all. If the target zone has multiple routes of equal distance, the zombies split up as evenly as possible and take all the equidistant routes.&lt;br /&gt;
&lt;br /&gt;
For Runners, they do this check twice, their first priority is always attack, with second priority being move. This means they could, in priority order, attack-attack, attack-move, move-attack or move-move&lt;br /&gt;
&lt;br /&gt;
After activation, Spawn happens. In ascending order, from each numbered spawn point, draw a card to see what arrives corresponding with the current danger level, remember this is equal to the highest character level in all the group. Some spawn locations may be special, these do not spawn until the Mission tells you to, after a special spawn location starts spawning it continues spawning on each subsequent Spawn Phase, unless the mission says otherwise. If there are not enough zombies of a type to spawn what is needed, the zombies of that type get an activation instead.&lt;br /&gt;
&lt;br /&gt;
==Game End==&lt;br /&gt;
&lt;br /&gt;
====Win Conditions====&lt;br /&gt;
&lt;br /&gt;
The game is won when the Mission Objectives are all complete&lt;br /&gt;
&lt;br /&gt;
====Loss Conditions====&lt;br /&gt;
&lt;br /&gt;
The game is lost if any Survivor dies&lt;br /&gt;
&lt;br /&gt;
The game is lost if a game state causes a Mission Objective to be impossible to complete&lt;br /&gt;
&lt;br /&gt;
The game is lost if a Mission specific Loss criteria is met&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_splendor&amp;diff=31547</id>
		<title>Tips splendor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_splendor&amp;diff=31547"/>
		<updated>2026-09-23T19:27:42Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Strategy==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The name of the game is efficiency--you need to think, &amp;quot;No, really, I have to be extremely efficient on every move.&amp;quot;&lt;br /&gt;
  &amp;lt;li&amp;gt;In general, try to only buy cards that give you points.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Try to choke/cut off a color from other opponents, whether it&#039;s cards or tokens. If you have most of a color on the table, your opponents have to do suboptimal moves. If all the cards on the board require ruby tokens [[File:splendor_redGem.png]] and you have 5 of them, then you have control.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;99% of games of Splendor take 17-28 turns. Aim for a game that finishes in under 22 turns, which means you have to achieve 2 points every three turns. Map out a path to that end.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If a color does get choked, don&#039;t forget you can reserve from the top of the deck to gain a gold token [[File:splendor_goldGem.png]].&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If you reserve a card, don&#039;t assume you&#039;ll build it. The gold token [[File:splendor_goldGem.png]] is more important.&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;Save your gold for the end, if possible. Reserving to block an opponent is rarely a good move, but it is a possibility.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Player count changes the game considerably. In general, the fewer players, the less likely you are to be able to gain Level 3 (ΟΟΟ) cards easily (due to reduced token supply). Gold tokens [[File:splendor_goldGem.png]] become more important.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The midgame starts when all players have about 3-4 cards. At that point, target the high-value Level 3 (ΟΟΟ) cards you want/need, then calculate and minimize the turns needed to get them. Consider reserving if you think your opponents need them too. Reserving cards can also disrupt opponents&#039; strategies while providing you a gold token [[File:splendor_goldGem.png]].&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Observe what your opponents are doing. Buy cards when they have 8+ gems to have a better chance at a gem you want. Use gold tokens [[File:splendor_goldGem.png]] to buy cards faster.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Late game starts when one player gets at least 10 points. Plan at least 2 ways to buy a high-value card. That way you can get points quicker.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;What do your opponents need most? Grab them to give yourself more time to increase your points. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Ending the game as soon as possible is more important than accumulating points (unless you are the first player). Purchase your reserved cards to secure points and reserve cards from the deck. You won&#039;t disrupt your opponents, but you don&#039;t want to accidentally reveal a card that can change the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
&lt;br /&gt;
These are basic strategies that can work for everyone. Study them so you can use them yourself &#039;&#039;and&#039;&#039; know what your opponent is doing. These strategies are sequential (should be done in order).&lt;br /&gt;
&lt;br /&gt;
====Card Reserving====&lt;br /&gt;
&lt;br /&gt;
This strategy is what strong players usually do, but it stalls when the gold tokens are empty. When that happens, switch to one of the other strategies. Tactics is all about being flexible when the battlefield changes. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Reserve 1-2 important cards in Level 2 (ΟΟ) to prevent opponents from getting them.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Buy a few Level 1 (Ο) cards, at least one of each type, to build up your basic engine.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;After that, start buying cards you reserved and reserve new cards, prioritizing those with points. &lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:0em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;Don&#039;t forget that you can reserve cards from the deck, which is good when you want to lock your opponent into their current position.&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If you notice your opponent aiming for a card, reserve it first to waste their effort.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Engine Building====&lt;br /&gt;
&lt;br /&gt;
This strategy is mostly useful for players with intermediate experience. Building a large &amp;quot;economy&amp;quot; and maybe snagging a noble on the way takes about 25 turns. Sometimes it will win if the other opponents are fighting among themselves, but it will lose with experienced players. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Buy about 7-9 Level 1 (Ο) cards to reduce the price of Level 2 (ΟΟ) and Level 3 (ΟΟΟ) cards.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Buy cards that get you noble cards, which grant a valuable return on your engine.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Lastly, buy cards with points that won&#039;t cost more than 1-2 gems. Try to get those cards for free.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Prioritizing Points====&lt;br /&gt;
&lt;br /&gt;
This strategy is useful for beginners with little experience. It can be effective, but is easily blocked. To prevent that, reserve a Level 3 card. Buy Level 1 cards that allow you to gain it, then repeat. You can win with only eight cards (4 Level 1 (Ο) cards, 2 Level 2 (ΟΟ) cards, and 2 Level 3 (ΟΟΟ) cards plus a noble card).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;First, select a target Level 3 (ΟΟΟ) card. Reserve it if you want.&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Collecting the gems needed to buy it.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Next, get point cards, especially Level 2 (ΟΟ) and Level 3 (ΟΟΟ). Buy any point card you can afford.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Noble Hoarding====&lt;br /&gt;
&lt;br /&gt;
Using this strategy can get you 2 noble cards (more if you are lucky), potentially winning you the game. However, it is quite slow.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;Analyze the available noble cards. Identify what cards have gems in common. Those are the cards you want to get first.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;While using one of the above strategies, observe what cards your opponents are getting. Use this to decide which noble cards you want. Then focus on one and get the cards needed.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cards==&lt;br /&gt;
&lt;br /&gt;
From most valuable to least valuable...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Level 1 (Ο):&#039;&#039;&#039;&lt;br /&gt;
    &amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 4 gems, &#039;&#039;Points:&#039;&#039; 1&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 3 gems, &#039;&#039;Points:&#039;&#039; 0&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 4 gems, &#039;&#039;Points:&#039;&#039; 0&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 5 gems, &#039;&#039;Points:&#039;&#039; 0&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Level 2 (ΟΟ):&#039;&#039;&#039; &lt;br /&gt;
    &amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 6 gems, &#039;&#039;Points:&#039;&#039; 3&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 5 gems, &#039;&#039;Points:&#039;&#039; 2&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 7 gems, &#039;&#039;Points:&#039;&#039; 2 &#039;&#039;&#039;&#039;&#039;or&#039;&#039;&#039;&#039;&#039; &#039;&#039;Cost:&#039;&#039; 8 gems, &#039;&#039;Points:&#039;&#039; 2&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 8 gems, &#039;&#039;Points:&#039;&#039; 1&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Level 3 (ΟΟΟ):&#039;&#039;&#039; &lt;br /&gt;
    &amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 10 gems, &#039;&#039;Points:&#039;&#039; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 7 gems, &#039;&#039;Points:&#039;&#039; 4&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 12 gems, &#039;&#039;Points:&#039;&#039; 4&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li style=&amp;quot;list-style-type: decimal;&amp;quot;&amp;gt;&#039;&#039;Cost:&#039;&#039; 14 gems, &#039;&#039;Points:&#039;&#039; 3&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ol&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gem Color/Card Relationships==&lt;br /&gt;
&lt;br /&gt;
These are the most typical relationships, but aren&#039;t always true. Each relationship is shown by (most needed gem color) for (card color). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Level 1 (Ο):&#039;&#039;&#039; &lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:0em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_blackGem.png]]{{pill|Onyx gems|black}} for [[File:splendor_greenGem.png]]{{pill|Emerald gems|limegreen}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_blueGem.png]]{{pill|Sapphire gems|RoyalBlue}} for [[File:splendor_blackGem.png]]{{pill|Onyx gems|black}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_redGem.png]]{{pill|Ruby tokens|firebrick}} for [[File:splendor_blueGem.png]]{{pill|Sapphire gems|RoyalBlue}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_whiteGem.png]]{{pill|Diamond gems|GhostWhite}} for [[File:splendor_redGem.png]]{{pill|Ruby gems|firebrick}}&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Level 2 (ΟΟ):&#039;&#039;&#039; &lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:0em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_blackGem.png]]{{pill|Onyx gems|black}} for [[File:splendor_redGem.png]]{{pill|Ruby gems|firebrick}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_blueGem.png]]{{pill|Sapphire gems|RoyalBlue}} for [[File:splendor_blueGem.png]]{{pill|Sapphire gems|RoyalBlue}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_greenGem.png]]{{pill|Emerald gems|limegreen}} for [[File:splendor_greenGem.png]]{{pill|Emerald gems|limegreen}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_redGem.png]]{{pill|Ruby gems|firebrick}} for [[File:splendor_whiteGem.png]]{{pill|Diamond gems|GhostWhite}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_whiteGem.png]]{{pill|Diamond gems|GhostWhite}} for [[File:splendor_blackGem.png]]{{pill|Onyx gems|black}}&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Level 3 (ΟΟΟ):&#039;&#039;&#039; &lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:0em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_blackGem.png]]{{pill|Onyx gems|black}} for [[File:splendor_whiteGem.png]]{{pill|Diamond gems|ghostwhite}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_blueGem.png]]{{pill|Sapphire gems|RoyalBlue}} for [[File:splendor_greenGem.png]]{{pill|Emerald gems|limegreen}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_greenGem.png]]{{pill|Emerald gems|limegreen}} for [[File:splendor_redGem.png]]{{pill|Ruby gems|firebrick}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_redGem.png]]{{pill|Ruby gems|firebrick}} for [[File:splendor_blackGem.png]]{{pill|Onyx gems|black}}&amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;[[File:splendor_whiteGem.png]]{{pill|Diamond gems|GhostWhite}} for [[File:splendor_blueGem.png]]{{pill|Sapphire gems|RoyalBlue}}&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_goldGem.png&amp;diff=31546</id>
		<title>File:Splendor goldGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_goldGem.png&amp;diff=31546"/>
		<updated>2026-09-23T19:15:54Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_whiteGem.png&amp;diff=31545</id>
		<title>File:Splendor whiteGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_whiteGem.png&amp;diff=31545"/>
		<updated>2026-09-23T19:13:13Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:Splendor whiteGem.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_redGem.png&amp;diff=31544</id>
		<title>File:Splendor redGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_redGem.png&amp;diff=31544"/>
		<updated>2026-09-23T19:13:06Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:Splendor redGem.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_greenGem.png&amp;diff=31543</id>
		<title>File:Splendor greenGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_greenGem.png&amp;diff=31543"/>
		<updated>2026-09-23T19:12:59Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:Splendor greenGem.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blueGem.png&amp;diff=31542</id>
		<title>File:Splendor blueGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blueGem.png&amp;diff=31542"/>
		<updated>2026-09-23T19:12:51Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:Splendor blueGem.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blackGem.png&amp;diff=31541</id>
		<title>File:Splendor blackGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blackGem.png&amp;diff=31541"/>
		<updated>2026-09-23T19:12:43Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:Splendor blackGem.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_whiteGem.png&amp;diff=31540</id>
		<title>File:Splendor whiteGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_whiteGem.png&amp;diff=31540"/>
		<updated>2026-09-23T18:59:46Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_redGem.png&amp;diff=31539</id>
		<title>File:Splendor redGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_redGem.png&amp;diff=31539"/>
		<updated>2026-09-23T18:59:38Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blueGem.png&amp;diff=31538</id>
		<title>File:Splendor blueGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blueGem.png&amp;diff=31538"/>
		<updated>2026-09-23T18:59:29Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_greenGem.png&amp;diff=31537</id>
		<title>File:Splendor greenGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_greenGem.png&amp;diff=31537"/>
		<updated>2026-09-23T18:58:57Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blackGem.png&amp;diff=31536</id>
		<title>File:Splendor blackGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blackGem.png&amp;diff=31536"/>
		<updated>2026-09-23T18:57:22Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:Splendor blackGem.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blackGem.png&amp;diff=31535</id>
		<title>File:Splendor blackGem.png</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Splendor_blackGem.png&amp;diff=31535"/>
		<updated>2026-09-23T18:56:20Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User_talk:Eric_Juneau&amp;diff=31533</id>
		<title>User talk:Eric Juneau</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User_talk:Eric_Juneau&amp;diff=31533"/>
		<updated>2026-09-23T15:33:24Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: /* Zombicide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Zombicide ===&lt;br /&gt;
&lt;br /&gt;
You overwrote the previous wiki pretty much wholesale.  I appreciate your contributions, the images are a nice addition.  But in doing so you also threw away useful information that had been contributed before.  Why?  If you&#039;re willing to put that much time into helping others, wouldn&#039;t you then try to recover information that others provided, and merge it with your own contributions? [[User:Alephander|Alephander]] ([[User talk:Alephander|talk]]) 02:17, 19 September 2026 (CEST)&lt;br /&gt;
&lt;br /&gt;
Shoot, sorry, I totally forgot I was working on that page. I took a vacation then forgot what I was doing. I will try to clean that up as soon as I can.&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolarsentinels&amp;diff=31520</id>
		<title>Gamehelpsolarsentinels</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolarsentinels&amp;diff=31520"/>
		<updated>2026-09-22T16:26:33Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Earth&#039;s future, humanity has harnessed the power of the sun, using excess plasma to invent groundbreaking weapons. One of these is the plasma-based personal weapon, wielded by the fighting force known as the &#039;&#039;Solar Sentinels&#039;&#039;. The Sentinels are Earth&#039;s last line of defense against the &#039;&#039;Horde&#039;&#039;, an alien army lurking beneath the moon&#039;s surface. You are part of their last-ditch surprise attack that will hopefully destroy the aliens before they launch their invasion.&lt;br /&gt;
&lt;br /&gt;
To repel the alien invasion, you must defeat the alien Horde&#039;s boss. But the boss can only be fought when one of the stacks of 15 enemies is empty. If your HP reaches 0 or lower, you lose and humanity is doomed.&lt;br /&gt;
&lt;br /&gt;
== Game Layout ==&lt;br /&gt;
&lt;br /&gt;
In BGA&#039;s version of &#039;&#039;Solar Sentinels&#039;&#039;, the game board is divided into three sections. &lt;br /&gt;
&lt;br /&gt;
[[File:solarSentinels_layout.jpg]]&lt;br /&gt;
&lt;br /&gt;
====Hero Section====&lt;br /&gt;
&lt;br /&gt;
In the upper section, the leftmost box contains your stats and Hero card. In the middle is a pool of dice you can use to fight enemies. When you choose dice to commit to the battle, they move from the Pool to the Active area. After dice have been used against an enemy, they are moved to the Exhausted section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Icon !! Name !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| [[File:solarSentinels_healthIcon.jpg]] || &#039;&#039;&#039;Health&#039;&#039;&#039; || Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[File:solarSentinels_strategyIcon.jpg]] || &#039;&#039;&#039;Strategy&#039;&#039;&#039; || Number of Strategy rounds &amp;amp; item capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[File:solarSentinels_recoveryIcon.jpg]] || &#039;&#039;&#039;Recovery&#039;&#039;&#039; || Number of dice you may recover at the end of the round&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Active Section====&lt;br /&gt;
&lt;br /&gt;
The middle section contains enemies you are currently fighting in this round. &lt;br /&gt;
&lt;br /&gt;
====Stacks====&lt;br /&gt;
&lt;br /&gt;
The lower section contains the three enemy stacks, with the number of remaining cards to each stack&#039;s left, and the final boss (face down). &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each round consists of two parts: &#039;&#039;Activation&#039;&#039; and &#039;&#039;Engagement&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Activation ====&lt;br /&gt;
&lt;br /&gt;
Choose a conflict card from any stack. It gets placed into the Active area. If that card shows the additional enemies icon [[File:solarSentinels_addEnemiesIcon.jpg]], you must choose additional cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Text|Orange|c=#FF8C00}}&#039;&#039;&#039; enemies with a unique border &#039;&#039;&#039;must&#039;&#039;&#039; be chosen during Activation. When one appears on any stack, it must be chosen to be fought. If more than one is shown, you may choose which to activate.&lt;br /&gt;
&lt;br /&gt;
Each enemy has distinct conditions and effects that alter the battle, so choose carefully!&lt;br /&gt;
&lt;br /&gt;
==== Engagement ====&lt;br /&gt;
&lt;br /&gt;
Engagement is where the core gameplay is. It has two parts: &#039;&#039;Strategy&#039;&#039; (player&#039;s turn) and &#039;&#039;Resolve&#039;&#039; (enemy&#039;s turn). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strategy Phase (Player&#039;s Turn)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Commit Dice:&#039;&#039;&#039; Choose a number of dice from the pool. They move to the active area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Roll Dice:&#039;&#039;&#039; Roll all dice in your active area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply Dice:&#039;&#039;&#039; Dice that resulted in a hit or crit must be assigned to enemy cards (one enemy at a time). You are not required to apply all hits. If an enemy suffers damage that meets or exceeds its Health, it is defeated. Any effects from that enemy are immediately cancelled and do not apply to the rest of the fight. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This phase may be repeated as many times as your strategy stat allows. For example, if you have Strategy 2, you can commit, roll, and apply dice twice before suffering enemy effects. Enemies that are not defeated will escape at the end of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Dice &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some dice are &amp;quot;stronger&amp;quot; than others (i.e., some dice have more or less &amp;quot;miss&amp;quot; and &amp;quot;hit&amp;quot; phases. All dice have only 1 crit [[File:solarSentinels_critIcon.jpg]] face. Note that the red die is the only one that guarantees a hit, but you only have one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Dice Color !! Icon !! Hit ([[File:solarSentinels_hitIcon.jpg]]) faces !! Miss ([[File:solarSentinels_missIcon.jpg]]) Faces !! Avg Dmg for 1 Dice&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || [[File:solarSentinels_yellowDieIcon.png]] || 2 || 4 || 0.5 &lt;br /&gt;
|-&lt;br /&gt;
| Green || [[File:solarSentinels_greenDieIcon.png]] || 3 || 3 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Blue || [[File:solarSentinels_blueDieIcon.png]] || 4 || 2 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Purple || [[File:solarSentinels_purpleDieIcon.png]] || 5 || 1 || 1.0&lt;br /&gt;
|-&lt;br /&gt;
| Red || [[File:solarSentinels_redDieIcon.png]] || 6 || 0 || 1.1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means if you rolled all the dice in your dice pool, you would get 10 - 15 damage. So use this chart to calculate the dice you think you need to reach the enemy&#039;s HP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Resolve Phase (Enemy&#039;s Turn)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Suffer Damage:&#039;&#039;&#039; Your health is reduced by the total of all undefeated enemies&#039; damage stat [[File:solarSentinels_enemyDamageIcon.jpg]]. If it goes to zero or below, you lose the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;After Effects:&#039;&#039;&#039; Resolve all aftereffects [[File:solarSentinels_aftereffectsIcon.jpg]] of cards in the active area, whether they were defeated or not.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Exhaust Dice:&#039;&#039;&#039; All the dice committed to this round, whether they were applied to an enemy or not, move to the Exhausted area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Recover Dice:&#039;&#039;&#039; You may return as many dice from the exhausted area back to your pool as your Recovery stat shows. For example, if your Recovery stat is 2, you may return 2 dice to your pool.&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Gain Item Rewards:&#039;&#039;&#039; You may take item rewards from defeated enemies into your inventory. You can only have as many items as your Strategy stat.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Cleanup:&#039;&#039;&#039; All active cards (defeated and undefeated) are discarded. Then discard one non-mandatory enemy card from a stack of your choice. If only mandatory enemies are visible, this step is skipped.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If dice would be &amp;quot;banished&amp;quot;, that means the dice remain on the enemy card. They do not return to the dice pool or the exhausted area. &lt;br /&gt;
&lt;br /&gt;
== Enemy Card Icons ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Definition&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Additional Enemies&lt;br /&gt;
| [[File:solarSentinels_addEnemiesIcon.jpg]] || Number of additional enemies that must be added to the active area.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Enemy Health&lt;br /&gt;
| [[File:solarSentinels_enemyHealthIcon.jpg]] || Enemy HP&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Enemy Damage&lt;br /&gt;
| [[File:solarSentinels_enemyDamageIcon.jpg]] || Amount of damage (i.e. number your HP will be reduced by) done to you if not defeated by round end.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Single-use Item&lt;br /&gt;
| [[File:solarSentinels_itemRewardSingleUseIcon.jpg]] || Provides an item that can be used once for its listed benefit. It is then discarded.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Ongoing Item&lt;br /&gt;
| [[File:solarSentinels_itemRewardOngoingIcon.jpg]] || Provides an item that remains active until discarded or the game ends.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Instant Effect&lt;br /&gt;
| [[File:solarSentinels_instantIcon.jpg]] || Takes effect immediately when the enemy is defeated.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | During effects&lt;br /&gt;
| [[File:solarSentinels_duringIcon.jpg]] || Active from the moment the card is activated until it is defeated.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | After effects&lt;br /&gt;
| [[File:solarSentinels_aftereffectsIcon.jpg]] || Triggers during the Resolve phase, even on defeated enemies.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Special effects&lt;br /&gt;
| [[File:solarSentinels_specialIcon.jpg]] || Timing and duration specific to the card.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each enemy also has a level, which applies to certain effects.&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
&lt;br /&gt;
Once at least one stack is empty, you may start the endgame. If all three stacks are empty, you &#039;&#039;must&#039;&#039; start the endgame. Undefeated enemies remain in the active area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Activate the Boss:&#039;&#039;&#039; The boss is revealed (if it hasn&#039;t been revealed already) and moved to the Active area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Activate the Entourage:&#039;&#039;&#039; Activate the number of additional enemies shown on the boss card (mandatory enemies first). The &amp;quot;additional enemies&amp;quot; [[File:solarSentinels_addEnemiesIcon.jpg]] effect is ignored on enemies in the entourage.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missions*:&#039;&#039;&#039; For each incomplete mission, one additional enemy is added to the boss&#039;s entourage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;ᛡ See &amp;quot;variants&amp;quot; for information on Missions, which are additional challenges.&lt;br /&gt;
&lt;br /&gt;
In the endgame, the boss remains active across rounds, but new enemy cards are not activated each round. You do not need to defeat all enemies to win the game, just the boss. &lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
====Missions====&lt;br /&gt;
&lt;br /&gt;
For an escalating challenge, you may add &#039;&#039;Missions&#039;&#039;. Missions are additional challenges that must be completed before the endgame starts. When the endgame starts, additional enemies are added to the boss&#039;s entourage for each incomplete mission.&lt;br /&gt;
&lt;br /&gt;
Missions must be accomplished one at a time, in order from left to right. They do not start until any previous missions have been completed. (For example, a mission that requires a certain number of enemies defeated does not include enemies defeated before it became the current mission.) &lt;br /&gt;
&lt;br /&gt;
If you choose Missions, you must also select a difficulty ranking. At the beginning of the game, a number of Missions are drawn according to your rank, then you may discard 1 Mission. For each rank beyond Rank 1, you must A) draw and complete one additional Mission and B) at the beginning of the game, either banish one die or exhaust three dice. &lt;br /&gt;
&lt;br /&gt;
Each time you win a game, you should move to the next ranking. Each time you lose a game, you should move back to the previous ranking. &lt;br /&gt;
&lt;br /&gt;
Rank 6 is the highest ranking possible – do you have what it takes to achieve Senior Solar Sentinel status?&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot; border=&amp;quot;2&amp;quot; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
!Title!!Rank!!Mission Cards to Draw!!Missions to Complete&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Soldier&lt;br /&gt;
|1||4||3&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Specialist&lt;br /&gt;
|2||5||4&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Sergeant&lt;br /&gt;
|3||6||5&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Staff Sergeant&lt;br /&gt;
|4||7||6&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Sentinel&lt;br /&gt;
|5||8||7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Senior Solar Sentinel&lt;br /&gt;
|6||9||8&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_solarsentinels&amp;diff=31490</id>
		<title>Tips solarsentinels</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_solarsentinels&amp;diff=31490"/>
		<updated>2026-09-17T15:16:12Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Tips==&lt;br /&gt;
&lt;br /&gt;
The key to winning is knowing how many dice you will need per engagement. During the first Strategy Phase, calculate how many dice you need by using the enemies&#039; life total. For example, if you have 2 enemies with a total life of 10, use 7-8 dice. In the second Strategy Phase, use what you think you need to defeat the enemies.&lt;br /&gt;
&lt;br /&gt;
Also remember this game is almost all based on luck. Don&#039;t feel bad if you have trouble winning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Prioritize missions over items or anything else. The hardest one is &amp;quot;Search and Destroy,&amp;quot; so discard that one if you can.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Increase your stats as close to 6 as you can, prioritizing Recover [[File:solarSentinels_recoveryIcon.jpg]], then Strategy [[File:solarSentinels_strategyIcon.jpg]], then Health [[File:solarSentinels_healthIcon.jpg]].&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Gain enemy rewards that increase your Recovery [[File:solarSentinels_recoveryIcon.jpg]] or Health [[File:solarSentinels_healthIcon.jpg]].&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Look ahead and decide what you can do in your current engagement to prepare for the next round if there is a mandatory fight. Being able to see an incoming danger is invaluable.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When you reach the endgame, you should have at least 3 HP [[File:solarSentinels_healthIcon.jpg]].&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Factor card abilities into your strategy. If you have a card that lets you recover all your green dice [[File:solarSentinels_greenDieIcon.png]], then maybe commit more greens so that you can use your recovery on other exhausted dice.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Use your hero&#039;s ability as much as possible.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Don&#039;t fight more than two enemies per engagement.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dice Management&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Remember that you can reroll all dice unapplied to an enemy each Strategy Phase.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;It&#039;s okay to take some hits, especially if it lets you recover more dice. Target enemies that deal low damage [[File:solarSentinels_enemyDamageIcon.jpg]] and restock your dice pool. There are enemies not worth beating. Some don&#039;t even do damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Don&#039;t apply your red die [[File:solarSentinels_redDieIcon.png]] until your final roll of the round. It&#039;s 100% success, so try to get it to crit [[File:solarSentinels_critIcon.jpg]]. Consider doing this with purple [[File:solarSentinels_purpleDieIcon.png]] too.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Find ways to make yellow [[File:solarSentinels_yellowDieIcon.png]] and green [[File:solarSentinels_greenDieIcon.png]] dice valuable. Some aliens will give bonuses; others change misses [[File:solarSentinels_missIcon.jpg]] to hits [[File:solarSentinels_hitIcon.jpg]].&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Try to keep one of each color in your pool. Always recover your red [[File:solarSentinels_redDieIcon.png]] and purples [[File:solarSentinels_purpleDieIcon.png]].&amp;lt;/li&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;Don&#039;t waste dice on an enemy with high HP [[File:solarSentinels_enemyHealthIcon.jpg]]. It might be better to take the hit.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When fighting an enemy with 5 or more health [[File:solarSentinels_enemyHealthIcon.jpg]], don&#039;t commit 6 dice so you can kill it in the first Strategy Phase. Start with four (1 red [[File:solarSentinels_redDieIcon.png]], 2 purples [[File:solarSentinels_purpleDieIcon.png]] [[File:solarSentinels_purpleDieIcon.png]], and 1 blue [[File:solarSentinels_blueDieIcon.png]]). You may get a crit [[File:solarSentinels_critIcon.jpg]] and reroll misses [[File:solarSentinels_missIcon.jpg]] into hits [[File:solarSentinels_hitIcon.jpg]].&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Best Items and Rewards&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;quot;Mini-Terraformer&amp;quot;: Basically allows you to use a yellow die [[File:solarSentinels_yellowDieIcon.png]] and a green die [[File:solarSentinels_greenDieIcon.png]] for free&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;quot;Mega-Epinephrine&amp;quot;: Greatly reduces your misses&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;quot;Lunoculation&amp;quot;: Good for the boss fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;quot;Stun Gun&amp;quot;: Good for the boss fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;quot;Do Over&amp;quot;: Good for the boss fight.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bosses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hive Monarch is the easiest boss to fight. The Mother Spore is also easy if you have 5-6 HP and most of your high-probability dice. Because it does no combat damage, you can cycle through multiple engagements, applying 1-2 dice each time. &lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! NAME !! SPECIAL ABILITY !! DESCRIPTION !! HEALTH [[File:solarSentinels_healthIcon.jpg]] !! STRATEGY [[File:solarSentinels_strategyIcon.jpg]]!! RECOVERY [[File:solarSentinels_recoveryIcon.jpg]]!! NOTES&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | P.I.K.E. MASTER ORLO&lt;br /&gt;
|&#039;&#039;&#039;Solar Flares&#039;&#039;&#039;|| &#039;&#039;&#039;{{Text|Yellow|c=gold}}&#039;&#039;&#039; die [[File:solarSentinels_yellowDieIcon.png]] misses may be changed to hits when applied to a Level 2 enemy. || 2 || 2 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ASTRAL SCOUT RAVEN&lt;br /&gt;
|&#039;&#039;&#039;X-Ray Binoculars&#039;&#039;&#039;|| At game beginning, you may swap the positions of 2 Mission cards. At the start of each round, you may put a stack&#039;s top card on its bottom up to two times. || 3 || 2 || 2 || If you don&#039;t play with Missions, half this ability is useless. The other half doesn&#039;t really get you closer to the endgame.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | STELLAR BLADE ISOLDE&lt;br /&gt;
|&#039;&#039;&#039;Green Energy&#039;&#039;&#039;|| Before you Exhaust Dice, choose any color except &#039;&#039;&#039;{{Text|green|c=green}}&#039;&#039;&#039; [[File:solarSentinels_greenDieIcon.png]]. For each committed die of that chosen color, return 1 &#039;&#039;&#039;{{Text|green|c=green}}&#039;&#039;&#039; [[File:solarSentinels_greenDieIcon.png]] die. || 3 || 2 || 1 || May be the toughest hero to use.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | VALKYRIE, MK. 7&lt;br /&gt;
|&#039;&#039;&#039;Adaptive Armor&#039;&#039;&#039;|| At game beginning, spend 2 points to increase your stats. || 3 || 2 || 2 || This is the one to pick if you&#039;re having a hard time winning. Use the ability to increae&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | BECKETT SUN FORGER&lt;br /&gt;
|&#039;&#039;&#039;Matter Reshaper&#039;&#039;&#039;|| Each time you use a one-time use item [[File:solarSentinels_itemRewardSingleUseIcon.jpg]] you may either add 2 HP [[File:solarSentinels_healthIcon.jpg]] or recover 2 dice. || 4 || 2 || 1 || If you can target enemies with items, this is incredibly useful. &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | GAL&#039;HAD THE LANCER&lt;br /&gt;
|&#039;&#039;&#039;Auto-Javelin&#039;&#039;&#039;|| Before you exhaust dice, you may return up to 2 committed crit dice [[File:solarSentinels_critIcon.jpg]]. || 1 || 3 || 2 || An excellent ability, but may not be able to make up for the small health stat. Use him to fish for crits [[File:solarSentinels_critIcon.jpg]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolarsentinels&amp;diff=31489</id>
		<title>Gamehelpsolarsentinels</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsolarsentinels&amp;diff=31489"/>
		<updated>2026-09-17T12:55:13Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
In Earth&#039;s future, humanity has harnessed the power of the sun, using excess plasma to invent groundbreaking weapons. One of these is the plasma-based personal weapon, wielded by the fighting force known as the &#039;&#039;Solar Sentinels&#039;&#039;. The Sentinels are Earth&#039;s last line of defense against the &#039;&#039;Horde&#039;&#039;, an alien army lurking beneath the moon&#039;s surface. You are part of their last-ditch surprise attack that will hopefully destroy the aliens before they launch their invasion.&lt;br /&gt;
&lt;br /&gt;
To repel the alien invasion, you must defeat the alien Horde&#039;s boss. But the boss can only be fought when one of the stacks of 15 enemies is empty. If your HP reaches 0 or lower, you lose and humanity is doomed.&lt;br /&gt;
&lt;br /&gt;
== Game Layout ==&lt;br /&gt;
&lt;br /&gt;
In BGA&#039;s version of &#039;&#039;Solar Sentinels&#039;&#039;, the game board is divided into three sections. &lt;br /&gt;
&lt;br /&gt;
[[File:solarSentinels_layout.jpg]]&lt;br /&gt;
&lt;br /&gt;
====Hero Section====&lt;br /&gt;
&lt;br /&gt;
In the upper section, the leftmost box contains your stats and Hero card. In the middle is a pool of dice you can use to fight enemies. When you choose dice to commit to the battle, they move from the Pool to the Active area. After dice have been used against an enemy, they are moved to the Exhausted section. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Icon !! Name !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| [[File:solarSentinels_healthIcon.jpg]] || &#039;&#039;&#039;Health&#039;&#039;&#039; || Hit Points&lt;br /&gt;
|-&lt;br /&gt;
| [[File:solarSentinels_strategyIcon.jpg]] || &#039;&#039;&#039;Strategy&#039;&#039;&#039; || Number of Strategy rounds &amp;amp; item capacity&lt;br /&gt;
|-&lt;br /&gt;
| [[File:solarSentinels_recoveryIcon.jpg]] || &#039;&#039;&#039;Recovery&#039;&#039;&#039; || Number of dice you may recover at the end of the round&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Active Section====&lt;br /&gt;
&lt;br /&gt;
The middle section contains enemies you are currently fighting in this round. &lt;br /&gt;
&lt;br /&gt;
====Stacks====&lt;br /&gt;
&lt;br /&gt;
The lower section contains the three enemy stacks, with the number of remaining cards to each stack&#039;s left, and the final boss (face down). &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Each round consists of two parts: &#039;&#039;Activation&#039;&#039; and &#039;&#039;Engagement&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Activation ====&lt;br /&gt;
&lt;br /&gt;
Choose a conflict card from any stack. It gets placed into the Active area. If that card shows the additional enemies icon [[File:solarSentinels_addEnemiesIcon.jpg]], you must choose additional cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{Text|Orange|c=#FF8C00}}&#039;&#039;&#039; enemies with a unique border &#039;&#039;&#039;must&#039;&#039;&#039; be chosen during Activation. When one appears on any stack, it must be chosen to be fought. If more than one is shown, you may choose which to activate.&lt;br /&gt;
&lt;br /&gt;
Each enemy has distinct conditions and effects that alter the battle, so choose carefully!&lt;br /&gt;
&lt;br /&gt;
==== Engagement ====&lt;br /&gt;
&lt;br /&gt;
Engagement is where the core gameplay is. It has two parts: &#039;&#039;Strategy&#039;&#039; (player&#039;s turn) and &#039;&#039;Resolve&#039;&#039; (enemy&#039;s turn). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Strategy Phase (Player&#039;s Turn)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Commit Dice:&#039;&#039;&#039; Choose a number of dice from the pool. They move to the active area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Roll Dice:&#039;&#039;&#039; Roll all dice in your active area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Apply Dice:&#039;&#039;&#039; Dice that resulted in a hit or crit must be assigned to enemy cards (one enemy at a time). You are not required to apply all hits. If an enemy suffers damage that meets or exceeds its Health, it is defeated. Any effects from that enemy are immediately cancelled and do not apply to the rest of the fight. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
This phase may be repeated as many times as your strategy stat allows. For example, if you have Strategy 2, you can commit, roll, and apply dice twice before suffering enemy effects. Enemies that are not defeated will escape at the end of the round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Dice &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some dice are &amp;quot;stronger&amp;quot; than others (i.e., some dice have more or less &amp;quot;miss&amp;quot; and &amp;quot;hit&amp;quot; phases. All dice have only 1 crit [[File:solarSentinels_critIcon.jpg]] face. Note that the red die is the only one that guarantees a hit, but you only have one.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Dice Color !! Icon !! Hit ([[File:solarSentinels_hitIcon.jpg]]) faces !! Miss ([[File:solarSentinels_missIcon.jpg]]) Faces&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || [[File:solarSentinels_yellowDieIcon.png]] || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Green || [[File:solarSentinels_greenDieIcon.png]] || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Blue || [[File:solarSentinels_blueDieIcon.png]] || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Purple || [[File:solarSentinels_purpleDieIcon.png]] || 5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Red || [[File:solarSentinels_redDieIcon.png]] || 6 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Resolve Phase (Enemy&#039;s Turn)&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Suffer Damage:&#039;&#039;&#039; Your health is reduced by the total of all undefeated enemies&#039; damage stat [[File:solarSentinels_enemyDamageIcon.jpg]]. If it goes to zero or below, you lose the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;After Effects:&#039;&#039;&#039; Resolve all aftereffects [[File:solarSentinels_aftereffectsIcon.jpg]] of cards in the active area, whether they were defeated or not.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Exhaust Dice:&#039;&#039;&#039; All the dice committed to this round, whether they were applied to an enemy or not, move to the Exhausted area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Recover Dice:&#039;&#039;&#039; You may return as many dice from the exhausted area back to your pool as your Recovery stat shows. For example, if your Recovery stat is 2, you may return 2 dice to your pool.&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Gain Item Rewards:&#039;&#039;&#039; You may take item rewards from defeated enemies into your inventory. You can only have as many items as your Strategy stat.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Cleanup:&#039;&#039;&#039; All active cards (defeated and undefeated) are discarded. Then discard one non-mandatory enemy card from a stack of your choice. If only mandatory enemies are visible, this step is skipped.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If dice would be &amp;quot;banished&amp;quot;, that means the dice remain on the enemy card. They do not return to the dice pool or the exhausted area. &lt;br /&gt;
&lt;br /&gt;
== Enemy Card Icons ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! Name !! Icon !! Definition&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Additional Enemies&lt;br /&gt;
| [[File:solarSentinels_addEnemiesIcon.jpg]] || Number of additional enemies that must be added to the active area.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Enemy Health&lt;br /&gt;
| [[File:solarSentinels_enemyHealthIcon.jpg]] || Enemy HP&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Enemy Damage&lt;br /&gt;
| [[File:solarSentinels_enemyDamageIcon.jpg]] || Amount of damage (i.e. number your HP will be reduced by) done to you if not defeated by round end.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Single-use Item&lt;br /&gt;
| [[File:solarSentinels_itemRewardSingleUseIcon.jpg]] || Provides an item that can be used once for its listed benefit. It is then discarded.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Ongoing Item&lt;br /&gt;
| [[File:solarSentinels_itemRewardOngoingIcon.jpg]] || Provides an item that remains active until discarded or the game ends.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Instant Effect&lt;br /&gt;
| [[File:solarSentinels_instantIcon.jpg]] || Takes effect immediately when the enemy is defeated.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | During effects&lt;br /&gt;
| [[File:solarSentinels_duringIcon.jpg]] || Active from the moment the card is activated until it is defeated.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | After effects&lt;br /&gt;
| [[File:solarSentinels_aftereffectsIcon.jpg]] || Triggers during the Resolve phase, even on defeated enemies.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | Special effects&lt;br /&gt;
| [[File:solarSentinels_specialIcon.jpg]] || Timing and duration specific to the card.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each enemy also has a level, which applies to certain effects.&lt;br /&gt;
&lt;br /&gt;
== Endgame ==&lt;br /&gt;
&lt;br /&gt;
Once at least one stack is empty, you may start the endgame. If all three stacks are empty, you &#039;&#039;must&#039;&#039; start the endgame. Undefeated enemies remain in the active area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Activate the Boss:&#039;&#039;&#039; The boss is revealed (if it hasn&#039;t been revealed already) and moved to the Active area.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Activate the Entourage:&#039;&#039;&#039; Activate the number of additional enemies shown on the boss card (mandatory enemies first). The &amp;quot;additional enemies&amp;quot; [[File:solarSentinels_addEnemiesIcon.jpg]] effect is ignored on enemies in the entourage.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li style=&amp;quot;list-style-type:decimal;&amp;quot;&amp;gt;&#039;&#039;&#039;Missions*:&#039;&#039;&#039; For each incomplete mission, one additional enemy is added to the boss&#039;s entourage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;ᛡ See &amp;quot;variants&amp;quot; for information on Missions, which are additional challenges.&lt;br /&gt;
&lt;br /&gt;
In the endgame, the boss remains active across rounds, but new enemy cards are not activated each round. You do not need to defeat all enemies to win the game, just the boss. &lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
====Missions====&lt;br /&gt;
&lt;br /&gt;
For an escalating challenge, you may add &#039;&#039;Missions&#039;&#039;. Missions are additional challenges that must be completed before the endgame starts. When the endgame starts, additional enemies are added to the boss&#039;s entourage for each incomplete mission.&lt;br /&gt;
&lt;br /&gt;
Missions must be accomplished one at a time, in order from left to right. They do not start until any previous missions have been completed. (For example, a mission that requires a certain number of enemies defeated does not include enemies defeated before it became the current mission.) &lt;br /&gt;
&lt;br /&gt;
If you choose Missions, you must also select a difficulty ranking. At the beginning of the game, a number of Missions are drawn according to your rank, then you may discard 1 Mission. For each rank beyond Rank 1, you must A) draw and complete one additional Mission and B) at the beginning of the game, either banish one die or exhaust three dice. &lt;br /&gt;
&lt;br /&gt;
Each time you win a game, you should move to the next ranking. Each time you lose a game, you should move back to the previous ranking. &lt;br /&gt;
&lt;br /&gt;
Rank 6 is the highest ranking possible – do you have what it takes to achieve Senior Solar Sentinel status?&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot; border=&amp;quot;2&amp;quot; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
!Title!!Rank!!Mission Cards to Draw!!Missions to Complete&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Soldier&lt;br /&gt;
|1||4||3&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Specialist&lt;br /&gt;
|2||5||4&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Sergeant&lt;br /&gt;
|3||6||5&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Staff Sergeant&lt;br /&gt;
|4||7||6&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Solar Sentinel&lt;br /&gt;
|5||8||7&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; |Senior Solar Sentinel&lt;br /&gt;
|6||9||8&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_solarsentinels&amp;diff=31481</id>
		<title>Tips solarsentinels</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_solarsentinels&amp;diff=31481"/>
		<updated>2026-09-16T21:05:52Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! NAME !! SPECIAL ABILITY !! DESCRIPTION !! HEALTH [[File:solarSentinels_healthIcon.jpg]] !! STRATEGY [[File:solarSentinels_strategyIcon.jpg]]!! RECOVERY [[File:solarSentinels_recoveryIcon.jpg]]!! NOTES&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | P.I.K.E. MASTER ORLO&lt;br /&gt;
|&#039;&#039;&#039;Solar Flares&#039;&#039;&#039;|| &#039;&#039;&#039;{{Text|Yellow|c=gold}}&#039;&#039;&#039; die [[File:solarSentinels_yellowDieIcon.png]] misses may be changed to hits when applied to a Level 2 enemy. || 2 || 2 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ASTRAL SCOUT RAVEN&lt;br /&gt;
|&#039;&#039;&#039;X-Ray Binoculars&#039;&#039;&#039;|| At game beginning, you may swap the positions of 2 Mission cards. At the start of each round, you may put a stack&#039;s top card on its bottom up to two times. || 3 || 2 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | STELLAR BLADE ISOLDE&lt;br /&gt;
|&#039;&#039;&#039;Green Energy&#039;&#039;&#039;|| Before you Exhaust Dice, choose any color except &#039;&#039;&#039;{{Text|green|c=green}}&#039;&#039;&#039; [[File:solarSentinels_greenDieIcon.png]]. For each committed die of that chosen color, return 1 &#039;&#039;&#039;{{Text|green|c=green}}&#039;&#039;&#039; [[File:solarSentinels_greenDieIcon.png]] die. || 3 || 2 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | VALKYRIE, MK. 7&lt;br /&gt;
|&#039;&#039;&#039;Adaptive Armor&#039;&#039;&#039;|| At game beginning, increase each stat die by 2. || 3 || 2 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | BECKETT SUN FORGER&lt;br /&gt;
|&#039;&#039;&#039;Matter Reshaper&#039;&#039;&#039;|| Each time you use a one-time use item [[File:solarSentinels_itemRewardSingleUseIcon.jpg]] you may either add 2 HP [[File:solarSentinels_healthIcon.jpg]] or recover 2 dice. || 4 || 2 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | GAL&#039;HAD THE LANCER&lt;br /&gt;
|&#039;&#039;&#039;Auto-Javelin&#039;&#039;&#039;|| Before you exhaust dice, you may return up to 2 committed crit dice [[File:solarSentinels_critIcon.jpg]]. || 1 || 3 || 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_solarsentinels&amp;diff=31480</id>
		<title>Tips solarsentinels</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_solarsentinels&amp;diff=31480"/>
		<updated>2026-09-16T21:05:20Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Created page with &amp;quot;==Heroes==  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot; |+ Caption text |- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; ! NAME !! SPECIAL ABILITY !! DESCRIPTION !! HEALTH File:solarSentinels_healthIcon.jpg !! STRATEGY File:solarSentinels_strategyIcon.jpg!! RECOVERY File:solarSentinels_recoveryIcon.jpg!! NOTES |- ! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: norma...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heroes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;style=&amp;quot;text-align:center;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|- style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot;&lt;br /&gt;
! NAME !! SPECIAL ABILITY !! DESCRIPTION !! HEALTH [[File:solarSentinels_healthIcon.jpg]] !! STRATEGY [[File:solarSentinels_strategyIcon.jpg]]!! RECOVERY [[File:solarSentinels_recoveryIcon.jpg]]!! NOTES&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | P.I.K.E. MASTER ORLO&lt;br /&gt;
|Solar Flares || &#039;&#039;&#039;{{Text|Yellow|c=gold}}&#039;&#039;&#039; die [[File:solarSentinels_yellowDieIcon.png]] misses may be changed to hits when applied to a Level 2 enemy. || 2 || 2 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | ASTRAL SCOUT RAVEN&lt;br /&gt;
|X-Ray Binoculars || At game beginning, you may swap the positions of 2 Mission cards. At the start of each round, you may put a stack&#039;s top card on its bottom up to two times. || 3 || 2 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | STELLAR BLADE ISOLDE&lt;br /&gt;
|Green Energy|| Before you Exhaust Dice, choose any color except &#039;&#039;&#039;{{Text|green|c=green}}&#039;&#039;&#039; [[File:solarSentinels_greenDieIcon.png]]. For each committed die of that chosen color, return 1 &#039;&#039;&#039;{{Text|green|c=green}}&#039;&#039;&#039; [[File:solarSentinels_greenDieIcon.png]] die. || 3 || 2 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | VALKYRIE, MK. 7&lt;br /&gt;
|Adaptive Armor || At game beginning, increase each stat die by 2. || 3 || 2 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | BECKETT SUN FORGER&lt;br /&gt;
|Matter Reshaper || Each time you use a one-time use item [[File:solarSentinels_itemRewardSingleUseIcon.jpg]] you may either add 2 HP [[File:solarSentinels_healthIcon.jpg]] or recover 2 dice. || 4 || 2 || 1 || &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #eaecf0;text-align: center;font-style: normal;font-weight: 600;&amp;quot; | GAL&#039;HAD THE LANCER&lt;br /&gt;
|Auto-Javelin || Before you exhaust dice, you may return up to 2 committed crit dice [[File:solarSentinels_critIcon.jpg]]. || 1 || 3 || 2 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
&lt;br /&gt;
==Missions==&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:SolarSentinels_recoveryIcon.jpg&amp;diff=31479</id>
		<title>File:SolarSentinels recoveryIcon.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:SolarSentinels_recoveryIcon.jpg&amp;diff=31479"/>
		<updated>2026-09-16T21:02:09Z</updated>

		<summary type="html">&lt;p&gt;Eric Juneau: Eric Juneau uploaded a new version of File:SolarSentinels recoveryIcon.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Eric Juneau</name></author>
	</entry>
</feed>