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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ErikLevin</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-22T15:41:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Multipleaccounts&amp;diff=29367</id>
		<title>Multipleaccounts</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Multipleaccounts&amp;diff=29367"/>
		<updated>2026-04-11T19:40:28Z</updated>

		<summary type="html">&lt;p&gt;ErikLevin: Remove vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Main Rule ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No user is allowed to play from more than one account - missing source.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Playing from the same IP == &lt;br /&gt;
&lt;br /&gt;
If one of the players has a premium account, you are able to play at the same table using the same IP (internet address).&lt;br /&gt;
&lt;br /&gt;
When this happens, there will be a &amp;quot;this player plays from the same IP address as another player&amp;quot; warning under the affected players. This warning lets other players know that there are players at their table that are able to discuss the game outside of BGA.&lt;br /&gt;
&lt;br /&gt;
If you wish to play from the same internet address as another person:&lt;br /&gt;
&lt;br /&gt;
* The best option is to not play at the same table, or play at a table where you know everyone.&lt;br /&gt;
* If you play with strangers, make them comfortable with the fact you are 2 (or more) different people: do not discuss the game outside the chatroom, and DO NOT collaborate (or engage in kingmaking) with your partner.&lt;br /&gt;
&lt;br /&gt;
When some of your opponents are playing from the same IP:&lt;br /&gt;
&lt;br /&gt;
* You may politely refuse to play with them.&lt;br /&gt;
* You should be vigilant and check that they are not collaborating during the game.&lt;br /&gt;
* You do not have to report until you are certain that two or more players are engaging in a concrete kingmaking action. If you report players, saying that &amp;quot;they are playing from the same IP&amp;quot; without any kingmaking proof, we will close your report.&lt;br /&gt;
&lt;br /&gt;
== Boosting your ELO by playing against yourself ==&lt;br /&gt;
&lt;br /&gt;
Boosting your ELO by playing against yourself is a useless endeavor. &lt;br /&gt;
&lt;br /&gt;
Why? It is very easy to detect, and severe punishments will also be handed down as result:&lt;br /&gt;
* Any secondary accounts will be removed.&lt;br /&gt;
* Your primary account will have its ELO for ALL games reset to zero.&lt;br /&gt;
&lt;br /&gt;
Why this is so easy to detect:&lt;br /&gt;
* When you start having a very good ELO, all other good players will look at you and your game history. In the game history, it is really easy to see how you managed to have a good ELO (through legitimate play or boosting).&lt;br /&gt;
* In BGA, every game can be replayed. If a game is suspect, players can check the replay to determine if the game was real, or a fake game designed for boosting.&lt;br /&gt;
* In addition, we use automatic methods and collect technical information that allows us to check if &amp;quot;one person = one account&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It happens that some players will attempt to ELO boost, but in the end, all boosters are detected and reset to 0. This is why this is a waste of time for everyone, and why it is useless to do so.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of time to spend, please try to get better at this game and do not try to cheat, because it is just a waste for everybody.&lt;br /&gt;
&lt;br /&gt;
You can play in the same location, just DON&#039;T BOOST YOURSELF!!!  It won&#039;t work!&lt;br /&gt;
&lt;br /&gt;
Note: You can use Friendly mode if you wish to avoid affecting ELO rankings, have no time limit per turn, and avoid penalties.&lt;/div&gt;</summary>
		<author><name>ErikLevin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Multipleaccounts&amp;diff=29366</id>
		<title>Multipleaccounts</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Multipleaccounts&amp;diff=29366"/>
		<updated>2026-04-11T19:37:35Z</updated>

		<summary type="html">&lt;p&gt;ErikLevin: Undo revision 29249 by Eliana Fairyfly (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Main Rule ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No user is allowed to play from more than one account - missing source.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Playing from the same IP == &lt;br /&gt;
&lt;br /&gt;
If one of the players has a premium account, you are able to play at the same table using the same IP (internet address).&lt;br /&gt;
&lt;br /&gt;
When this happens, there will be a &amp;quot;this player plays from the same IP address as another player&amp;quot; warning under the affected players. This warning lets other players know that there are players at their table that are able to discuss the game outside of BGA.&lt;br /&gt;
&lt;br /&gt;
If you wish to play from the same internet address as another person:&lt;br /&gt;
&lt;br /&gt;
* The best option is to not play at the same table, or play at a table where you know everyone.&lt;br /&gt;
* If you play with strangers, make them comfortable with the fact you are 2 (or more) different people: do not discuss the game outside the chatroom, and DO NOT collaborate (or engage in kingmaking) with your partner.&lt;br /&gt;
&lt;br /&gt;
When some of your opponents are playing from the same IP:&lt;br /&gt;
&lt;br /&gt;
* You may politely refuse to play with them.&lt;br /&gt;
* You should be vigilant and check that they are not collaborating during the game.&lt;br /&gt;
* You do not have to report until you are certain that two or more players are engaging in a concrete kingmaking action. If you report players, saying that &amp;quot;they are playing from the same IP&amp;quot; without any kingmaking proof, we will close your report.&lt;br /&gt;
&lt;br /&gt;
== Boosting your ELO by playing against yourself ==&lt;br /&gt;
&lt;br /&gt;
Boosting your ELO by playing against yourself is a useless endeavor. &lt;br /&gt;
&lt;br /&gt;
Why? It is very easy to detect, and severe punishments will also be handed down as result:&lt;br /&gt;
* Any secondary accounts will be removed.&lt;br /&gt;
* Your primary account will have its ELO for ALL games reset to zero.&lt;br /&gt;
&lt;br /&gt;
Why this is so easy to detect:&lt;br /&gt;
* When you start having a very good ELO, all other good players will look at you and your game history. In the game history, it is really easy to see how you managed to have a good ELO (through legitimate play or boosting).&lt;br /&gt;
* In BGA, every game can be replayed. If a game is suspect, players can check the replay to determine if the game was real, or a fake game designed for boosting.&lt;br /&gt;
* In addition, we use automatic methods and collect technical information that allows us to check if &amp;quot;one person = one account&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It happens that some players will attempt to ELO boost, but in the end, all boosters are detected and reset to 0. This is why this is a waste of time for everyone, and why it is useless to do so.&lt;br /&gt;
&lt;br /&gt;
If you have a lot of time to spend, please try to get better at this game and do not try to cheat, because it is just a waste for everybody.&lt;br /&gt;
&lt;br /&gt;
You can play in the same location, just DON&#039;T BOOST YOURSELF!!!  It won&#039;t work!&lt;br /&gt;
&lt;br /&gt;
Note: You can use Friendly mode if you wish to avoid affecting ELO rankings, have no time limit per turn, and avoid penalties.   ps look for 5539 and get gift points!&lt;/div&gt;</summary>
		<author><name>ErikLevin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=28501</id>
		<title>Gamehelpscythe</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpscythe&amp;diff=28501"/>
		<updated>2026-02-12T23:18:43Z</updated>

		<summary type="html">&lt;p&gt;ErikLevin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Score the most points when someone places their 6th Star&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
On your turn, move your action piece to a space other than where you were&lt;br /&gt;
&lt;br /&gt;
On the new location, first resolve the upper ability if desired&lt;br /&gt;
&lt;br /&gt;
After, resolve the lower ability if desired&lt;br /&gt;
&lt;br /&gt;
This means you can perform no actions if you wish, but still have to move to a new location than where you were at start of turn&lt;br /&gt;
&lt;br /&gt;
In addition to taking up to 2 actions, you can resolve objectives if they apply&lt;br /&gt;
&lt;br /&gt;
Any effect which is red is a cost you must pay, any effect which is green is a benefit you will gain&lt;br /&gt;
&lt;br /&gt;
Every player board has slightly different pairings of top and lower actions, but everyone can perform the same actions in some combination. Also, the Cost of the lower actions vary per player, but all have something that costs 2/3/4/4&lt;br /&gt;
&lt;br /&gt;
Upper action benefits start with cubes on them which stops you from gaining the full benefit, lower action costs have some of the cost in a broken black border which forms part of the cost at start of game, but there are ways of moving cubes from blocking benefits to blocking costs as long as they have that broken black border&lt;br /&gt;
&lt;br /&gt;
Each player is a Faction, and this brings with it unique bonuses and abilities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
As mentioned, each player board is configured differently, but all the available actions can be found somewhere&lt;br /&gt;
&lt;br /&gt;
The Upper actions are:&lt;br /&gt;
&lt;br /&gt;
Move&lt;br /&gt;
&lt;br /&gt;
Bolster&lt;br /&gt;
&lt;br /&gt;
Trade&lt;br /&gt;
&lt;br /&gt;
Produce&lt;br /&gt;
&lt;br /&gt;
The Lower actions are:&lt;br /&gt;
&lt;br /&gt;
Upgrade&lt;br /&gt;
&lt;br /&gt;
Deploy&lt;br /&gt;
&lt;br /&gt;
Build&lt;br /&gt;
&lt;br /&gt;
Enlist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Move===&lt;br /&gt;
&lt;br /&gt;
To start, this action lets you either move 2 different units or gain 1 coin&lt;br /&gt;
&lt;br /&gt;
A point of movement allows a unit to move to an adjacent hex&lt;br /&gt;
&lt;br /&gt;
Units moved can carry resources from their start hex to destination hex if desired&lt;br /&gt;
&lt;br /&gt;
Mechs can carry Workers from their start hex to destination hex, and this only counts as moving the Mech, not the Workers&lt;br /&gt;
&lt;br /&gt;
Rivers and Lakes are impassible terrain at the start with the exception of certain abilities&lt;br /&gt;
&lt;br /&gt;
All Tunnels are adjacent, so a single move can take a unit from one Tunnel to any other Tunnel&lt;br /&gt;
&lt;br /&gt;
If an opponent has Workers occupying a Hex, your Workers cannot move in alone, whilst your Mech and Character scare them off to their Faction Home Base however you cannot move any further with that unit and lose 1 Popularity for each opponent Worker removed this way&lt;br /&gt;
&lt;br /&gt;
If an opponent has just a Structure occupying a Hex, you a free to move into it and then are considered controlling it once you do&lt;br /&gt;
&lt;br /&gt;
If an opponent has a Character or Mech occupying a Hex, your Workers cannot move in alone. Your Character and Mechs can move in, but nothing happens until all your movements have completed, then battle occurs.&lt;br /&gt;
&lt;br /&gt;
A Home Base, including your own, cannot voluntarily be moved into.&lt;br /&gt;
&lt;br /&gt;
Some spaces have Encounter tokens, if you end the movement phase with your Character occupying a space with one of these tokens, resolve an Encounter.&lt;br /&gt;
&lt;br /&gt;
Each Hex has unlimited space for units of the same player.&lt;br /&gt;
&lt;br /&gt;
===Bolster===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can gain either 2 Power or 1 Combat card, both of these features will help you in a Combat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
&lt;br /&gt;
You have to pay one coin, then at the start you can either gain 2 Resources to place on Hexes where you have Workers or gain 1 Popularity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Produce===&lt;br /&gt;
&lt;br /&gt;
At the start, this action is free. At the start, you can choose two different Hexes where you have Workers, and produce the resource depicted on the Hex multiplied by the number of Workers you have there, these resources are placed on the Hex chosen to produce&lt;br /&gt;
&lt;br /&gt;
There is no limit to the quantity of resources which a Hex can hold&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Upgrade===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Oil, gives you 0-3 coins (depending on Faction), and lets you move a blocking cube from a green space to a red space with a broken black border, the two spaces do not have to be from the same segment.&lt;br /&gt;
&lt;br /&gt;
Going forward, now something has an additional benefit and something else has a reduced cost.&lt;br /&gt;
&lt;br /&gt;
===Deploy===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Metal, gives you 0-3 coins (depending on Faction), and lets you place a Mech into a Hex where you have at least one Worker.&lt;br /&gt;
&lt;br /&gt;
Choose which Mech you deploy carefully, as each Mech covers a space which gives you a new Mech ability. These do not have to be unlocked in a specific order, so its up to you which ability you wish to gain first.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the different Factions will provide different Mech abilities.&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Wood, gives you 0-3 coins (depending on Faction), and lets you place a Structure into a Hex with no other Structures and at least one of your Workers&lt;br /&gt;
&lt;br /&gt;
Like Mechs, the different Structures will provide different benefits as shown on the space on the action board they come from, so choose carefully which you wish to place when&lt;br /&gt;
&lt;br /&gt;
Structures are never destroyed, but if an opponent occupies a Hex with your Structure, then they control the Hex, but you still get your Structure bonus&lt;br /&gt;
&lt;br /&gt;
The Structure Bonus goal card will give points at end game if you place your Structures in certain ways e.g. adjacent to certain other features&lt;br /&gt;
&lt;br /&gt;
===Enlist===&lt;br /&gt;
&lt;br /&gt;
This costs a stated amount of Food, gives you 0-3 coins (depending on Faction), and lets you take a cylindrical Recruit from any action segment you wish and place it on the one time bonus and take that bonus.&lt;br /&gt;
&lt;br /&gt;
The space the Recruit came from is now revealed, any time you or the player to your left or right takes the associated bottom-row action, you gain the bonus listed.&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Whenever a Combat is triggered, resolve each Combat separately before moving on to another&lt;br /&gt;
&lt;br /&gt;
Each player involved in the Combat takes the power dial and can secretly choose an amount of power they wish to spend, they can only pick a value which they can actually afford to spend on the Power Track&lt;br /&gt;
&lt;br /&gt;
In addition, for each Character &amp;amp; Mech, a player can secretly add combat cards to this&lt;br /&gt;
&lt;br /&gt;
When each player is ready, reveal the dials and any chosen cards&lt;br /&gt;
&lt;br /&gt;
The player with the highest total value wins the combat, ties are won by the attacker&lt;br /&gt;
&lt;br /&gt;
Each player pays the power they chose to set on their dials and discards used combat cards&lt;br /&gt;
&lt;br /&gt;
The winner gains control of the Hex, places a star on the Combat space of the Triumph track if a space is available, and resolve any Encounters which may have been present. If the attacker won, they also lose Popularity for each opponent Worker forced to retreat.&lt;br /&gt;
&lt;br /&gt;
The loser retreats all their units on that Hex to their Home Base, if they used at least 1 power via the dial or cards, they gain 1 combat card as compensation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Encounters===&lt;br /&gt;
&lt;br /&gt;
At the start of game, Encounter Tokens were scattered across the map&lt;br /&gt;
&lt;br /&gt;
If you move your Character onto one of these spaces, and if Combat is successful if applicable, the Encounter triggers&lt;br /&gt;
&lt;br /&gt;
A Character cannot move beyond an Encounter Token space, they must end their move on it and cannot pass through it&lt;br /&gt;
&lt;br /&gt;
Draw an Encounter card and select one of the options, as long as you can afford the cost of an option then it is available to you to select&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Factory===&lt;br /&gt;
&lt;br /&gt;
The Factory is the central purple Hex, it provides no resources during game but is worth 3 Hexes for end game purposes&lt;br /&gt;
&lt;br /&gt;
When your Character enters the Factory for the first time, look through the available Factory cards and pick one to add to your action board, this becomes a new space which you can move to with your action pawn and use on any future turn like a regular action space&lt;br /&gt;
&lt;br /&gt;
All Factory Cards have the same Lower Action, move one unit two spaces, but the Upper Action will vary&lt;br /&gt;
&lt;br /&gt;
You can never have more than one Factory Card, and cannot exchange it later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Objectives===&lt;br /&gt;
&lt;br /&gt;
Each player starts with two objectives, you can only complete one of these and when you do gain a star for completing the objective and discard the one you didn&#039;t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stars===&lt;br /&gt;
&lt;br /&gt;
A few ways to gain a Star have already been mentioned, but the full list is as follows:&lt;br /&gt;
&lt;br /&gt;
Complete all 6 Upgrades&lt;br /&gt;
&lt;br /&gt;
Deploy all 4 Mechs&lt;br /&gt;
&lt;br /&gt;
Build all 4 Structures&lt;br /&gt;
&lt;br /&gt;
Enlist all 4 Recruits&lt;br /&gt;
&lt;br /&gt;
Deploy all 8 Workers&lt;br /&gt;
&lt;br /&gt;
Complete one of your two starting Objectives&lt;br /&gt;
&lt;br /&gt;
Win Combat (x2)&lt;br /&gt;
&lt;br /&gt;
Have 18 Popularity&lt;br /&gt;
&lt;br /&gt;
Have 16 Power&lt;br /&gt;
&lt;br /&gt;
There are 10 ways to gain a Star, but you only have 6 Stars to place&lt;br /&gt;
&lt;br /&gt;
Once a Star is gained, you cannot lose it even if game state changes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when any player places their 6th Star, the rest of their turn is voided&lt;br /&gt;
&lt;br /&gt;
Count up the number of actual coins held&lt;br /&gt;
&lt;br /&gt;
Gain the Structure Bonus if you achieve it&lt;br /&gt;
&lt;br /&gt;
Then gain coins for your Stars, Controlled Hexes (remember The Factory counts as 3), and pairs of resources. The coins you gain for these areas depends on your Popularity, as follows:&lt;br /&gt;
&lt;br /&gt;
0-6 Popularity scores 3 (Stars), 2 (Hexes), 1 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
7-12 Popularity scores 4 (Stars), 3 (Hexes), 2 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
13-18 Popularity scores 5 (Stars), 4 (Hexes), 3 (Resource Pairs)&lt;br /&gt;
&lt;br /&gt;
The player with the most coins, wins!&lt;/div&gt;</summary>
		<author><name>ErikLevin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptexasholdem&amp;diff=28133</id>
		<title>Gamehelptexasholdem</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptexasholdem&amp;diff=28133"/>
		<updated>2026-01-18T22:37:00Z</updated>

		<summary type="html">&lt;p&gt;ErikLevin: Slight corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Texas Hold&#039;em&#039;&#039;&#039; is a card game played with a standard 52-card deck. In each hand, every player is dealt two cards, called the &amp;quot;hole cards&amp;quot;, and then several betting rounds commence, where five community cards are eventually dealt face-up on the table.&lt;br /&gt;
&lt;br /&gt;
In each betting round, players take turns adding points to the pot. Each player must meet or exceed the bet to remain in the hand and keep playing for the pot.&lt;br /&gt;
&lt;br /&gt;
A player wins a hand in two situations: &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;Every other player has given up (&amp;quot;folded&amp;quot;)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;When the final community card is revealed, each remaining player reveals their hole cards (&amp;quot;showdown&amp;quot;). The player who makes the strongest &#039;&#039;&#039;five-card&#039;&#039;&#039; poker hand out of seven cards (five community cards plus their two) wins.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The player who wins the hand collects the points in the pot. All cards are shuffled, and a new hand is dealt.&lt;br /&gt;
&lt;br /&gt;
When a player runs out of points, they are eliminated from the game. The winner is the last player remaining, who has won all the points from all the other players!&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
;All-in: To bet all the points you have left.&lt;br /&gt;
;Call: To increase your own bet so that it matches the highest current bet.&lt;br /&gt;
;Check: To pass without betting more, when your bet already matches the highest current bet.&lt;br /&gt;
;Community cards: The cards face-up on the table that all players can use to make their poker hands.&lt;br /&gt;
;Flop: The first three community cards (which are dealt all at once).&lt;br /&gt;
;Fold: To give up the hand. You are out of the hand and lose all points you have already bet to the pot.&lt;br /&gt;
;Hole cards: A player&#039;s two cards in hand, hidden from all other players.&lt;br /&gt;
;Pot: The collective points that have been bet by all players this hand. The winner of the hand will take those points.&lt;br /&gt;
;Raise: To increase the current bet.&lt;br /&gt;
;River: The fifth and final community card.&lt;br /&gt;
;Showdown: When hole cards are revealed at the end of a hand.&lt;br /&gt;
;Stack: An individual player&#039;s total amount of points.&lt;br /&gt;
;Turn: The fourth community card.&lt;br /&gt;
&lt;br /&gt;
== Betting ==&lt;br /&gt;
&lt;br /&gt;
==== Pre-Flop (start of round) ====&lt;br /&gt;
&lt;br /&gt;
At the start of the game, a random player is designated as the &#039;&#039;dealer&#039;&#039; (indicated by the &#039;&#039;dealer button&#039;&#039;). The role of &#039;&#039;dealer&#039;&#039; rotates clockwise after every hand and indicates the players who will post the &#039;&#039;blinds&#039;&#039;. &#039;&#039;Blinds&#039;&#039; are mandatory bets that always begin the first betting round. The player to the dealer&#039;s left (clockwise) posts the &#039;&#039;small blind&#039;&#039;. The next player clockwise posts the &#039;&#039;big blind&#039;&#039;, which is always 2x the small blind. (You can see the blind level below the play area.)&lt;br /&gt;
&lt;br /&gt;
Each player is dealt two cards, then pre-flop betting commences. The player left of the big blind chooses whether to &#039;&#039;call&#039;&#039;, &#039;&#039;raise&#039;&#039;, or &#039;&#039;fold&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If your current bet is smaller than the &#039;&#039;highest&#039;&#039; bet someone has made this round, you must call or raise to meet or exceed that bet to stay in the hand. If you do not wish to do so, you must fold. The big blind is considered a bet. So if you are the first to act after the big blind, you must either call (bet equal to the big blind), raise (bet more than the big blind), or fold (give up).&lt;br /&gt;
&lt;br /&gt;
Betting ends when each player has either bet the same amount, gone &amp;quot;all in&amp;quot;, or folded. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game has three players: Alice, Bob, and Charlie. Alice is the dealer. To her left sits Bob, who is the small blind (1 point). Charlie is on his left and is the big blind (2 points). Because Alice sits to the left of the big blind, she begins the betting round. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol 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;Alice &#039;&#039;calls&#039;&#039; and puts 2 points in front of her.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Bob has a bet of 1 but needs 2 total to stay in the hand. But he has a good feeling and chooses to &#039;&#039;raise&#039;&#039; instead. He adds 3 more points to the small blind bet, making his bet a total of &#039;&#039;&#039;4&#039;&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Charlie (big blind) has a bet of 2 but needs 4 to stay in. Charlie &#039;&#039;folds&#039;&#039;. He does not need to pay any points, but the 2 he already bet must stay in the pot.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Back to Alice, who has bet 2 but needs 4 to stay in. She &#039;&#039;calls&#039;&#039; again, increasing her bet to 4.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Now all remaining players (Alice and Charlie) have a bet of 4 on the table. Since Alice did not raise, Bob does not get to act again. All the points that were bet are placed in the pot.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Flop ====&lt;br /&gt;
&lt;br /&gt;
Three cards on the table are turned face up. A new betting round starts, but there are no further blinds. The player after the &#039;&#039;dealer&#039;&#039; begins by &#039;&#039;calling&#039;&#039;, &#039;&#039;raising&#039;&#039;, &#039;&#039;folding&#039;&#039;, or &#039;&#039;checking&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Turn ====&lt;br /&gt;
&lt;br /&gt;
The fourth community card is turned face up, followed by a new betting round.&lt;br /&gt;
&lt;br /&gt;
==== River ====&lt;br /&gt;
&lt;br /&gt;
The fifth and final community card is turned face up, followed by a final betting round.&lt;br /&gt;
&lt;br /&gt;
If the final betting round ends with more than one player still in the hand, each remaining player must show their hole cards and make the best poker hand they can. The best hand wins all the points in the pot!&lt;br /&gt;
&lt;br /&gt;
== Hands ==&lt;br /&gt;
&lt;br /&gt;
BGA will automatically select the cards that make your best possible hand. Multiple players can have the same card(s) &amp;quot;in their hand&amp;quot;. For example, if {{heart|A}} is a community card, perhaps every player uses {{heart|A}} in their showdown hand. The hand can use one, both, or none of your hole cards. &lt;br /&gt;
&lt;br /&gt;
==== Hand rankings ====&lt;br /&gt;
&lt;br /&gt;
An Ace is considered the highest ranking card, &#039;&#039;&#039;except&#039;&#039;&#039; in an {{card|A}} {{card|2}} {{card|3}} {{card|4}} {{card|5}} straight.&lt;br /&gt;
&lt;br /&gt;
Among hands of the same type, the hand with the higher-ranking cards wins. (Example: a {{cardholder|{{heart|K}}{{diamond|K}}{{heart|6}}{{diamond|6}}{{spade|6}}|Full House}} is higher than {{cardholder|{{spade|K}}{{club|K}}{{heart|5}}{{diamond|5}}{{spade|5}}|Full House}})&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!| Name || Example || Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Straight Flush&#039;&#039;&#039; || {{cardholder|{{heart|4}}{{heart|5}}{{heart|6}}{{heart|7}}{{heart|8}}|Straight Flush}}|| Five cards in sequence, all in the same suit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Four of a Kind&#039;&#039;&#039; || {{cardholder|{{spade|8}}{{heart|8}}{{club|8}}{{diamond|8}}{{spade|2}}|Four of a Kind}} || Four cards of the same rank&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Full House&#039;&#039;&#039; || {{cardholder|{{spade|J}}{{club|J}}{{heart|J}}{{spade|9}}{{heart|9}}|Full House}} || Three of a kind with a pair&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flush&#039;&#039;&#039; || {{cardholder|{{heart|4}}{{heart|J}}{{heart|8}}{{heart|2}}{{heart|9}}|Flush}} || Five cards of the same suit, but not in sequence&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Straight&#039;&#039;&#039; || {{cardholder|{{heart|9}}{{club|8}}{{diamond|7}}{{diamond|6}}{{spade|5}}|Straight}} || Five cards in a sequence, but not of the same suit&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Three of a Kind&#039;&#039;&#039; || {{cardholder|{{diamond|7}}{{spade|7}}{{club|7}}{{heart|3}}{{diamond|A}}|Three of a Kind}} || Three cards of the same rank&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Two Pair&#039;&#039;&#039; || {{cardholder|{{spade|4}}{{heart|4}}{{diamond|3}}{{club|3}}{{heart|6}}|Two Pair}} || Two different pairs&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pair&#039;&#039;&#039; || {{cardholder|{{club|A}}{{heart|A}}{{club|7}}{{spade|Q}}{{heart|K}}|Pair}} || Two cards of the same rank&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;High Card&#039;&#039;&#039; || {{cardholder|{{heart|3}}{{spade|A}}{{club|5}}{{heart|K}}{{diamond|2}}|High Card (Ace)}} || When you have none of the above, the highest card in your hand is the determiner. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Rules and Details ==&lt;br /&gt;
&lt;br /&gt;
==== Blind Increases ====&lt;br /&gt;
&lt;br /&gt;
The blinds double in value after a set number of hands. This increases the stakes and makes sure the game eventually ends.&lt;br /&gt;
&lt;br /&gt;
==== Folding ====&lt;br /&gt;
&lt;br /&gt;
When you fold, nobody else sees what cards you had. If every player but one folds, the remaining player wins the pot, but does &#039;&#039;not&#039;&#039; have to reveal their hand. This allows you to &amp;quot;bluff&amp;quot; and pretend you have a stronger hand than you actually do.&lt;br /&gt;
&lt;br /&gt;
==== Bet Limits ====&lt;br /&gt;
&lt;br /&gt;
The minimum raise is equal to the big blind. You cannot raise by a smaller amount unless you go &#039;&#039;all-in&#039;&#039;. There is no upper limit except your amount of points. You are allowed to bet your entire stack at any time (called &amp;quot;going all in&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
If you have fewer points than the current bet, you can still bet by going &amp;quot;all-in&amp;quot;. Other players can raise against one another, while you don&#039;t have to pay any more into the pot. But if you win the hand, you cannot win more from each opponent than you have bet. When other players bet more than the player who went all-in, the pot will be split into &#039;&#039;side pots&#039;&#039;, where certain players are only able to win certain pots. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of the betting round, Alice has 20 points, Bob has 100, and Charlie has 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol 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;Alice goes all-in with her 20.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Bob calls.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Charlie feels like he has a better hand than Bob, so he raises up to 50.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;It would be Alice&#039;s turn, but she is already all-in and cannot make any further choices. So it is Bob&#039;s turn. He chooses to &#039;&#039;call&#039;&#039;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The betting round ends. Alice has bet 20, Bob has bet 50, and Charlie has bet 50. Even though Alice did not meet the bet, she can stay in the hand because she went all-in.&lt;br /&gt;
&lt;br /&gt;
The pot contains 120, but this is split into two side pots--Alice&#039;s pot and Bob &amp;amp; Charlie&#039;s pot. Alice can only win back 60 points--her own 20 plus 20 from each other player. The first pot contains these 60 points and the remaining 60 go into the second pot.&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;If either Bob or Charlie wins, he would receive both pots (120 points). Alice will have no more points and will be eliminated from the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;If Alice wins, she wins 60 points (the first pot). The second pot goes to whoever has the best hand between Bob and Charlie. Alice remains in the game with 60 points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>ErikLevin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptexasholdem&amp;diff=20366</id>
		<title>Gamehelptexasholdem</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptexasholdem&amp;diff=20366"/>
		<updated>2024-03-08T21:34:23Z</updated>

		<summary type="html">&lt;p&gt;ErikLevin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Texas Hold&#039;em is a card game played with a standard 52-card deck. In each hand, every player is dealt two cards, called the &amp;quot;hole cards&amp;quot;, and then several betting rounds commence, where five community cards are eventually dealt face-up on the table.&lt;br /&gt;
&lt;br /&gt;
In each betting round, players take turns adding chips to the pot. Each other player must meet or exceed the bet to remain in the hand and keep playing for the pot.&lt;br /&gt;
&lt;br /&gt;
A player wins a hand in two situations: A) every other player has given up (&amp;quot;folded&amp;quot;), or B) when the final community card is revealed, each remaning player reveals their hole cards (&amp;quot;showdown&amp;quot;). The player who makes the strongest &#039;&#039;&#039;five-card&#039;&#039;&#039; poker hand out of their &#039;&#039;&#039;seven&#039;&#039;&#039; cards (the five community cards plus their two hole cards) wins the hand.&lt;br /&gt;
&lt;br /&gt;
The player who wins the hand collects the pot. All cards are shuffled and a new hand is dealt.&lt;br /&gt;
&lt;br /&gt;
When a player runs out of chips, they are eliminated from the game. The winner is the last standing player, who has won all chips from all the other players!&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Hole cards: A player&#039;s two cards in hand, hidden from all other players.&lt;br /&gt;
&lt;br /&gt;
Community cards: The cards face-up on the table, that all players can use to make their Poker hands.&lt;br /&gt;
&lt;br /&gt;
Flop: The first three community cards (which are dealt all at once).&lt;br /&gt;
&lt;br /&gt;
Turn: The fourth community card.&lt;br /&gt;
&lt;br /&gt;
River: The fifth and final community card.&lt;br /&gt;
&lt;br /&gt;
Showdown: When hole cards are revealed at the end of a hand.&lt;br /&gt;
&lt;br /&gt;
Pot: The collective chips that have been bet by all players this hand. The winner of the hand will take those chips.&lt;br /&gt;
&lt;br /&gt;
Stack: An individual player&#039;s total amount of chips.&lt;br /&gt;
&lt;br /&gt;
Call: To increase your own bet so that it matches the highest current bet.&lt;br /&gt;
&lt;br /&gt;
Check: To pass without betting more, when your bet already matches the highest current bet.&lt;br /&gt;
&lt;br /&gt;
Raise: To increase the current bet.&lt;br /&gt;
&lt;br /&gt;
All-in: To bet all the chips you have left.&lt;br /&gt;
&lt;br /&gt;
Fold: To give up the hand. You are out of the hand and lose all chips you have already bet to the pot.&lt;br /&gt;
&lt;br /&gt;
== Betting ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-flop, and the structure of the betting round in general ===&lt;br /&gt;
At the start of the game, a random player is designated the &#039;&#039;dealer&#039;&#039; for the first hand. This is indicated with the &#039;&#039;dealer button&#039;&#039; in front of them. The dealer button rotates clockwise after every hand. The dealer position serves to show which players will be posting the &#039;&#039;blinds&#039;&#039;, and which players will be beginning the betting rounds.&lt;br /&gt;
&lt;br /&gt;
In the first (pre-flop) betting round, the player immediately clockwise from the dealer posts the &#039;&#039;small blind&#039;&#039;. The &#039;&#039;blinds&#039;&#039; are mandatory bets that always begin the pre-flop betting round. The next player clockwise posts the &#039;&#039;big blind&#039;&#039;, which is always twice as large as the small blind. You can see the current blinds level below the play area.&lt;br /&gt;
&lt;br /&gt;
Each player is dealt two cards, then pre-flop betting commences. The player clockwise from the big blind chooses whether to &#039;&#039;call&#039;&#039;, &#039;&#039;raise&#039;&#039;, or &#039;&#039;fold&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If your current bet is smaller than the &#039;&#039;highest&#039;&#039; bet someone has made this round, you must call or raise to meet or exceed that bet to stay in the hand. If you do not wish to do so, you must fold. The big blind is a bet, thus, if you are the first to act after the big blind, you must either call (bet equal to the big blind), raise (bet more than the big blind), or fold.&lt;br /&gt;
&lt;br /&gt;
Betting ends when each players has either bet the same amount, gone all-in, or folded. A pre-flop betting round example:&lt;br /&gt;
&lt;br /&gt;
* Alice is the small blind (1), Bob is the big blind (2), Charlie is the dealer.&lt;br /&gt;
* Charlie sits after the big blind and begins the betting round. Charlie chooses to &#039;&#039;call&#039;&#039; and puts 2 points worth of chips in front of him.&lt;br /&gt;
* Alice has a bet of 1 but needs to pay 2 total to stay in the hand. But she has a good feeling about this hand and chooses to &#039;&#039;raise&#039;&#039; instead, and adds 3 additional points to her bet, making the total &#039;&#039;&#039;4&#039;&#039;&#039; points.&lt;br /&gt;
* Bob has a bet of 2 but needs 4 to stay in the hand. Bob chooses to &#039;&#039;fold&#039;&#039;. He does not need to pay any more chips, but the 2 he already bet as the big blind are lost to the pot.&lt;br /&gt;
* Charlie has a bet of 2 but needs 4 to stay in the hand. He chooses to &#039;&#039;call&#039;&#039; again, increasing his bet by 2, to 4.&lt;br /&gt;
* Now every remaining player (Alice and Charlie) have a bet of 4 on the table. Since Charlie did not raise, Alice does not get a chance to act again - Charlie closes the action by calling. The betting round ends and all bet chips are placed in the pot.&lt;br /&gt;
&lt;br /&gt;
=== Flop ===&lt;br /&gt;
Three cards are dealt face-up on the table. Then a new betting round starts. &#039;&#039;&#039;There are no additional blinds.&#039;&#039;&#039; Those are only paid in the pre-flop round. Remember how the player clockwise after the big blind position began action in the pre-flop round? That was an exception - in all other betting rounds, &#039;&#039;&#039;the player after the &#039;&#039;dealer&#039;&#039; begins&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Since there are no blinds on the table now, the first player now has the option to &#039;&#039;check&#039;&#039; with a bet of zero if they wish. Or they can bet. (They can fold too, but this is inadvisable since staying in the hand is free at this point!)&lt;br /&gt;
&lt;br /&gt;
=== Turn ===&lt;br /&gt;
The fourth community card is dealt, followed by a new betting round.&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
The fifth and final community card is dealt, followed by a final betting round.&lt;br /&gt;
&lt;br /&gt;
If the final betting round closes out with more than one player still in the hand, each remaining player shows their hole cards and makes their hands (see below). The best hand wins the pot!&lt;br /&gt;
&lt;br /&gt;
== Hands ==&lt;br /&gt;
At showdown, you make the best five-card hand out of the seven cards available to you. Your hand can use &#039;&#039;&#039;both, one, or zero&#039;&#039;&#039; of your hole cards. That&#039;s right, your entire hand can consist of only the five community cards. BGA will automatically make you the best possible hand. Note that this means that multiple players can have the same card(s) &amp;quot;in their hand&amp;quot;. For example, if A♥ is a community card, perhaps every player uses A♥ in their showdown hand.&lt;br /&gt;
&lt;br /&gt;
=== Hand rankings ===&lt;br /&gt;
When determining which hand is &amp;quot;highest&amp;quot;, the Ace is highest, &#039;&#039;&#039;except&#039;&#039;&#039; when used in the A 2 3 4 5 straight.&lt;br /&gt;
&lt;br /&gt;
# Straight flush: Five cards in a sequence, all in the same suit. Example: 4♥ 5♥ 6♥ 7♥ 8♥. If there are multiple straight flushes, the highest straight wins (A 2 3 4 5 is the lowest possible straight, and T J Q K A is the highest).&lt;br /&gt;
# Four of a kind: All four cards of the same rank. J J J J. If there are multiple four-of-a-kind, the highest wins. On a tie, highest fifth card outside the four-of-a-kind wins.&lt;br /&gt;
# Full house: Three of a kind with a pair. J J J 9 9. If there are multiple full houses, the one with the highest three of a kind wins, followed by the highest pair if tied.&lt;br /&gt;
# Flush: Any five cards of the same suit, but not in a sequence. 4♥ J♥ 8♥ 2♥ 9♥. If there are multiple flushes, the one containing the highest card wins. If still tied, compare the next highest card, and so on.&lt;br /&gt;
# Straight: Five cards in a sequence, but not of the same suit. 9♥ 8♦ 7♦ 6♠ 5♣. If there are multiple straights, the highest wins.&lt;br /&gt;
# Three of a kind: Three cards of the same rank. 7 7 7. If there are multiple three-of-a-kind, the highest wins. If tied, compare the highest card that is not part of the three-of-a-kind, then the next highest.&lt;br /&gt;
# Two pair: Two different pairs. 4 4 3 3. If there are multiple two pairs, the one with the highest pair wins. If tied, compare the second pair. If still tied, compare the hands&#039; fifth cards which is not part of the pairs.&lt;br /&gt;
# Pair: Two cards of the same rank. A A. If there are mulitple pairs, the highest wins. If tied, compare the highest card outside the pair, then the next highest, and so on.&lt;br /&gt;
# High Card: When you haven&#039;t made any of the hands above, the highest card plays. In the example below, the jack plays as the highest card. 3 J 8 4 2. If this occurs for multiple hands, you guessed it, the highest card wins, followed by the next, and so on.&lt;br /&gt;
&lt;br /&gt;
== Nitty-gritty rules ==&lt;br /&gt;
You definitely already know enough to play, but here are some explanation of additional rules.&lt;br /&gt;
&lt;br /&gt;
=== Blinds increases ===&lt;br /&gt;
The blinds double in value periodically after a set number of hands. This makes the stakes go higher and higher as the game goes on, and makes sure the game ends eventually.&lt;br /&gt;
&lt;br /&gt;
=== Folding ===&lt;br /&gt;
When you fold, nobody else gets to see what cards you had.&lt;br /&gt;
&lt;br /&gt;
If every player but one has folded, the remaining player wins the pot, obviously. The winning player does &#039;&#039;not&#039;&#039; have to reveal their hand.&lt;br /&gt;
&lt;br /&gt;
=== Raising and bet limits ===&lt;br /&gt;
The minimum raise is equal to the big blind - you cannot raise by a smaller amount, unless you go &#039;&#039;all-in&#039;&#039;. There is no upper limit to how big a bet you can make, you are allowed to go all-in and bet your entire stack at any time.&lt;br /&gt;
&lt;br /&gt;
=== All-in and side pots ===&lt;br /&gt;
So there&#039;s a minimum bet limit, but what if you have been unlucky enough to find yourself with less chips than the big blind? In this case, you are allowed an exception to the min-bet rule. You are &#039;&#039;always&#039;&#039; allowed to go all-in, even if you have less than the minimum bet. If you become the big blind while in this situation, you will simply automatically go all-in with what you have.&lt;br /&gt;
&lt;br /&gt;
If you have gone all-in, you &#039;&#039;&#039;will&#039;&#039;&#039; be allowed to remain in the hand even if you have not met or exceeded the others&#039; highest bet. Indeed, the other players can keep raising against &#039;&#039;one another&#039;&#039; while you don&#039;t have to pay another dime to the pot (since you don&#039;t have any to pay)! But, crucially, &#039;&#039;&#039;you can never win more from each opponent than you have bet&#039;&#039;&#039;. When other players have bet more than an all-in player, the pot will be split into &#039;&#039;side pots&#039;&#039;, where certain players are only able to win certain pots. An example will clarify:&lt;br /&gt;
&lt;br /&gt;
* Alice has 20 chips left, Bob has 100, and Charlie has 100.&lt;br /&gt;
* Alice goes all-in with her 20. Bob calls.&lt;br /&gt;
* Charlie, however, feels like he has a better hand than Bob. Charlie chooses to &#039;&#039;raise&#039;&#039; Bob&#039;s 20, up to 50.&lt;br /&gt;
* It would be Alice&#039;s turn, but she is already all-in and has no possible choices to make for the rest of the hand. She is just along for the ride!&lt;br /&gt;
* So it is Bob&#039;s turn, and he chooses to &#039;&#039;call&#039;&#039; Charlie&#039;s 50. The betting round ends.&lt;br /&gt;
&lt;br /&gt;
To recap, at this point, Alice has bet 20, Bob has bet 50, and Charlie has bet 50. Even though Alice does not meet the highest bet, she is still allowed to stay in the hand, because she is all-in!&lt;br /&gt;
&lt;br /&gt;
The pot is 120, &#039;&#039;&#039;but&#039;&#039;&#039;, this should be split into two side pots! Alice can only win back &#039;&#039;&#039;60&#039;&#039;&#039; points: her own 20 plus 20 from each other player. So &amp;quot;pot 1&amp;quot; should contain 60 points. The remaining 60 can be called &amp;quot;pot 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* If Bob or Charlie has the best hand at showdown, that winner gets both pots, for 120 points. Alice will be eliminated from the game.&lt;br /&gt;
* If Alice has the best hand, she wins pot 1 for 60 points. The best hand out of Bob&#039;s and Charlie&#039;s wins the remaining 60! Alice will remain in the game with 60 points left.&lt;br /&gt;
&lt;br /&gt;
=== Split pot ===&lt;br /&gt;
If at showdown two or more hands are exactly equal, the pot is split as equally as possible between the winners.&lt;/div&gt;</summary>
		<author><name>ErikLevin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_texasholdem&amp;diff=20304</id>
		<title>Tips texasholdem</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_texasholdem&amp;diff=20304"/>
		<updated>2024-03-02T02:01:23Z</updated>

		<summary type="html">&lt;p&gt;ErikLevin: Created page with &amp;quot;Texas Hold&amp;#039;em strategy is a huge topic, with countless web pages, books, podcasts, videos, and every other medium imaginable, wholly devoted to the subject. A comprehensive strategy guide to Texas Hold&amp;#039;em Poker, that would fit all experience levevls, is completely unfeasible, so this article will be aimed at beginners, and have the perspective of examining just a few of the &amp;#039;&amp;#039;&amp;#039;common pitfalls&amp;#039;&amp;#039;&amp;#039; that Texas Hold&amp;#039;em beginners often make.  So, without further ado, what &amp;#039;&amp;#039;no...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Texas Hold&#039;em strategy is a huge topic, with countless web pages, books, podcasts, videos, and every other medium imaginable, wholly devoted to the subject. A comprehensive strategy guide to Texas Hold&#039;em Poker, that would fit all experience levevls, is completely unfeasible, so this article will be aimed at beginners, and have the perspective of examining just a few of the &#039;&#039;&#039;common pitfalls&#039;&#039;&#039; that Texas Hold&#039;em beginners often make.&lt;br /&gt;
&lt;br /&gt;
So, without further ado, what &#039;&#039;not&#039;&#039; to do when playing Texas Hold&#039;em Poker...!&lt;br /&gt;
&lt;br /&gt;
== Not knowing what hand you have ==&lt;br /&gt;
Learn the hand rankings and learn to without failure identify what hand your hole cards plus the so-far revealed community cards make! Don&#039;t forget about straights and flushes!&lt;br /&gt;
&lt;br /&gt;
== Ignoring what hand the opponent has ==&lt;br /&gt;
So you played your K4 and the flop came down, T, A, K. You hit a nice high pair! So you bet the flop, bet the turn, and go all-in on the river, right?&lt;br /&gt;
&lt;br /&gt;
Well, hang on. Is it possible your opponent has a better hand? There&#039;s an Ace on the table. &#039;&#039;&#039;Any hole card Ace crushes your KK hand!&#039;&#039;&#039; What else?&lt;br /&gt;
&lt;br /&gt;
* They could have TT, making a three-of-a-kind.&lt;br /&gt;
* They could have QJ, making a straight.&lt;br /&gt;
* They could have their own king &#039;&#039;&#039;with a higher kicker!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;&#039;tons&#039;&#039;&#039; of hands that beat your really impressive-looking royal pair!&lt;br /&gt;
&lt;br /&gt;
Ignoring what else is on the table and ignoring how the other players have acted so far, just merrily playing your own hand, is a super common beginner mistake. Always use your opponent&#039;s actions, and the cards at the table, to inform your estimate of what they could have - are you likely the one with the strongest hand or not?&lt;br /&gt;
&lt;br /&gt;
== Limping ==&lt;br /&gt;
To &amp;quot;limp&amp;quot; is poker lingo that means &amp;quot;calling the big blind&amp;quot;, that is, in the pre-flop betting round, you only call the minimum amount necessary to stay in the hand. Now, there is &#039;&#039;some&#039;&#039; place for almost every play... But &#039;&#039;in general&#039;&#039; limping is considered a mistake the majority of the time. Why?&lt;br /&gt;
&lt;br /&gt;
* If your hole cards are &#039;&#039;&#039;good&#039;&#039;&#039;, then you&#039;re better off &#039;&#039;&#039;betting&#039;&#039;&#039; so that you get more chips when you (hopefully) win the hand!&lt;br /&gt;
* If your hole cards are &#039;&#039;&#039;playable&#039;&#039;&#039; but not fantastic, then you&#039;re better off &#039;&#039;&#039;betting&#039;&#039;&#039; so that hopefully some or all of the other players &#039;&#039;&#039;fold&#039;&#039;&#039;, so you don&#039;t have to win against them all at showdown!&lt;br /&gt;
* If your hole cards are &#039;&#039;&#039;bad&#039;&#039;&#039;, you should &#039;&#039;&#039;fold them&#039;&#039;&#039;! Limping terrible hands is a certain way to bleed chips until you suddenly find yourself with the smallest stack and are eventually eliminated.&lt;br /&gt;
* The big blind player is already in. If everyone limps, you let the big blind see the flop &#039;&#039;&#039;for free&#039;&#039;&#039;, giving them a free chance to improve and win the hand they would otherwise have folded. Any Poker player can tell you about loads of hands where they were the big blind, everyone limped, they got to check their terrible hand as the BB, flopped a miracle improvement, and won the hand.&lt;br /&gt;
* Someone after you can raise, and you&#039;ll have to fold your bad or mediocre hand, losing your limped bet. You would have saved the chips if you folded immediately.&lt;br /&gt;
&lt;br /&gt;
Again, it &#039;&#039;sometimes&#039;&#039; makes sense to limp. But if you are the type of player who already limps the majority of your hands, this is almost certainly a huge leak that you should plug ASAP. Later, you can bring back limping for the select hands and situations where it may make sense.&lt;br /&gt;
&lt;br /&gt;
== Calling too often ==&lt;br /&gt;
Corollary to the above, a related, also very common beginner pattern is to call excessively, as opposed to re-raising or folding.&lt;br /&gt;
&lt;br /&gt;
* When you &#039;&#039;&#039;call&#039;&#039;&#039; you will not make the opponent &#039;&#039;&#039;fold&#039;&#039;&#039;! If you want to make the opponent fold (whether you are bluffing or semi-bluffing), you must &#039;&#039;&#039;re-raise&#039;&#039;&#039;.&lt;br /&gt;
* If you don&#039;t think you have the best hand, and you don&#039;t think you can make the opponent fold by raising/re-raising, you must &#039;&#039;&#039;fold&#039;&#039;&#039;, not call!&lt;br /&gt;
* You call because you want to see the next card, or see showdown, right? That&#039;s the only reasons to call, if you want to accomplish anything else you should choose another action! But when you call while not being the last to act, it is easy for someone after you to re-raise. This puts you in a very difficult position, as suddently you&#039;re not allowed to see the next card unless you pay more, much more than you would like to pay. This, being caught between a raise and a subsequent player&#039;s re-raise, is called being &#039;&#039;sqeueezed&#039;&#039; in poker lingo, by the way. It&#039;s as uncomfortable as it sounds.&lt;br /&gt;
* For goodness sake, &#039;&#039;&#039;don&#039;t &amp;quot;call as a bluff&amp;quot;&#039;&#039;&#039;. Don&#039;t call if you have nothing! Re-raise if you want to bluff!&lt;br /&gt;
&lt;br /&gt;
== Never believing other players ==&lt;br /&gt;
Poker is a game of communication. You communicate with the other players via your bets and actions. As in any communication, statements can be truthful, or untruthful.&lt;br /&gt;
&lt;br /&gt;
Perhaps because Poker is probably the first game anyone thinks of when saying &amp;quot;bluffing&amp;quot;, some players play as if they &#039;&#039;never&#039;&#039; believe what any of the other players are saying. This again ties into &amp;quot;Calling to often&amp;quot; and &amp;quot;Ignoring what hand the opponent has&amp;quot;, above.&lt;br /&gt;
&lt;br /&gt;
If your opponent bets or raises you, they are saying: &amp;quot;I think I have a better hand than you!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If your opponent calls or checks, they are saying: &amp;quot;I&#039;m not sure who has the better hand, I&#039;d like to see more cards / go to showdown.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sometimes they will be telling you the truth.&#039;&#039;&#039; Not always. But at least make sure you have listened to what they are saying before you make your decision.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But what if they don&#039;t have it?&amp;quot; Well, what if they &#039;&#039;do&#039;&#039;? Are you willing to lose the game on this hand if they do?&lt;br /&gt;
&lt;br /&gt;
Oh, and if you are playing &#039;&#039;against&#039;&#039; this type of player who never believe others have anything... Don&#039;t bluff! They won&#039;t believe you and they will call your bluff! :)&lt;br /&gt;
&lt;br /&gt;
== Never folding ==&lt;br /&gt;
From the above topics - Ignoring the opponent&#039;s hand, limping, calling too much, and never believing other players - we can see an overarching theme: the tendency among many newer players to &#039;&#039;&#039;be overly reluctant to fold&#039;&#039;&#039;. Of course many players also have the opposite problem of playing too nitty and folding way too many hands. But in general, it is more common that beginners fold too seldom, &#039;&#039;&#039;especially pre-flop&#039;&#039;&#039;, and get into way too many pots with terrible hands, losing huge amounts of chips in the process.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Folding has a known value - zero!&#039;&#039;&#039; You cannot lose &#039;&#039;&#039;more&#039;&#039;&#039; chips by folding. In that sense, folding is &amp;quot;safe&amp;quot;.&lt;br /&gt;
* If you are going to fold - fold early! You are escaping so much more cheaply folding a bad hand pre-flop, than being forced to fold it on the turn with 10 times as much in the pot.&lt;br /&gt;
&lt;br /&gt;
== Ignoring position ==&lt;br /&gt;
Lastly, let&#039;s try to summarize a huge topic on which there have surely been entire books written.&lt;br /&gt;
&lt;br /&gt;
In poker, the player acting &#039;&#039;last&#039;&#039; has a big advantage - they get to see what all the other players do first, to inform their own choice! Being after someone else to act is called playing &#039;&#039;in position&#039;&#039; to them, and acting before someone else is being &#039;&#039;out of position&#039;&#039; to them. In a multiway pot you can be in position to some players and out of position to others. On the flop, turn, and river betting rounds, &#039;&#039;&#039;the dealer is always in position to everyone&#039;&#039;&#039;, making it the best seat to have.&lt;br /&gt;
&lt;br /&gt;
If you are in an early position, out of position to many players, all hands become a lot more tricky to play, and there are many more ways they can go wrong.&lt;br /&gt;
&lt;br /&gt;
* In early position, fold a lot more hands. When you&#039;re the button, be willing to play far more hands.&lt;br /&gt;
* Calling in early/middle position opens you up for a great risk of being squeezed.&lt;br /&gt;
* Small blind is a difficult position. If everyone before you have folded, you know you only need to make one player (the big blind) fold to take the pot. On the other hand, you are out of position to the big blind in all betting rounds. If you bet with a mediocre hand and they call, or you miss the flop, you can be in trouble. If multiple players are still in the hand when it&#039;s your turn to act, the small blind is a very tough position - You are out of position to everyone and the big blind can even squeeze you right now!&lt;br /&gt;
* Big blind has the advantage of being last to act pre-flop, but then you are early, and often first, to act in every subsequent betting round.&lt;/div&gt;</summary>
		<author><name>ErikLevin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptexasholdem&amp;diff=20303</id>
		<title>Gamehelptexasholdem</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptexasholdem&amp;diff=20303"/>
		<updated>2024-03-01T22:53:42Z</updated>

		<summary type="html">&lt;p&gt;ErikLevin: Complete update, describing (nearly?) all the rules needed to play.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Texas Hold&#039;em is a card game played with a standard 52-card deck. In each hand, every player is dealt two cards, called the &amp;quot;hole cards&amp;quot;, and then several betting rounds commence, where five community cards are eventually dealt face-up on the table.&lt;br /&gt;
&lt;br /&gt;
In each betting round, players take turns adding chips to the pot. Each other player must meet or exceed the bet to remain in the hand and keep playing for the pot.&lt;br /&gt;
&lt;br /&gt;
A player wins a hand in two situations: A) every other player has given up (&amp;quot;folded&amp;quot;), or B) when the final community card is revealed, each remaning player reveals their hole cards (&amp;quot;showdown&amp;quot;). The player who makes the strongest &#039;&#039;&#039;five-card&#039;&#039;&#039; poker hand out of their &#039;&#039;&#039;seven&#039;&#039;&#039; cards (the five community cards plus their two hole cards) wins the hand.&lt;br /&gt;
&lt;br /&gt;
The player who wins the hand collects the pot. All cards are shuffled and a new hand is dealt.&lt;br /&gt;
&lt;br /&gt;
When a player runs out of chips, they are eliminated from the game. The winner is the last standing player, who has won all chips from all the other players!&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
Hole cards: A player&#039;s two cards in hand, hidden from all other players.&lt;br /&gt;
&lt;br /&gt;
Community cards: The cards face-up on the table, that all players can use to make their Poker hands.&lt;br /&gt;
&lt;br /&gt;
Flop: The first three community cards (which are dealt all at once).&lt;br /&gt;
&lt;br /&gt;
Turn: The fourth community card.&lt;br /&gt;
&lt;br /&gt;
River: The fifth and final community card.&lt;br /&gt;
&lt;br /&gt;
Showdown: When hole cards are revealed at the end of a hand.&lt;br /&gt;
&lt;br /&gt;
Pot: The collective chips that have been bet by all players this hand. The winner of the hand will take those chips.&lt;br /&gt;
&lt;br /&gt;
Stack: An individual player&#039;s total amount of chips.&lt;br /&gt;
&lt;br /&gt;
Call: To increase your own bet so that it matches the highest current bet.&lt;br /&gt;
&lt;br /&gt;
Check: To pass without betting more, when your bet already matches the highest current bet.&lt;br /&gt;
&lt;br /&gt;
Raise: To increase the current bet.&lt;br /&gt;
&lt;br /&gt;
All-in: To bet all the chips you have left.&lt;br /&gt;
&lt;br /&gt;
Fold: To give up the hand. You are out of the hand and lose all chips you have already bet to the pot.&lt;br /&gt;
&lt;br /&gt;
== Betting ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-flop, and the structure of the betting round in general ===&lt;br /&gt;
At the start of the game, a random player is designated the &#039;&#039;dealer&#039;&#039; for the first hand. This is indicated with the &#039;&#039;dealer button&#039;&#039; in front of them. The dealer button rotates clockwise after every hand. The dealer position serves to show which players will be posting the &#039;&#039;blinds&#039;&#039;, and which players will be beginning the betting rounds.&lt;br /&gt;
&lt;br /&gt;
In the first (pre-flop) betting round, the player immediately clockwise from the dealer posts the &#039;&#039;small blind&#039;&#039;. The &#039;&#039;blinds&#039;&#039; are mandatory bets that always begin the pre-flop betting round. The next player clockwise posts the &#039;&#039;big blind&#039;&#039;, which is always twice as large as the small blind. You can see the current blinds level below the play area.&lt;br /&gt;
&lt;br /&gt;
Each player is dealt two cards, then pre-flop betting commences. The player clockwise from the big blind chooses whether to &#039;&#039;call&#039;&#039;, &#039;&#039;raise&#039;&#039;, or &#039;&#039;fold&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If your current bet is smaller than the &#039;&#039;highest&#039;&#039; bet someone has made this round, you must call or raise to meet or exceed that bet to stay in the hand. If you do not wish to do so, you must fold. The big blind is a bet, thus, if you are the first to act after the big blind, you must either call (bet equal to the big blind), raise (bet more than the big blind), or fold.&lt;br /&gt;
&lt;br /&gt;
Betting ends when each players has either bet the same amount, gone all-in, or folded. A pre-flop betting round example:&lt;br /&gt;
&lt;br /&gt;
* Alice is the small blind (1), Bob is the big blind (2), Charlie is the dealer.&lt;br /&gt;
* Charlie sits after the big blind and begins the betting round. Charlie chooses to &#039;&#039;call&#039;&#039; and puts 2 points worth of chips in front of him.&lt;br /&gt;
* Alice has a bet of 1 but needs to pay 2 total to stay in the hand. But she has a good feeling about this hand and chooses to &#039;&#039;raise&#039;&#039; instead, and adds 3 additional points to her bet, making the total &#039;&#039;&#039;4&#039;&#039;&#039; points.&lt;br /&gt;
* Bob has a bet of 2 but needs 4 to stay in the hand. Bob chooses to &#039;&#039;fold&#039;&#039;. He does not need to pay any more chips, but the 2 he already bet as the big blind are lost to the pot.&lt;br /&gt;
* Charlie has a bet of 2 but needs 4 to stay in the hand. He chooses to &#039;&#039;call&#039;&#039; again, increasing his bet by 2, to 4.&lt;br /&gt;
* Now every remaining player (Alice and Charlie) have a bet of 4 on the table. Since Charlie did not raise, Alice does not get a chance to act again - Charlie closes the action by calling. The betting round ends and all bet chips are placed in the pot.&lt;br /&gt;
&lt;br /&gt;
=== Flop ===&lt;br /&gt;
Three cards are dealt face-up on the table. Then a new betting round starts. &#039;&#039;&#039;There are no additional blinds.&#039;&#039;&#039; Those are only paid in the pre-flop round. Remember how the player clockwise after the big blind position began action in the pre-flop round? That was an exception - in all other betting rounds, &#039;&#039;&#039;the player after the &#039;&#039;dealer&#039;&#039; begins&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Since there are no blinds on the table now, the first player now has the option to &#039;&#039;check&#039;&#039; with a bet of zero if they wish. Or they can bet. (They can fold too, but this is inadvisable since staying in the hand is free at this point!)&lt;br /&gt;
&lt;br /&gt;
=== Turn ===&lt;br /&gt;
The fourth community card is dealt, followed by a new betting round.&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
The fifth and final community card is dealt, followed by a final betting round.&lt;br /&gt;
&lt;br /&gt;
If the final betting round closes out with more than one player still in the hand, each remaining player shows their hole cards and makes their hands (see below). The best hand wins the pot!&lt;br /&gt;
&lt;br /&gt;
== Hands ==&lt;br /&gt;
At showdown, you make the best five-card hand out of the seven cards available to you. Your hand can use &#039;&#039;&#039;both, one, or zero&#039;&#039;&#039; of your hole cards. That&#039;s right, your entire hand can consist of only the five community cards. BGA will automatically make you the best possible hand. Note that this means that multiple players can have the same card(s) &amp;quot;in their hand&amp;quot;. For example, if A♥ is a community card, perhaps every player uses A♥ in their showdown hand.&lt;br /&gt;
&lt;br /&gt;
=== Hand rankings ===&lt;br /&gt;
When determining which hand is &amp;quot;highest&amp;quot;, the Ace is highest, &#039;&#039;&#039;except&#039;&#039;&#039; when used in the A 2 3 4 5 straight.&lt;br /&gt;
&lt;br /&gt;
# Straight flush Five cards in a sequence, all in the same suit. Example: 4♥ 5♥ 6♥ 7♥ 8♥. If there are multiple straight flushes, the highest straight wins (A 2 3 4 5 is the lowest possible straight, and T J Q K A is the highest).&lt;br /&gt;
# Four of a kind All four cards of the same rank. J J J J. If there are multiple four-of-a-kind, the highest wins. On a tie, highest fifth card outside the four-of-a-kind wins.&lt;br /&gt;
# Full house Three of a kind with a pair. J J J 9 9. If there are multiple full houses, the one with the highest three of a kind wins (the pair does not matter for tie-breakers).&lt;br /&gt;
# Flush Any five cards of the same suit, but not in a sequence. 4♥ J♥ 8♥ 2♥ 9♥. If there are multiple flushes, the one containing the highest card wins. If still tied, compare the next highest card, and so on.&lt;br /&gt;
# Straight Five cards in a sequence, but not of the same suit. 9♥ 8♦ 7♦ 6♠ 5♣. If there are multiple straights, the highest wins.&lt;br /&gt;
# Three of a kind Three cards of the same rank. 7 7 7. If there are multiple three-of-a-kind, the highest wins. If still tied, compare the highest card that is not part of the three-of-a-kind, then the next highest.&lt;br /&gt;
# Two pair Two different pairs. 4 4 3 3. If there are multiple two pars, the one with the highest pair wins. If still tied, the one who has the highest second pair wins. If still tied, compare the hands&#039; fifth cards which is not part of the pairs.&lt;br /&gt;
# Pair Two cards of the same rank. A A. If there are mulitple pairs, the highest wins. If still tied, compare the highest card outside the pair, then the next highest, and so on.&lt;br /&gt;
# High Card When you haven&#039;t made any of the hands above, the highest card plays. In the example below, the jack plays as the highest card. 3 J 8 4 2. If this occurs for multiple hands, you guessed it, the highest card wins, followed by the next, and so on.&lt;br /&gt;
&lt;br /&gt;
== Nitty-gritty rules ==&lt;br /&gt;
You definitely already know enough to play, but here are some explanation of additional rules.&lt;br /&gt;
&lt;br /&gt;
=== Blinds increases ===&lt;br /&gt;
The blinds double in value periodically after a set number of hands. This makes the stakes go higher and higher as the game goes on, and makes sure the game ends eventually.&lt;br /&gt;
&lt;br /&gt;
=== Folding ===&lt;br /&gt;
When you fold, nobody else gets to see what cards you had.&lt;br /&gt;
&lt;br /&gt;
If every player but one has folded, the remaining player wins the pot, obviously. The winning player does &#039;&#039;not&#039;&#039; have to reveal their hand.&lt;br /&gt;
&lt;br /&gt;
=== Raising and bet limits ===&lt;br /&gt;
The minimum raise is equal to the big blind - you cannot raise by a smaller amount, unless you go &#039;&#039;all-in&#039;&#039;. There is no upper limit to how big a bet you can make, you are allowed to go all-in and bet your entire stack at any time.&lt;br /&gt;
&lt;br /&gt;
=== All-in and side pots ===&lt;br /&gt;
So there&#039;s a minimum bet limit, but what if you have been unlucky enough to find yourself with less chips than the big blind? In this case, you are allowed an exception to the min-bet rule. You are &#039;&#039;always&#039;&#039; allowed to go all-in, even if you have less than the minimum bet. If you become the big blind while in this situation, you will simply automatically go all-in with what you have.&lt;br /&gt;
&lt;br /&gt;
If you have gone all-in, you &#039;&#039;&#039;will&#039;&#039;&#039; be allowed to remain in the hand even if you have not met or exceeded the others&#039; highest bet. Indeed, the other players can keep raising against &#039;&#039;one another&#039;&#039; while you don&#039;t have to pay another dime to the pot (since you don&#039;t have any to pay)! But, crucially, &#039;&#039;&#039;you can never win more from each opponent than you have bet&#039;&#039;&#039;. When other players have bet more than an all-in player, the pot will be split into &#039;&#039;side pots&#039;&#039;, where certain players are only able to win certain pots. An example will clarify:&lt;br /&gt;
&lt;br /&gt;
* Alice has 20 chips left, Bob has 100, and Charlie has 100.&lt;br /&gt;
* Alice goes all-in with her 20. Bob calls.&lt;br /&gt;
* Charlie, however, feels like he has a better hand than Bob. Charlie chooses to &#039;&#039;raise&#039;&#039; Bob&#039;s 20, up to 50.&lt;br /&gt;
* It would be Alice&#039;s turn, but she is already all-in and has no possible choices to make for the rest of the hand! She is just along for the ride.&lt;br /&gt;
* So it is Bob&#039;s turn, and he chooses to &#039;&#039;call&#039;&#039; Charlie&#039;s 50. The betting round ends.&lt;br /&gt;
&lt;br /&gt;
To recap, at this point, Alice has bet 20, Bob has bet 50, and Charlie has bet 50. Even though Alice does not meet the highest bet, she is still allowed to stay in the hand, because she is all-in!&lt;br /&gt;
&lt;br /&gt;
The pot is 120, &#039;&#039;&#039;but&#039;&#039;&#039;, this should be split into two side pots! Alice can only win back &#039;&#039;&#039;60&#039;&#039;&#039; points: her own 20 plus 20 from each other player. So &amp;quot;pot 1&amp;quot; should contain 60 points. The remaining 60 can be called &amp;quot;pot 2&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* If Bob or Charlie has the best hand at showdown, that winner gets both pots, for 120 points. Alice will be eliminated from the game.&lt;br /&gt;
* If Alice has the best hand, she wins pot 1 for 60 points. The best hand out of Bob&#039;s and Charlie&#039;s wins the remaining 60! Alice will remain in the game with 60 points left.&lt;br /&gt;
&lt;br /&gt;
=== Split pot ===&lt;br /&gt;
If at showdown two or more hands are exactly equal, the pot is split as equally as possible between the winners.&lt;/div&gt;</summary>
		<author><name>ErikLevin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmlem&amp;diff=20278</id>
		<title>Gamehelpmlem</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmlem&amp;diff=20278"/>
		<updated>2024-02-28T21:52:28Z</updated>

		<summary type="html">&lt;p&gt;ErikLevin: Explain what faces the dice have. Editorial changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Explore space, but make a mark for yourself before you crash!&lt;br /&gt;
===Takeoff Phase===&lt;br /&gt;
&lt;br /&gt;
Each round starts with a Takeoff Phase.&lt;br /&gt;
&lt;br /&gt;
During this phase, each player chooses an astronaut to send on the expedition.&lt;br /&gt;
&lt;br /&gt;
Each astronaut grants the player a special effect, so choose wisely!&lt;br /&gt;
&lt;br /&gt;
The lead astronaut (Starting Player) is the Commander.&lt;br /&gt;
===Travel Phase===&lt;br /&gt;
&lt;br /&gt;
The commander of the expedition rolls all dice. The dice have six faces: 1, 2, 2, 3, 4, and afterburner. After they have been rolled, arrange the dice into groups of the same number (e.g. all the 2s).&lt;br /&gt;
&lt;br /&gt;
The commander then picks any number of groups whose faces match the rocket marker&#039;s current location. For example, at location zero, afterburners, ones, and twos can be used. Threes and fours cannot be used when the rocket is at this location.&lt;br /&gt;
&lt;br /&gt;
Each set chosen for movement is added up in its entirety (For example, a set of three 2s has a movement value of 6). The afterburner value is determined by the number of pips on the afterburner symbol at the location.&lt;br /&gt;
&lt;br /&gt;
After moving, keep all afterburner dice and unused dice. Discard the rest. If this would result in having no dice left, keep a single die in the pool.&lt;br /&gt;
===Crashing===&lt;br /&gt;
&lt;br /&gt;
After rolling the dice, if none of them match the allowed dice at the location, a Crash occurs!&lt;br /&gt;
&lt;br /&gt;
The Cosmic Failure marker moves on one space.&lt;br /&gt;
&lt;br /&gt;
Any astronaut with a parachute MAY disembark (see Landing Phase); all other astronauts are returned to the respective player mats.&lt;br /&gt;
&lt;br /&gt;
The Commander is changed to the next player in turn order.&lt;br /&gt;
&lt;br /&gt;
The current Expedition ends and there is no Landing Phase.&lt;br /&gt;
===Landing Phase===&lt;br /&gt;
&lt;br /&gt;
If the Travel phase was a success (did not result in a Crash), the Landing Phase occurs.&lt;br /&gt;
&lt;br /&gt;
If the ship is on space 0-5, the landing phase is voided, and a new Travel phase occurs.&lt;br /&gt;
&lt;br /&gt;
If the ship is on space 6+, in order of astronauts on the rocket, each player can choose to stay on the ship or disembark.&lt;br /&gt;
&lt;br /&gt;
If you choose to disembark at a moon space, place your astronaut on the highest numbered moon linked to that space.&lt;br /&gt;
&lt;br /&gt;
If the stop is a moon space and all moons are occupied, you cannot disembark. Each moon accommodates only a single astronaut.&lt;br /&gt;
&lt;br /&gt;
If you choose to disembark at a planet space, there are no limitations to the number of astronauts or who controls them. However, the order in which astronauts arrived matters. They will be placed from top to bottom in order of arrival.&lt;br /&gt;
&lt;br /&gt;
If the ship manages to reach the last space on the board (deep space), the Commander is placed on the Comet and all passengers are placed on the Galaxy (neither of these places have an occupancy limit).&lt;br /&gt;
&lt;br /&gt;
If at any point the Commander disembarks (excluding Deep Space of course), the next astronaut in line takes over as the new Commander. Other astronauts move up a seat in the rocket.&lt;br /&gt;
&lt;br /&gt;
Once the Landing Phase is finished, if there are still astronauts in the ship, then commence another Travel Phase.&lt;br /&gt;
&lt;br /&gt;
If all Astronauts have disembarked and/or Crashed, the expedition comes to an end and a new one commences with a new Commander.&lt;br /&gt;
===Goals===&lt;br /&gt;
&lt;br /&gt;
There are a number of unique goals on display, which are available to claim if and when their condition is met. Only one player can claim each goal, but a player can claim multiple goals if achieved.&lt;br /&gt;
===Game End===&lt;br /&gt;
&lt;br /&gt;
The game ends when either the Cosmic Failure track reaches 11 or when a single player has disembarked all 8 of their astronauts and the current Expedition has reached a natural conclusion.&lt;br /&gt;
&lt;br /&gt;
Occupied moons give each player occupying them the points displayed on them.&lt;br /&gt;
&lt;br /&gt;
The planets score based on most astronauts on the planet, 2nd most astronauts on the planet, and finally simply being present on the planet, according to the score values shown next to the planet. If multiple players have the same number of astronauts on a planet, ties are broken in order of which player landed there earliest.&lt;br /&gt;
&lt;br /&gt;
Add the points for any Goals you achieved.&lt;br /&gt;
&lt;br /&gt;
The player with the most points wins! If there&#039;s a tie, the victory is shared.&lt;/div&gt;</summary>
		<author><name>ErikLevin</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=20200</id>
		<title>Gamehelpkingoftokyo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingoftokyo&amp;diff=20200"/>
		<updated>2024-02-23T22:55:21Z</updated>

		<summary type="html">&lt;p&gt;ErikLevin: List all variant rule options, except for a few that I don&amp;#039;t know what they do yet. List all options in the order presented on the game page and with the same names.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
== For translators ==&lt;br /&gt;
&lt;br /&gt;
Please don&#039;t touch the &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;strong&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;i&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, and text between &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; (brackets). &lt;br /&gt;
&lt;br /&gt;
For card names, brackets contain the hexadecimal colour of names. This will specify the colour from this tag until the end, or until colour is redefined. You probably don&#039;t need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code in the HEX field of the [https://www.google.com/search?q=colour+picker Google colour picker] &lt;br /&gt;
&lt;br /&gt;
== Overview and Goal ==&lt;br /&gt;
&lt;br /&gt;
* You are a gigantic Monster willing to do anything to become King of Tokyo.&lt;br /&gt;
* Your rampage brings you glory in the form of Victory Points (blue stars).&lt;br /&gt;
* To win, be the first Monster to gain 20 Victory Points.&lt;br /&gt;
* Or, get your claws out and eliminate your enemies.&lt;br /&gt;
* The last one standing claims victory!&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
# Roll Dice&lt;br /&gt;
# Resolve Dice&lt;br /&gt;
# Enter Tokyo&lt;br /&gt;
# Buy Power cards&lt;br /&gt;
# End of turn&lt;br /&gt;
&lt;br /&gt;
=== Roll Dice ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;On your turn, you can roll the dice up to three times. You can stop rolling any time.&#039;&#039;&#039;&lt;br /&gt;
* On the first Roll, 6 dice are rolled.&lt;br /&gt;
* For your second Roll, if you like some of your results, you can set them aside (click on them to lock them) and only roll the ones you don’t like again.&lt;br /&gt;
* For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.&lt;br /&gt;
* After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.&lt;br /&gt;
&lt;br /&gt;
===Resolve Dice===&lt;br /&gt;
&lt;br /&gt;
* Symbols rolled at the end of your last die Roll represent the actions of your turn.&lt;br /&gt;
&lt;br /&gt;
====Victory points (dice 1, 2 and 3)====&lt;br /&gt;
&lt;br /&gt;
* If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.&lt;br /&gt;
* Each additional die rolled with the same face gains you 1 additional point.&lt;br /&gt;
&lt;br /&gt;
==== Energy (lightning bolt die) ====&lt;br /&gt;
&lt;br /&gt;
* Gain 1 energy from the pool for each energy die.&lt;br /&gt;
&lt;br /&gt;
==== Heal (heart die) ====&lt;br /&gt;
&lt;br /&gt;
* If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.&lt;br /&gt;
* If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).&lt;br /&gt;
&lt;br /&gt;
==== Smash (hand die) ====&lt;br /&gt;
&lt;br /&gt;
* Monsters that are not in the same place as you lose 1 for each smash die rolled.&lt;br /&gt;
* If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll any smash dice, you wound all Monsters outside of Tokyo.&lt;br /&gt;
* If you are outside of Tokyo and you roll smash any dice, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay). &lt;br /&gt;
* These Monsters can then decide to Yield and leave Tokyo or stay.&lt;br /&gt;
** Monsters who Yield Tokyo still lose hearts.&lt;br /&gt;
* Each smash die results in losing one Life Point.&lt;br /&gt;
* If a Monster loses their last Life Point, they are eliminated.&lt;br /&gt;
* If a Monster yields Tokyo, the attacker must enter Tokyo.&lt;br /&gt;
* &#039;&#039;&#039;Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: Losing hearts from a Power card effect is different than being attacked with smash dice. A Monster can only yield Tokyo when losing hearts from smash dice.&lt;br /&gt;
&lt;br /&gt;
=== Enter Tokyo ===&lt;br /&gt;
&lt;br /&gt;
* If no one is in Tokyo, you must enter and place your Monster in Tokyo City.&lt;br /&gt;
* You can only Yield when you lose heart from smashes rolled by a Monster.&lt;br /&gt;
* No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.&lt;br /&gt;
&lt;br /&gt;
==== 5/6 players ====&lt;br /&gt;
&lt;br /&gt;
* With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay.&lt;br /&gt;
* Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”.&lt;br /&gt;
* Tokyo Bay has the same effects as Tokyo City.&lt;br /&gt;
* Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).&lt;br /&gt;
&lt;br /&gt;
==== Being in Tokyo (Tokyo City or Tokyo Bay) ====&lt;br /&gt;
&lt;br /&gt;
Advantages and disadvantages:&lt;br /&gt;
* You gain 1 victory point when you enter Tokyo.&lt;br /&gt;
* You gain 2 victory points if you start your turn in Tokyo.&lt;br /&gt;
* Monsters in Tokyo cannot use heart dice to heal&lt;br /&gt;
&lt;br /&gt;
=== Buy Power cards ===&lt;br /&gt;
&lt;br /&gt;
* You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card. &lt;br /&gt;
* &#039;&#039;&#039;Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.&#039;&#039;&#039;&lt;br /&gt;
* You can also spend 2 energy to sweep all three face-up cards to the discard.&lt;br /&gt;
** Then reveal three new Power cards from the deck.&lt;br /&gt;
** They are immediately available for purchase.&lt;br /&gt;
* &#039;&#039;&#039;As long as you have enough energy, you can continue to buy or sweep cards.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Power cards can be one of two different types:&lt;br /&gt;
# &#039;&#039;&#039;Keep:&#039;&#039;&#039; Keep these cards face-up in front of you until the end of the game (unless something tells you to do otherwise).&lt;br /&gt;
# &#039;&#039;&#039;Discard:&#039;&#039;&#039; Resolve these cards immediately, then discard them.&lt;br /&gt;
&lt;br /&gt;
=== End of turn ===&lt;br /&gt;
&lt;br /&gt;
* Certain Power card effects activate at the end of your turn.&lt;br /&gt;
* Once you’re done, pass the dice to the player on your left.&lt;br /&gt;
&lt;br /&gt;
== Winning the Game == &lt;br /&gt;
&lt;br /&gt;
* The monster that first reaches 20 points or reduces all other monsters to 0 health is crowned King of Tokyo.&lt;br /&gt;
&lt;br /&gt;
== Power card clarifications ==&lt;br /&gt;
&lt;br /&gt;
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win.&lt;br /&gt;
* If all Monsters are eliminated at the same time… everyone loses!&lt;br /&gt;
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Opportunist ===&lt;br /&gt;
&lt;br /&gt;
* If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.&lt;br /&gt;
&lt;br /&gt;
=== Fire Breathing ===&lt;br /&gt;
&lt;br /&gt;
* The Monsters of the players seated to your left and right each lose 1 heart.&lt;br /&gt;
** They lose this heart even if they are in the same place as you.&lt;br /&gt;
* If there are only 2 players, your opponent only loses 1 heart.&lt;br /&gt;
&lt;br /&gt;
=== Mimic ===&lt;br /&gt;
&lt;br /&gt;
* Mimic copies the effects of a card as if it had just been played (with tokens, for example).&lt;br /&gt;
* If the copied card is discarded, Mimic no longer has an effect and you take back the associated token.&lt;br /&gt;
* You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.&lt;br /&gt;
&lt;br /&gt;
=== Poison Spit &amp;amp; Shrink Ray ===&lt;br /&gt;
&lt;br /&gt;
* Poison and Shrink tokens stay even if their associated cards are discarded.&lt;br /&gt;
* You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.&lt;br /&gt;
&lt;br /&gt;
=== Metamorph ===&lt;br /&gt;
&lt;br /&gt;
* Discarding your Keep cards happens in the End of Turn step.&lt;br /&gt;
** You get back the full cost of the card as printed, even if you bought it at a discount.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Power-Up! (Evolutions) ===&lt;br /&gt;
* This variant adds sets of evolution cards, giving each monster special abilities.&lt;br /&gt;
* At the start of the game, each player draws 2 evolutions and keep one in your hand.&lt;br /&gt;
* Whether a player rolls 3 hearts, in addition to getting regular healing, they draw an evolution and add it to their hand. This can also apply in Tokyo.&lt;br /&gt;
* At any time, a player can play an evolution from their hand and applies its effect. If it is permanent, it stays like a keep card. Otherwise, it is discarded after activating.&lt;br /&gt;
&lt;br /&gt;
==== Variants of Evolutions====&lt;br /&gt;
* Active Evolution: Players start with a random evolution from the deck in play immediately.&lt;br /&gt;
* Controlled Evolution: When a player draws a evolution, they instead draw two and put one under their deck.&lt;br /&gt;
* Evolution Draft: All players get 8 random evolutions. Each keep one and passes the rest to the left, and repeat until all players keep 8 evolutions. These evolutions form their decks.&lt;br /&gt;
&lt;br /&gt;
=== Halloween ===&lt;br /&gt;
* Halloween version adds new Costume cards.&lt;br /&gt;
** Players choose one costume card at the beginning of the game.&lt;br /&gt;
* It is possible to have multiple Costume cards, as the unused Costume cards are shuffled on the deck, and can be bought like any other card.&lt;br /&gt;
* When a player rolls 3 smashes of more, they can steal Costume cards from the players they damage (paying them the cost).&lt;br /&gt;
** They can steal several cards, from different players, in the same turn.&lt;br /&gt;
* Smash damage still applies when stealing cards is used.&lt;br /&gt;
&lt;br /&gt;
=== Micro expansion: Even more wicked! ===&lt;br /&gt;
* This variant adds wickedness tiles that can be obtained with wickedness points.&lt;br /&gt;
* Whenever a player rolls &amp;quot;1&amp;quot; &amp;quot;1&amp;quot; &amp;quot;1&amp;quot; or &amp;quot;2&amp;quot; &amp;quot;2&amp;quot; &amp;quot;2&amp;quot;, in addition to getting regular points, they get wickedness points.&lt;br /&gt;
** For every &amp;quot;1&amp;quot; &amp;quot;1&amp;quot; &amp;quot;1&amp;quot;, player gets 2 wickedness points.&lt;br /&gt;
** For every &amp;quot;2&amp;quot; &amp;quot;2&amp;quot; &amp;quot;2&amp;quot;, player gets 1 wickedness point.&lt;br /&gt;
* The moment a player obtains a certain amount of wickedness points (3, 6, or 10), they may choose a wickedness tile.&lt;br /&gt;
* Once a wickedness tile is chosen, it goes into effect immediately and stays with the player until the end of the game (unless instructed otherwise).&lt;br /&gt;
&lt;br /&gt;
=== Monster Pack: Cthulhu (Cultists) ===&lt;br /&gt;
* Battle of the Gods (part I) adds Cultists.&lt;br /&gt;
* After resolving your dice, if you rolled four identical faces, take a Cultist tile.&lt;br /&gt;
* At any time, you can discard one of your Cultist tiles to gain either: 1 heart, 1 energy, or one extra Roll.&lt;br /&gt;
&lt;br /&gt;
=== Monster Pack: King Kong (Tokyo Tower) ===&lt;br /&gt;
* Nature vs. Machine (part I) adds Tokyo Tower.&lt;br /&gt;
* Claim a tower level by rolling at least &amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot;&amp;quot;1&amp;quot; while in Tokyo.&lt;br /&gt;
* Monsters who control one or more levels gain the bonuses at the beginning of their turn: 1 Heart for the bottom level, 1 Heart and 1 Energy for the middle level (the bonuses are cumulative).&lt;br /&gt;
* Claiming the top level automatically wins the game.&lt;br /&gt;
&lt;br /&gt;
=== Monster Pack: Anubis (Curse cards) ===&lt;br /&gt;
* Battle of the Gods (the revenge) adds Curses.&lt;br /&gt;
* There is always a curse in play, which affects all players.&lt;br /&gt;
* Roll the fate dice with the other dice on your turn. It is activated before your other dice.&lt;br /&gt;
* Eye means replace the curse, river means nothing happens, ankh means activate the blessing, snake means activate the snake effect.&lt;br /&gt;
* Some cards uses the golden scrab, which starts belonging to the player who will play last.&lt;br /&gt;
&lt;br /&gt;
=== Monster Pack: Cybertooth (Berserk) ===&lt;br /&gt;
* Nature vs. Machine (the comeback) adds the berserk dice.&lt;br /&gt;
* When you roll 4 or more damage, you enter berserk mode.&lt;br /&gt;
* While in berserk mode, you also roll the berserk dice.&lt;br /&gt;
* You end berserk mode when you heal.&lt;br /&gt;
&lt;br /&gt;
=== Mutant Evolutions variant (Transformation card) ===&lt;br /&gt;
* Mutant Evolution variant adds the transformation card.&lt;br /&gt;
* Each card has a biped form and a beast form. All players start at biped form.&lt;br /&gt;
* Before buying cards, players may spend 1 energy to change from biped form to beast form or vice versa.&lt;br /&gt;
* While in biped form, you can buy power cards.&lt;br /&gt;
* While in beast form, you cannot buy power cards, but you may reroll one of your dice an additional time.&lt;br /&gt;
=== 2 players ===&lt;br /&gt;
&#039;&#039;This option is activated by default for 2-player tables.&#039;&#039;&lt;br /&gt;
* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.&lt;br /&gt;
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.&lt;br /&gt;
&lt;br /&gt;
All other rules remain unchanged.&lt;br /&gt;
&lt;br /&gt;
== Card combinations ==&lt;br /&gt;
&lt;br /&gt;
* If you have any doubt about card combinations, you can &amp;lt;b&amp;gt;[https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM check these answers]&amp;lt;/b&amp;gt;&lt;/div&gt;</summary>
		<author><name>ErikLevin</name></author>
	</entry>
</feed>