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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Excalibur2099</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-16T18:43:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelporiflamme&amp;diff=7191</id>
		<title>Gamehelporiflamme</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelporiflamme&amp;diff=7191"/>
		<updated>2021-02-04T21:47:36Z</updated>

		<summary type="html">&lt;p&gt;Excalibur2099: /* Setup (What you need to know) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
In Oriflamme (Citadels 2), players play for 6 rounds by playing influnces cards and activate them. To seize power, you must conspire, fight and deduce how others will play. The player with the highest influnce after 6 rounds wins!&lt;br /&gt;
&lt;br /&gt;
==Setup (What you need to know)==&lt;br /&gt;
* Each player takes 10 cards of their color and removes 3 randomly.&lt;br /&gt;
* Everyone starts with 1 influence.&lt;br /&gt;
* The resolution direction is placed.&lt;br /&gt;
&lt;br /&gt;
==Round of the Game==&lt;br /&gt;
Each round consists of 2 phases. After the phases are played, the first player tile is passed to the left.&lt;br /&gt;
&lt;br /&gt;
===Placement Phase===&lt;br /&gt;
* The first player chooses a card and place it facedown in the middle of the table.&lt;br /&gt;
* The next player places another card to the left or right of all cards already placed.&lt;br /&gt;
* You cannot play between cards.&lt;br /&gt;
* Once everyone has played a card, the placement phase is over.&lt;br /&gt;
&lt;br /&gt;
===Resolution Phase===&lt;br /&gt;
* Starting from the first card, players choose whether to reveal them.&lt;br /&gt;
* If the card is not revealed, 1 influnce is placed on it.&lt;br /&gt;
* If the card is revealed, apply the card&#039;s effect and take all influnces on it.&lt;br /&gt;
* Repeat until the end of the queue is reached.&lt;br /&gt;
* Each time you eliminate a card, you get 1 influnce.&lt;br /&gt;
* Cards in the queue will remain until they are discarded or eliminated.&lt;br /&gt;
* Cards in the same family can be stacked. However, a covered card can never be revealed or targeted.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* The game ends when 6 rounds are played. &lt;br /&gt;
* Influnces still on the cards do not count. &lt;br /&gt;
* The player with the most influnces wins. &lt;br /&gt;
* In case of a tie, the tied player with the most cards in the influnce queue wins.&lt;br /&gt;
&lt;br /&gt;
==Abilities of Influnces==&lt;br /&gt;
* Ambush: If revealed by another card, discard that card and gain 4 influnce. Otherwise, gain 1 influnce and discard ambush with any influnce on it.&lt;br /&gt;
* Archer: Eliminate the first or last card from the queue.&lt;br /&gt;
* Assassination: Eliminate any card in the queue. Discard assassination.&lt;br /&gt;
* Conspiracy: Gain double the amount of influnce on the card. Discard conspiracy.&lt;br /&gt;
* Heir: If there are no other cards revealed with the same name, gain 2 influnces.&lt;br /&gt;
* Lord: Earn 1 influnce, plus 1 influnce per adjacent card in your family.&lt;br /&gt;
* Royal Decree: Move a card whether you want in the queue. Discard royal decree.&lt;br /&gt;
* Shapeshifter: Copy the ability (not the name) of an adjacent card.&lt;br /&gt;
* Soldier: Eliminate an adjacent card.&lt;br /&gt;
* Spy: Steal 1 influnce from a player with a card adjacent to the spy.&lt;/div&gt;</summary>
		<author><name>Excalibur2099</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpturnthetide&amp;diff=5940</id>
		<title>Gamehelpturnthetide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpturnthetide&amp;diff=5940"/>
		<updated>2020-10-22T02:28:49Z</updated>

		<summary type="html">&lt;p&gt;Excalibur2099: /* Round elimination */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
Score the most points by playing cards that will keep your tide level low and your life preservers afloat through the rounds.&lt;br /&gt;
There are as many rounds as there are players.&lt;br /&gt;
The player with the most points at the end of the rounds wins the game.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Twelve hands make up one complete round. Your number of life preservers is determined by what cards you have in hand. The distribution of life preservers may seem unfair. However, the players with more life preservers have a higher concentration of Weather cards that are more difficult to play.&lt;br /&gt;
&lt;br /&gt;
Each player chooses one Weather card from her hand. When all players have selected their cards, everyone simultaneously turns their chosen card face up and compares numbers.&lt;br /&gt;
&lt;br /&gt;
The player who played the highest number Weather card must take the lower Tide Level card from the two face up next to the deck. That Tide Level card is then placed face up in front of him so that all of the other players can see it.&lt;br /&gt;
&lt;br /&gt;
Next, the player who played the second highest Weather card must take the remaining Tide Level card and do the same.&lt;br /&gt;
&lt;br /&gt;
When you receive a new Tide Level card, it is placed on top of the old one, if there was one.&lt;br /&gt;
&lt;br /&gt;
The player who now has the highest Tide Level card showing among all players loses a life preserver. If two players tie for the highest Tide Level, then both must turn over a life preserver.&lt;br /&gt;
&lt;br /&gt;
All played Weather cards are then discarded and two new Tide Level cards are revealed next to the deck.&lt;br /&gt;
&lt;br /&gt;
== Round elimination ==&lt;br /&gt;
If you lose your last life preserver, you get one last chance to stay in the round. You are only eliminated from the round when you loose once more (that is, when you must turn over another life preserver, but have none left to turn).&lt;br /&gt;
&lt;br /&gt;
If you are eliminated from the round, your Weather and Tide Level cards are discarded.&lt;br /&gt;
&lt;br /&gt;
== End of a round and scoring ==&lt;br /&gt;
A round ends after each player has played all 12 cards from his hand. Alternatively, the round ends instantly when there are only two players left in the game.&lt;br /&gt;
&lt;br /&gt;
At the end of the round, you are awarded one point for each remaining life preserver. If you have no life preservers, you get no points (0). If you were eliminated from the round because of a lack of life preservers, you receive one negative point (-1).&lt;br /&gt;
&lt;br /&gt;
In addition, the player who, at the end of the round, had the lowest Tide Level card showing, receives one additional bonus point. If two players are tied for the lowest Tide Level, then they each receive an additional point. A player with no Tide Level cards in his playing area has the lowest Tide Level.&lt;br /&gt;
&lt;br /&gt;
== Starting a new round ==&lt;br /&gt;
Your initial 12 Weather cards are passed to the player on your left, as well as the corresponding life preservers.&lt;br /&gt;
The Tide Level cards are re-shuffle at the beginning of each round.&lt;/div&gt;</summary>
		<author><name>Excalibur2099</name></author>
	</entry>
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