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	<updated>2026-10-30T09:55:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_wingspan&amp;diff=15486</id>
		<title>Tips wingspan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_wingspan&amp;diff=15486"/>
		<updated>2022-12-04T16:47:59Z</updated>

		<summary type="html">&lt;p&gt;Gornal: bufgix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
At its core Wingspan is an engine-building resource-management game.  Your most limited resource is actions, as you are limited to only 26 (8+7+6+5) of these each game.  So, generally speaking, you want to get the most out of every action.  Play that brown-power bird before you take an action in its row so that you get more from the action.  Play that pink-power bird as soon as possible so that it may be triggered more times.  There are, of course, exceptions to this,  e.g., if you need to move up in the rankings for an end-of-round goal.&lt;br /&gt;
&lt;br /&gt;
== Early Game ==&lt;br /&gt;
&lt;br /&gt;
When the game starts, take the time to analyze each of the end-of-round goals, as they will heavily shape what to go for.  Lots of egg goals?  Investing more in the grasslands may be a good idea.  Lots of bird goals?  Investing more in the forest may be better.  These are both oversimplifications, as, generally speaking, you will build birds in every habitat and take every action over the course of most games.  There are many other important considerations: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• Three or four nest-specific goals means the wild-nest birds are stronger.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• Consider which nest goals exist and lean more on keeping and playing birds with that nest type.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• Location-based goals (eggs or birds in specific habitats) means the flighty birds (birds that move from one habitat to another) are stronger.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• With all of the above in mind, specific pink-power birds become stronger too, as opponents are forced to take these actions or forgo end-of-round goals.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• In 4-players games, weight the later goals more heavily since they are worth more points; there&#039;s nothing wrong with skipping the first goal or two if it means positioning yourself to win the last ones. In 2 or 3 players game, goals are equal, as the 2nd and the 3rd prizes grow at the same speed as the 1st.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
You should think of the bonus cards as private end-of-game goals.  Consider whether one of your bonus cards aligns with later end-of-round goals as that increases its value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Cross reference the end-of-round goals and the above information with your hand and the birds in the tray.  Ideally you want to plan out your first few turns.  Some general principles:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• Brown- and pink-power birds are ideal in the early game, when there is more time to trigger their powers.  More specifically, you want powers that generate additional cards, food, and eggs.  With that in mind...&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
•• Cards: This is the most important resource.  Having a good card engine lets you find the birds you actually want to play often while scoring tuck points.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
•• Food: You don&#039;t know what food you need until you find good cards and you have cards to discard for food.  Over the course of a game, you should be drawing (and discarding) a lot more cards than food.  If you have a choice,  caching food is almost always worse than taking it until the last turn or two, depending on which birds and how much food you have.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
•• Eggs: Eggs are inherently less valuable than the other resources until the end of the game when eggs score points, whereas cards and food do not.  I say &amp;quot;inherently&amp;quot; because you get one more egg than the other resources.  So, early in the game, you almost always want to spend an egg to draw (if you can), whereas later, you need to think about it a bit more.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• The best starting birds give you food or cards.  If you get both, your early game should run very smoothly. You should obviously consider the cost of each bird when making this decision.  That three-cost food producer might be good early, but consider how that will impact your ability to play other birds.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• If you&#039;re going first, you are guaranteed your pick of the shown birds, which may be better to start with than any in your hand. There&#039;s nothing wrong with drawing a powerful bird on your first turn.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• Generally, you should be keeping one to three birds from your starting hand.  Keeping five should never be done and keeping four only makes sense if your hand is insane and/or you have a one-cost forest bird and plan to discard it in order to collect two food on your second turn. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• Be wary of any actions that benefit opponents equally to you.  These are probably bad.&lt;br /&gt;
&lt;br /&gt;
== Mid-Game ==&lt;br /&gt;
&lt;br /&gt;
By the mid-game, you should have a small resource engine, hopefully consisting of birds that play toward at least one goal.  Here are some principles focused more on the mid-game:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• Routinely check your opponents boards and consider which remaining goals you have a realistic chance at winning.  Compare how hard you have to invest into each goal, how likely you are to win it, and what else you could be doing that might yield a greater long-term return,  such as winning a later goal.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
•• You should check your opponent&#039;s resource counts and engine power, as this factors in to how likely they are to win goals.  If you&#039;re not that far behind them you may see that their resources cannot (or are very unlikely to) outpace you.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• Also check for pink birds.  In some cases you should actually skip an action (e.g., predator) to prevent an opponent from gaining a more valuable resource. (Early food is generally worth more than one point.)  But this is just one consideration. Sometimes you can&#039;t avoid doing things that help an opponent, but maybe you can wait to do it on the same turn as another player.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• It is good to play bonus card birds in the mid-game.  This will give you time to play toward the goal. But if you play the card too early, the fact that it doesn&#039;t have an action can hurt you.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
• If you have a good card-draw engine, prioritize and collect additional play birds.  Planning around big bird chains in the last round can often turn the tide of a game.&lt;br /&gt;
&lt;br /&gt;
== End Game ==&lt;br /&gt;
&lt;br /&gt;
As the 3rd round comes to an end and the final round approaches you should be able to plan out the rest of your turns.  Make a final decision on which goals you can reasonably commit to and play accordingly.  It&#039;s okay to not always get the highest tier goal.  Maybe playing out your non-goal birds in hand yields more points.  Keep in mind that every round you spend gathering food to play your birds is a lost opportunity for other ways to gain points so maybe you should be stocking your remaining birds with eggs instead.  You should be able to calculate which plan will give you the most points.  Good luck!&lt;/div&gt;</summary>
		<author><name>Gornal</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_sevenwondersduel&amp;diff=6568</id>
		<title>Tips sevenwondersduel</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_sevenwondersduel&amp;diff=6568"/>
		<updated>2020-12-20T22:15:51Z</updated>

		<summary type="html">&lt;p&gt;Gornal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money is a crucial resource in 7 Wonders Duel. Take gold cards highly as they give you the financial freedom to take the cards you want later in the game. Don&#039;t forget that when you discard a card for coins, you get an extra coin per gold card, which makes them even more valuable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Look to cut your opponent off from a certain type of resource if they aren&#039;t set up well to generate money consistently. Even if you took two wood in Age I for example, taking the double wood card in Age II can be very strong as each excess wood your opponent needs costs 6. This will cut them off from many strong plays. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the knowledge of how much money your opponent has to your advantage. It might be ok to reveal a card that is very good for them if they don&#039;t have enough money to pay for it. Note that if you take a resource card to reveal it, you might even increase the price for your opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When possible, make your opponent reveal face-down cards to you rather than you revealing cards to them. This way you will have first shot at the best cards. In Age I, the first player is advantaged in this regard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is very common for games to end in military or scientific victory (Approx. 20% of games end it military supremacy, another 20% scientific supremacy according to BGA Data). The crux of the game&#039;s strategy is whether to commit to one of these paths to victory, or to take just enough military/science so your opponent can&#039;t win this way while maintaining a victory point advantage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wonders that provide you an extra play are extremely powerful when used at the right moment. A well-timed double play can be the key to snagging a military or science victory in Age III with a card that your opponent would otherwise never reveal to you. Likewise, it may save you from a mid-game victory from your opponent!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make sure you are aware of what science symbols are available in each age. There are 4 unique symbols in Age I, and the same 4 appear in Age II. None of these symbols appear in age III, however, which has 2 other unique symbols. The Law scientific token counts as an additional symbol, so note at the start of the game if this is available as it greatly increasing the chances of the game ending with a scientific victory. Be aware this token can be found with The Great Library wonder, too, even if it is not revealed at game start. If you enter Age III with only 2 science symbols, you will be unable to win a scientific victory. &lt;br /&gt;
&lt;br /&gt;
The Mausoleum is a strong wonder due to its versatility. If your opponent has it, be mindful of what is in the discard as they may surprise you with a mid-game science or military victory.&lt;br /&gt;
&lt;br /&gt;
In most cases, there are no reasons to take military cards in Age I. They don&#039;t give you much for the military win, but you lose the chance to have the first player&#039;s advantage in Age II. With less certainty, the same rule is correct about military cards in Age II also. &lt;br /&gt;
&lt;br /&gt;
Usually, it&#039;s better to discard a blue card in Age I than to take it. Even two coins are better than 3 points at this stage.  &lt;br /&gt;
&lt;br /&gt;
Duel is a zero-sum game. Getting a high numerical score means nothing compared to beating your opponent. Making a 5 VP play that leaves your opponent with their best play being worth 3 VP (+2 VP to you) is a better exchange than making a 6 VP play that gives your opponent a 10 VP play (-4 VP for you). Even though the first play scored you fewer points, it brought you closer to actually winning the game.&lt;/div&gt;</summary>
		<author><name>Gornal</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_sevenwonders&amp;diff=3686</id>
		<title>Tips sevenwonders</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_sevenwonders&amp;diff=3686"/>
		<updated>2019-11-16T16:53:48Z</updated>

		<summary type="html">&lt;p&gt;Gornal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are a beginner, focus on acquiring a variety of resource cards (brown and silver cards). This strategy will not require you to analyze your opponents&#039; boards or strategies as much.&lt;br /&gt;
&lt;br /&gt;
If you go the economic route by focusing on yellow cards, pay attention to the people next to you. Some wonders (Alexandria, Olympia B) can do very well with very few resources, so trading posts to those wonders will be almost useless. Some wonders (Giza, Rhodes) do especially well with many resource cards, so trading posts to them will typically be very useful.&lt;br /&gt;
&lt;br /&gt;
Watch out for people who build many green cards. Green cards are high risk, high reward. They have to complete sets of three different symbols. Look at their boards to see which symbol they need to complete their next set, then take those cards yourself, before they can acquire them. If building the green card won&#039;t help you, then use it to build your wonder or get three coins instead.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t build too many red cards. Whether you beat your opponents 10 to 1 or 2 to 1, your point rewards are the same. The turns you spend beefing up your already-powerful army may be better spent on other cards.&lt;br /&gt;
&lt;br /&gt;
Side B of Wonder is better than side A, it’s true for all cities in most of scenarios.&lt;/div&gt;</summary>
		<author><name>Gornal</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptzolkin&amp;diff=3359</id>
		<title>Gamehelptzolkin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptzolkin&amp;diff=3359"/>
		<updated>2019-02-17T06:55:22Z</updated>

		<summary type="html">&lt;p&gt;Gornal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Rules are here: http://czechgames.com/files/rules/tzolkin-rules-en.pdf&lt;br /&gt;
&lt;br /&gt;
(A picture of all 18 Age II buildings: https://i.imgur.com/BOGVhXA.jpg )&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;For Each Round&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
- Each player takes their turn, going around the table&lt;br /&gt;
&lt;br /&gt;
- On a food day, feed your workers and take your rewards&lt;br /&gt;
&lt;br /&gt;
- Advance the Calendar&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Player turn&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Beg for corn:&#039;&#039;&#039; If you have 2 or less corn, you may beg for corn unless you are at the bottom step of all three temples. (Turn in all corn, take 3 corn and move one step down on any temple)&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Either place workers OR pick up workers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;Placing workers&#039;&#039;: pay corn for the number of workers you place. The cost for the number of workers you place is 0, 1, 3, 6, 10, or 15 for, respectively, 1, 2, 3, 4, 5, or 6 workers placed on that turn, plus the cumulative cost noted next to each of your placed workers.&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;Picking up Workers&#039;&#039;: You may pick up one or more of your placed workers. For each worker picked up either&lt;br /&gt;
&lt;br /&gt;
--- Use the action where your worker was standing&lt;br /&gt;
&lt;br /&gt;
--- Use a lower action on the wheel from where your worker was standing(if not &lt;br /&gt;
standing on a free action space,pay 1 corn for each step back)&lt;br /&gt;
&lt;br /&gt;
--- Do nothing.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Food Day&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Feed the Workers&#039;&#039;&#039; Each players must pay 2 corn for each worker they have in play (on a gear or in front of you) with the exception for any farms you own. You must feed as many workers as you have corn for.&lt;br /&gt;
-- For each worker not fed, you lose 3 points&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;&#039;Take Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--&#039;&#039;Middle of Age (Brown days)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- Receive items shown on the left edge of temples from step you are on and all steps below&lt;br /&gt;
&lt;br /&gt;
-- &#039;&#039;End of Age (Teal Days)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
--- Remove all Age 1 buildings and fill spaces with Age 2 buildings&lt;br /&gt;
&lt;br /&gt;
--- Receive points shown on the right edge of temples for the step you are on.&lt;br /&gt;
&lt;br /&gt;
--- Bonus points for each temple for person with the highest market. Bonus amount is shown above each temple. For ties, everyone receives half the bonus.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Advance the Calendar&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
If there is no worker on the starting player space, place a corn on the current Tzolk&#039;in gear tooth and advance the gear one day.&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
- The worker on the Starting Player space returns to the player&lt;br /&gt;
&lt;br /&gt;
-- If this person was not the starting player, they take the starting player marker.&lt;br /&gt;
&lt;br /&gt;
-- If they were the starting player, the starting player marker is moved to the player on his left&lt;br /&gt;
&lt;br /&gt;
- Advance the Tzolk&#039;in Gear one day.&lt;br /&gt;
&lt;br /&gt;
- The player that placed their worker on the Starting Player space may decide to advance the gear one extra day if the player board is light side up AND this advance will not push a player off the gears.&lt;br /&gt;
&lt;br /&gt;
-- If you use this option, flip your board to dark side up.&lt;br /&gt;
&lt;br /&gt;
-- This does not avoid food days.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;See also&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
[[Tips_tzolkin|Strategy Tips]]&lt;/div&gt;</summary>
		<author><name>Gornal</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=2772</id>
		<title>Tips puertorico</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=2772"/>
		<updated>2017-12-10T21:47:08Z</updated>

		<summary type="html">&lt;p&gt;Gornal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money is very important early, as early buildings can accrue a lot of advantage. Trader or Prospector for 3 or even 2 total coins can be a powerful move early in the game.&lt;br /&gt;
&lt;br /&gt;
Try to pick roles that are better for you than everyone else - i.e. Builder when you have the most money, Trader when you are the only person who can sell, Mayor when there&#039;s an uneven number of colonists, or Captain when your opponents have goods they want to sell.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
* Large warehouse is the most unused building in a game, there are no any reasons to build it.&lt;br /&gt;
* University is effective only for last round, if you build a large building and no mayor after it. &lt;br /&gt;
* Guild hall is the best large building, it almost guarantees 7-8 points and 9-10 points are possible. All other can&#039;t reach more than 7-8.&lt;/div&gt;</summary>
		<author><name>Gornal</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=2771</id>
		<title>Tips puertorico</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_puertorico&amp;diff=2771"/>
		<updated>2017-12-10T21:46:07Z</updated>

		<summary type="html">&lt;p&gt;Gornal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money is very important early, as early buildings can accrue a lot of advantage. Trader or Prospector for 3 or even 2 total coins can be a powerful move early in the game.&lt;br /&gt;
&lt;br /&gt;
Try to pick roles that are better for you than everyone else - i.e. Builder when you have the most money, Trader when you are the only person who can sell, Mayor when there&#039;s an uneven number of colonists, or Captain when your opponents have goods they want to sell.&lt;br /&gt;
&lt;br /&gt;
Buildings.&lt;br /&gt;
&lt;br /&gt;
Large warehouse is the most unused building in a game, there are no any reasons to build it.&lt;br /&gt;
University is effective only for last round, if you build a large building and no mayor after it. &lt;br /&gt;
Guild hall is the best large building, it almost guarantees 7-8 points and 9-10 points are possible. All other can&#039;t reach more than 7-8.&lt;/div&gt;</summary>
		<author><name>Gornal</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tzolkin&amp;diff=2401</id>
		<title>Tips tzolkin</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tzolkin&amp;diff=2401"/>
		<updated>2017-05-20T22:02:19Z</updated>

		<summary type="html">&lt;p&gt;Gornal: Created page with &amp;quot;== Corn ==  During the whole game you need corn, many-many corn. There are only two realistic ways to gather significant number of corn:  1) advance the last level of resource...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Corn ==&lt;br /&gt;
&lt;br /&gt;
During the whole game you need corn, many-many corn. There are only two realistic ways to gather significant number of corn: &lt;br /&gt;
1) advance the last level of resource extraction technology, use last Yaxchilan action and from time to time go to the market to exchange gold and stone for corn;&lt;br /&gt;
2) advance the last level of agriculture technology and use Palenque circle.&lt;br /&gt;
&lt;br /&gt;
The first way is more effective, on the 5th Yaxchilan you can get the equivalent of 16 corn and only 12 corn on the 5th Palenque action. You can see, 16 is greater than 12 :-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The typical game schedule ==&lt;br /&gt;
&lt;br /&gt;
1st quarter: &lt;br /&gt;
* get 1-2 additional workers;&lt;br /&gt;
* advance resource extraction technology for the last level;&lt;br /&gt;
* go 1-2 times to the 5th Yaxchilan;&lt;br /&gt;
* it&#039;s not a problem if you beg few times;&lt;br /&gt;
* it&#039;s better not to feed your workers and save your resources in gold and stones, but you should be prepared to go to the market at the beginning of the 2nd quarter. &lt;br /&gt;
&lt;br /&gt;
2st quarter:&lt;br /&gt;
* get 1 additional worker;&lt;br /&gt;
* go to the 5th Yaxchilan as many times as possible;&lt;br /&gt;
* you should have MANY resources at the end of the quarter;&lt;br /&gt;
* usually there is no any reason to build building from the first half.&lt;br /&gt;
&lt;br /&gt;
3rd quarter:&lt;br /&gt;
* advance architecture techonology for the last level;&lt;br /&gt;
* get the 6th worker if you have only 5 yet;&lt;br /&gt;
* 4th Tikal and 5th Yaxchilan become your most important places, build as many buildings and monuments as possible;&lt;br /&gt;
* it&#039;s good idea to build feed buildings now.&lt;br /&gt;
&lt;br /&gt;
4th quarter:&lt;br /&gt;
* continue building and monuments building;&lt;br /&gt;
* advance theology technology for the 2nd or 3rd level;&lt;br /&gt;
* at the middle of the quarter put 3-4 workers to Chichen Itza;&lt;br /&gt;
* other workers find skulls and build last building/monuments.&lt;br /&gt;
&lt;br /&gt;
You should get 120-140 points by this tactic.&lt;/div&gt;</summary>
		<author><name>Gornal</name></author>
	</entry>
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