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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-29T11:31:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptumbleweed&amp;diff=30470</id>
		<title>Gamehelptumbleweed</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptumbleweed&amp;diff=30470"/>
		<updated>2026-06-30T10:08:25Z</updated>

		<summary type="html">&lt;p&gt;Goulo: boldface that RED is first player (in many games, white is first player)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game description ==&lt;br /&gt;
&lt;br /&gt;
Tumbleweed is a two-player game. It is played on a hexhex board and a sufficient supply of stacked checkers.&lt;br /&gt;
&lt;br /&gt;
A stack can &amp;quot;see&amp;quot; a hex, when they are connected by a straight line, with no stacks in between. The players take turns placing stacks of their tokens on hexes that are seen by at least one friendly stack. The height of every newly-placed stack equals the number of your stacks that see the new stack. Replacing an existing stack with a new stack is possible, as long as the new stack is taller than the previous one. This works with opponent stacks (to capture), or your own stacks (to reinforce).&lt;br /&gt;
&lt;br /&gt;
Before the game, the host sets up the board and the guest decides which side they want to play (&#039;&#039;&#039;red is first player, white is second player&#039;&#039;&#039;). Setup consists of one stack of two neutral tokens in the central hex, and a single starting token for each player in hexes of the host&#039;s choosing.&lt;br /&gt;
&lt;br /&gt;
The game ends when no more moves can be made by either player, or after two successive passes. The player who occupies over half the board wins.&lt;br /&gt;
&lt;br /&gt;
Tumbleweed was voted Best Combinatorial 2-Player Game of 2020 on BGG.&lt;br /&gt;
&lt;br /&gt;
This game description is copied from BoardGameGeek Tumbleweed page.&lt;br /&gt;
&lt;br /&gt;
== Game end reminder ==&lt;br /&gt;
&lt;br /&gt;
Currently the game displays a reminder when both players neither capture a stack nor affect contested, empty, or opponent&#039;s controlled hexes for total of 3 turns.&lt;br /&gt;
&lt;br /&gt;
If the stale situation continues for 2 additional turns after the reminder the game ends automatically.&lt;br /&gt;
&lt;br /&gt;
Passing the turn is recommended when both players cannot expand territories any further.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
BGA implementation supports new game options and various player preference options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default options are bolded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Board size ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;6x6x6&#039;&#039;&#039;: The smallest board. Recommended for beginners and blitz games.&lt;br /&gt;
&lt;br /&gt;
* 8x8x8: The standard game board for competitive games.&lt;br /&gt;
&lt;br /&gt;
* 10x10x10: A larger game board. Recommended for correspondence games or complex games.&lt;br /&gt;
&lt;br /&gt;
* 11x11x11: The largest board. Recommended for correspondence games or deeper games.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Original setup&#039;&#039;&#039;: The neutral stack is placed in the center.&lt;br /&gt;
&lt;br /&gt;
* Free setup: The tentative first player places the neutral stack.&lt;br /&gt;
&lt;br /&gt;
=== Player aid ===&lt;br /&gt;
&lt;br /&gt;
* Beginner: Running score includes not only owned hexes with stacks, but also controlled empty hexes. Controlled hexes are highlighted and nonsucidal capture moves are outlined. Move preview displays suicidal stacks as gray.&lt;br /&gt;
Players may turn off controlled hex highlights and/or capturable hex outlines through player preference option.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Intermediate&#039;&#039;&#039;: Running score includes not only owned hexes with stacks, but also controlled empty hexes. Move preview displays suicidal stacks as gray.&lt;br /&gt;
&lt;br /&gt;
* Expert: Running score does not include controlled empty hexes. The number of controlled hexes is revealed at the end of the game. Move preview displays only color of stacks to be placed.&lt;br /&gt;
This option simulates real-life games.&lt;br /&gt;
&lt;br /&gt;
=== Player preference options ===&lt;br /&gt;
&lt;br /&gt;
Open upper right menu from game screen or click &#039;Options&#039; tab below the game board to access these preference options.&lt;br /&gt;
&lt;br /&gt;
==== Display confirmation ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: Preview stack is displayed after clicking the hex. The player must confirm the move by clicking the preview stack to execute it.&lt;br /&gt;
&lt;br /&gt;
* Disabled: All stacks are instantly placed without any preview.&lt;br /&gt;
&lt;br /&gt;
In Expert mode, preview only displays color of stack to be placed.&lt;br /&gt;
&lt;br /&gt;
==== Highlight last move ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: The last move is highlighted as a yellow tone.&lt;br /&gt;
&lt;br /&gt;
* Disabled: The last move is not highlighted.&lt;br /&gt;
&lt;br /&gt;
==== Display coordinates ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: The coordinates are displayed around the game board.&lt;br /&gt;
&lt;br /&gt;
* Disabled: The coordinates around the game board are not displayed.&lt;br /&gt;
&lt;br /&gt;
==== Display influences (Beginner mode only) ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: Controlled empty hexes are highlighted as the controller&#039;s color. Light red displays contested hexes where both players have same influence.&lt;br /&gt;
&lt;br /&gt;
* Disabled: The influences of empty hexes are not displayed.&lt;br /&gt;
&lt;br /&gt;
This option does not have any effect in Intermediate and Expert player aid level.&lt;br /&gt;
&lt;br /&gt;
==== Highlight nonsucidal captures (Beginner mode only) ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: The border of nonsuicidal captures change.&lt;br /&gt;
&lt;br /&gt;
Only capturable stacks are highlighted, so reinforceable own stacks are not highlighted.&lt;br /&gt;
&lt;br /&gt;
Also, captures leading to immediate recaptures are also not highlighted.&lt;br /&gt;
&lt;br /&gt;
* Disabled: Capturable stacks are not highlighted.&lt;br /&gt;
&lt;br /&gt;
This option does not have any effect in Intermediate and Expert player aid level.&lt;/div&gt;</summary>
		<author><name>Goulo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=24215</id>
		<title>Gamehelpcaylus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcaylus&amp;diff=24215"/>
		<updated>2025-02-27T08:17:50Z</updated>

		<summary type="html">&lt;p&gt;Goulo: explain 4 prestige buildings that have hard-to-see art and lack info in the hover popup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup and Goals Each player has 6 workers, who may (for one denier) be placed on action spots to acquire resources or perform actions. Victory points are earned via constructing new buildings or parts of the castle, by other players making use of your buildings, and by other methods such as earning the King&#039;s favour. ==&lt;br /&gt;
== Rounds ==&lt;br /&gt;
Each round consists of seven phases, with an eighth (awarding favours for constructing the castle) that occurs at 3 designated points in the game.&lt;br /&gt;
&lt;br /&gt;
== 1: Income ==&lt;br /&gt;
Each player receives 2 deniers, plus 1 denier per residence owned, 1 denier if they own the Library, and 2 deniers if they own the Hotel.&lt;br /&gt;
&lt;br /&gt;
== 2: Place Workers ==&lt;br /&gt;
Players in turn either place a worker or pass, in the order dictated by the turn order track, until everyone has passed.&lt;br /&gt;
&lt;br /&gt;
Placement may be on any unoccupied place or building on the board. If it is a building owned by another player, that player receives 1 VP.&lt;br /&gt;
&lt;br /&gt;
If it is your own building, or if you have a worker in the Inn&#039;s rightmost spot, pay 1 denier. Otherwise, pay the lowest unoccupied number on the bridge. [EXCEPTION: in 2-player Caylus, pay 3 deniers, not 2, once the other player passes.] Payments go to the bank, not other players.&lt;br /&gt;
&lt;br /&gt;
Passing: place a marker on the lowest number on the Bridge. If you are first to pass, gain 1 denier.&lt;br /&gt;
&lt;br /&gt;
== 3: Activate Places Before the Bridge ==&lt;br /&gt;
Beginning with the Gate, any place with a worker is activated, and the worker returns to the player.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GATE:&#039;&#039;&#039; Move the worker to any unoccupied place on the board for free. If it is a building owned by another player, they earn 1 VP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRADING POST:&#039;&#039;&#039; Gain 3 deniers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MERCHANTS&#039; GUILD:&#039;&#039;&#039; Move the provost up to 3 squares forward or back, for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JOUSTING FIELD:&#039;&#039;&#039; Pay 1 denier + 1 cloth to earn a royal favour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STABLES:&#039;&#039;&#039; Move your marker to the indicated number in the turn order track; all players not in the Stables move down the turn order accordingly. (NOTE: the Stables are not used in 2-player games, as turn order is fixed.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INN:&#039;&#039;&#039; If your worker is on the left spot, move it to the right spot and return any worker there to its owner. If you are in the right spot, you can either leave your worker there or reclaim it. (The effects of this spot are only available in phase 2, above.)&lt;br /&gt;
&lt;br /&gt;
== 4: The Bridge ==&lt;br /&gt;
In order of passing, from first to last, players may move the Provost forward or back, for one denier per square, to a maximum of 3 squares.&lt;br /&gt;
&lt;br /&gt;
== 5. Activate Buildings ==&lt;br /&gt;
Past the bridge, in order, buildings with workers are activated, and the worker is returned to the player. Workers on buildings beyond the Provost are returned without activating those buildings.&lt;br /&gt;
&lt;br /&gt;
Notes on some buildings:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production:&#039;&#039;&#039; The 3 stone production buildings when activated by another player also grant one resource to the owner, chosen from the options in brackets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039; The Carpenter allows you to construct wood buildings; the Mason, stone buildings. The Lawyer changes a neutral building or one you own into a residence, for 1 denier + 1 cloth. (You cannot transform the Lawyer or a prestige building.) The Architect permits you to construct a prestige building over one of your residences.&lt;br /&gt;
&lt;br /&gt;
Constructing a building requires the resources listed on its card. (A white cube = any resource.) When a building is constructed, score the VPs indicated in its top right corner (residences are always 2 VPs). Some buildings also grant a royal favour (Church, Statue, etc.); the Monument grants 2 royal favours.&lt;br /&gt;
&lt;br /&gt;
If you build over a building with a worker on it, the transformation is postponed until after the worker&#039;s action. If you build over a pink (neutral) building, it is permanently removed from the game; if you build over one of your own buildings, it returns to the stock of available buildings and may be reconstructed further down the road.&lt;br /&gt;
&lt;br /&gt;
== 6. Build the Castle == &lt;br /&gt;
&lt;br /&gt;
In the order that workers were placed in the castle, each player builds as many units as they like. A unit costs 3 different resources, of which one must be food. If you have a worker in the castle but do not construct a unit, lose 2 VPs.&lt;br /&gt;
&lt;br /&gt;
Each unit is worth VPs as follows: 5 VPs for the Dungeon, 4 VPs for the Walls, 3 VPs for the Towers.&lt;br /&gt;
&lt;br /&gt;
Each section is built in order (Dungeon, Walls, Towers). After a section marker is passed on the road by the Bailiff, work continues in the next section even if the previous one is incomplete. If a section is filled, work immediately commences on the next section.&lt;br /&gt;
&lt;br /&gt;
The player who constructs the most units in a turn earns one royal favour. If there is a tie, the player who built first wins the favour.&lt;br /&gt;
&lt;br /&gt;
== 7. The Bailiff Advances ==&lt;br /&gt;
&lt;br /&gt;
If the Provost is on top of or behind the Bailiff, advance the Bailiff one space. If the Provost is ahead of the Bailiff, advance the Bailiff two spaces. The Provost is then placed atop the Bailiff again.&lt;br /&gt;
&lt;br /&gt;
== 8. Stages of the Castle ==&lt;br /&gt;
&lt;br /&gt;
To build a stage of the castle, spend  3 different resources, one of which must be food. If the Bailiff now rests on or past one of the three section markers on the road (Dungeon, Walls, Towers), players earn favours or lose VPs as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dungeon:&#039;&#039;&#039; no house = -2 VPs; 2+ houses = 1 favour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walls:&#039;&#039;&#039; no house = -3 VPs; 2 houses = 1 favour; 3/4 houses = 2 favours; 5+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towers:&#039;&#039;&#039; no house = -4 VPs; 2/3 houses = 1 favour; 4/5 houses = 2 favours; 6+ houses = 3 favours &lt;br /&gt;
&lt;br /&gt;
If the Tower section marker is reached, or if the Towers are fully constructed already, the game is over and final scoring occurs; otherwise, a new turn begins (Step 1). (NOTE: In a 2-player game, first player switches automatically between players on the turn order track.)&lt;br /&gt;
&lt;br /&gt;
== Final Scoring ==&lt;br /&gt;
&lt;br /&gt;
In addition to the VPs gained during the game, gain 3 VPs per gold cube, 1 VP per 3 cubes of the other 4 resource types, and 1 VP per 4 deniers.&lt;br /&gt;
&lt;br /&gt;
== Royal Favours ==&lt;br /&gt;
There are 4 tracks, which award VPs, deniers, resources or the ability to construct buildings at a discount. Each time you gain a favour, you may advance one space on one track, or select a lower favour if you prefer. Only the first 2 spaces are available initially; after the Dungeon is built the first 4 spaces become available; after the Walls are built the 5th space is available. (The availability changes only &#039;&#039;after&#039;&#039; Phase 8 scoring.)&lt;br /&gt;
&lt;br /&gt;
If multiple favours are gained at once, they must all be taken from different tracks; thus you may only gain 4 favours at once. (E.g. if you build the Monument with the construction favour, you may not use the favour earned from it for construction.)&lt;br /&gt;
&lt;br /&gt;
The construction favours may be invoked even if there is no Mason, Lawyer or Architect on the board, or if they are occupied by a worker.&lt;br /&gt;
&lt;br /&gt;
== Building effects: ==&lt;br /&gt;
The art of some building tiles is hard to read, and their hover popup does not give full info:&lt;br /&gt;
&lt;br /&gt;
Monument (costs 4 stone + 2 gold) gives 2 favors.&lt;br /&gt;
&lt;br /&gt;
Statue (costs 2 stone + 1 gold) gives 1 favor.&lt;br /&gt;
&lt;br /&gt;
Hotel (costs 3 stone + 2 gold) gives 2 income.&lt;br /&gt;
&lt;br /&gt;
Library (costs 3 wood + 1 gold) gives 1 income.&lt;/div&gt;</summary>
		<author><name>Goulo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmlem&amp;diff=23264</id>
		<title>Gamehelpmlem</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmlem&amp;diff=23264"/>
		<updated>2024-11-19T15:07:29Z</updated>

		<summary type="html">&lt;p&gt;Goulo: /* Goals */ add more info about the goals&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 four unique goals available to claim as soon as a player meets their condition. Only one player can claim each goal, but a player can claim multiple goals if achieved. Each claimed goal gives 5 points.&lt;br /&gt;
&lt;br /&gt;
* First player to place 4 astronauts on 4 different planets.&lt;br /&gt;
* First player to place 3 astronauts on 1 planet.&lt;br /&gt;
* First player to place 4 astronauts on 4 moons.&lt;br /&gt;
* First player to place 2 astronauts in deep space.&lt;br /&gt;
&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>Goulo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcairocorridor&amp;diff=23088</id>
		<title>Gamehelpcairocorridor</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcairocorridor&amp;diff=23088"/>
		<updated>2024-10-21T17:36:53Z</updated>

		<summary type="html">&lt;p&gt;Goulo: loose -&amp;gt; lose&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cairo Corridor is a two player game where players alternate playing pentagonal tiles until a &amp;quot;corridor&amp;quot; is established. A corridor is a group of empty pentagons adjacent to each other that connects all 4 sides of the board. You may never place a tile that blocks the last possible &amp;quot;gap&amp;quot; for such a corridor. The game ends when there is only one possible corridor left an no more tiles can be placed adjacent to it. The winner is the player with the most tiles next to the corridor. In case of tie, the last player to play loses the game.&lt;br /&gt;
&lt;br /&gt;
On BGA:  In this implementation, yellow pentagons are how illegal moves are denoted. If you think about the rules a little bit, you will come to understand that these illegal pentagons will eventually form the final corridor. Pentagons with blue borders are scoring pentagons because they are next to illegal moves (which are the final corridor).&lt;/div&gt;</summary>
		<author><name>Goulo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrike&amp;diff=21447</id>
		<title>Gamehelptrike</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrike&amp;diff=21447"/>
		<updated>2024-06-04T13:44:43Z</updated>

		<summary type="html">&lt;p&gt;Goulo: /* Rules */ make pie rule a little more explicitly clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&lt;br /&gt;
Trike is a strategy game for two players. The game revolves around setting traps, dismantling opponent traps, and maneuvering a shared piece into your own trap to win.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Players take turns moving a neutral pawn around on the board. The pawn can move any number of empty points in any direction in a straight line, but cannot move onto or jump over occupied points. When a player moves the pawn, first they place a checker of their own color, onto the destination point. Then they move the pawn on top of it. When the pawn is trapped, the game is over. At the end of the game, each player gets a point for each checker of their own color adjacent to or underneath the pawn. The person with the highest score wins.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, the first player puts a checker on any point of the board, with the pawn on top of it. At this time only, the second player has a one-time chance to swap sides (becoming the color of that first placed checker) instead of making a regular move (as the other color).&lt;/div&gt;</summary>
		<author><name>Goulo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptumbleweed&amp;diff=21225</id>
		<title>Gamehelptumbleweed</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptumbleweed&amp;diff=21225"/>
		<updated>2024-05-18T16:54:10Z</updated>

		<summary type="html">&lt;p&gt;Goulo: clarify pie rule better (i.e. that red is first player)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game description ==&lt;br /&gt;
&lt;br /&gt;
Tumbleweed is a two-player game. It is played on a hexhex board and a sufficient supply of stacked checkers.&lt;br /&gt;
&lt;br /&gt;
A stack can &amp;quot;see&amp;quot; a hex, when they are connected by a straight line, with no stacks in between. The players take turns placing stacks of their tokens on hexes that are seen by at least one friendly stack. The height of every newly-placed stack equals the number of your stacks that see the new stack. Replacing an existing stack with a new stack is possible, as long as the new stack is taller than the previous one. This works with opponent stacks (to capture), or your own stacks (to reinforce).&lt;br /&gt;
&lt;br /&gt;
Before the game, the host sets up the board and the guest decides which side they want to play (red is first player, white is second player). Setup consists of one stack of two neutral tokens in the central hex, and a single starting token for each player in hexes of the host&#039;s choosing.&lt;br /&gt;
&lt;br /&gt;
The game ends when no more moves can be made by either player, or after two successive passes. The player who occupies over half the board wins.&lt;br /&gt;
&lt;br /&gt;
Tumbleweed was voted Best Combinatorial 2-Player Game of 2020 on BGG.&lt;br /&gt;
&lt;br /&gt;
This game description is copied from BoardGameGeek Tumbleweed page.&lt;br /&gt;
&lt;br /&gt;
== Game end reminder ==&lt;br /&gt;
&lt;br /&gt;
Currently the game displays a reminder when both players neither capture a stack nor affect contested, empty, or opponent&#039;s controlled hexes for total of 3 turns.&lt;br /&gt;
&lt;br /&gt;
If the stale situation continues for 2 additional turns after the reminder the game ends automatically.&lt;br /&gt;
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Passing the turn is recommended when both players cannot expand territories any further.&lt;br /&gt;
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== Options ==&lt;br /&gt;
&lt;br /&gt;
BGA implementation supports new game options and various player preference options.&lt;br /&gt;
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&#039;&#039;&#039;Default options are bolded.&#039;&#039;&#039;&lt;br /&gt;
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=== Board size ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;6x6x6&#039;&#039;&#039;: The smallest board. Recommended for beginners and blitz games.&lt;br /&gt;
&lt;br /&gt;
* 8x8x8: The standard game board for competitive games.&lt;br /&gt;
&lt;br /&gt;
* 10x10x10: A larger game board. Recommended for correspondence games or complex games.&lt;br /&gt;
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* 11x11x11: The largest board. Recommended for correspondence games or deeper games.&lt;br /&gt;
&lt;br /&gt;
=== Initial setup ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Original setup&#039;&#039;&#039;: The neutral stack is placed in the center.&lt;br /&gt;
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* Free setup: The tentative first player places the neutral stack.&lt;br /&gt;
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=== Player aid ===&lt;br /&gt;
&lt;br /&gt;
* Beginner: Running score includes not only owned hexes with stacks, but also controlled empty hexes. Controlled hexes are highlighted and nonsucidal capture moves are outlined. Move preview displays suicidal stacks as gray.&lt;br /&gt;
Players may turn off controlled hex highlights and/or capturable hex outlines through player preference option.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Intermediate&#039;&#039;&#039;: Running score includes not only owned hexes with stacks, but also controlled empty hexes. Move preview displays suicidal stacks as gray.&lt;br /&gt;
&lt;br /&gt;
* Expert: Running score does not include controlled empty hexes. The number of controlled hexes is revealed at the end of the game. Move preview displays only color of stacks to be placed.&lt;br /&gt;
This option simulates real-life games.&lt;br /&gt;
&lt;br /&gt;
=== Player preference options ===&lt;br /&gt;
&lt;br /&gt;
Open upper right menu from game screen or click &#039;Options&#039; tab below the game board to access these preference options.&lt;br /&gt;
&lt;br /&gt;
==== Display confirmation ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: Preview stack is displayed after clicking the hex. The player must confirm the move by clicking the preview stack to execute it.&lt;br /&gt;
&lt;br /&gt;
* Disabled: All stacks are instantly placed without any preview.&lt;br /&gt;
&lt;br /&gt;
In Expert mode, preview only displays color of stack to be placed.&lt;br /&gt;
&lt;br /&gt;
==== Highlight last move ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: The last move is highlighted as a yellow tone.&lt;br /&gt;
&lt;br /&gt;
* Disabled: The last move is not highlighted.&lt;br /&gt;
&lt;br /&gt;
==== Display coordinates ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: The coordinates are displayed around the game board.&lt;br /&gt;
&lt;br /&gt;
* Disabled: The coordinates around the game board are not displayed.&lt;br /&gt;
&lt;br /&gt;
==== Display influences (Beginner mode only) ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: Controlled empty hexes are highlighted as the controller&#039;s color. Light red displays contested hexes where both players have same influence.&lt;br /&gt;
&lt;br /&gt;
* Disabled: The influences of empty hexes are not displayed.&lt;br /&gt;
&lt;br /&gt;
This option does not have any effect in Intermediate and Expert player aid level.&lt;br /&gt;
&lt;br /&gt;
==== Highlight nonsucidal captures (Beginner mode only) ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enabled&#039;&#039;&#039;: The border of nonsuicidal captures change.&lt;br /&gt;
&lt;br /&gt;
Only capturable stacks are highlighted, so reinforceable own stacks are not highlighted.&lt;br /&gt;
&lt;br /&gt;
Also, captures leading to immediate recaptures are also not highlighted.&lt;br /&gt;
&lt;br /&gt;
* Disabled: Capturable stacks are not highlighted.&lt;br /&gt;
&lt;br /&gt;
This option does not have any effect in Intermediate and Expert player aid level.&lt;/div&gt;</summary>
		<author><name>Goulo</name></author>
	</entry>
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