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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Grant+Badger+Fox</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-24T10:45:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptrio&amp;diff=23509</id>
		<title>Gamehelptrio</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptrio&amp;diff=23509"/>
		<updated>2024-12-15T04:26:01Z</updated>

		<summary type="html">&lt;p&gt;Grant Badger Fox: Fixed number of players in setup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Contents==&lt;br /&gt;
The deck consists of 36 cards, numbered 1-12 three times.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
Deal 9/8/6/6 cards (with 3/4/5/6 players) face down to the table. Players are dealt 9/7/6/5 cards, and their hands are arranged in numerical order.&lt;br /&gt;
&lt;br /&gt;
==Play==&lt;br /&gt;
&lt;br /&gt;
On your turn, take either of these actions up to three times:&lt;br /&gt;
&lt;br /&gt;
*- &#039;&#039;&#039;Flip a table card face-up&#039;&#039;&#039;&lt;br /&gt;
*- &#039;&#039;&#039;Reveal a hand card&#039;&#039;&#039;: Choose any player (including yourself) and select a card at either end (Highest or Lowest number) of their hand: that card is placed face-up in front of them.&lt;br /&gt;
&lt;br /&gt;
If you reveal three cards with the same value, that&#039;s a success: claim this &amp;quot;trio&amp;quot; of cards as a scoring set.&lt;br /&gt;
&lt;br /&gt;
If you reveal a card that doesn&#039;t match those previously revealed that turn, you fail and your turn immediately ends. The revealed cards are returned to their previous position and state.&lt;br /&gt;
&lt;br /&gt;
==Winning==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Simple mode&#039;&#039;&#039;: Win if you take three trios, or the trio of three 7s.&lt;br /&gt;
*&#039;&#039;&#039;Spicy mode&#039;&#039;&#039;: Win if you take two &amp;quot;connected&amp;quot; trios (where the cards of one trio include a small icon of the other), or the trio of three 7s.&lt;br /&gt;
&lt;br /&gt;
Note:  A pair of numbers is connected if they differ by 7 (such as 3 and 10) or add up to 7 (such as 2 and 5).&lt;/div&gt;</summary>
		<author><name>Grant Badger Fox</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_rollingpins&amp;diff=22028</id>
		<title>Tips rollingpins</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_rollingpins&amp;diff=22028"/>
		<updated>2024-08-01T16:23:42Z</updated>

		<summary type="html">&lt;p&gt;Grant Badger Fox: Started the page with some basic tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[Warning: this advice is based on the experience of one player and not anything scientific or precise. High-ranked Rolling Pins players are encouraged to edit this!]&lt;br /&gt;
&lt;br /&gt;
Try to knock down as few pins as possible early on in the frame so that you have more flexibility later on.&lt;br /&gt;
&lt;br /&gt;
Knocking down too many odd-numbered pins early on can hurt your flexibility. You can&#039;t avoid knocking down an odd-numbered pin whenever you roll an odd number (except by using a bowling ball), but once they&#039;re all gone, only even numbers remain as good rolls, meaning every roll has at least a 50% chance of being bad.&lt;br /&gt;
&lt;br /&gt;
Try to knock down the back pins (7, 8, 9, and 10) as quickly as possible, since they can only be hit with 2 dice. Once those are all gone, you have the option of rolling only 1 die. Rolling 2 dice is still more efficient if you have a lot of the front pins standing, but when you need low rolls, a single die is the way to go.&lt;br /&gt;
&lt;br /&gt;
Much of the strategy in this game boils down to when to use the bowling ball power-up to increase or decrease your roll. The scoring system of bowling heavily rewards strikes, but especially rewards getting multiple strikes in a row (three strikes in a row is called a &amp;quot;turkey&amp;quot;, and is worth at least 60 points despite only knocking down 30 pins). Therefore, you should orient yourself towards maximizing your chances of getting a turkey, or an even longer streak of strikes, when deciding when to use balls and when to save them. Early on, you should be extremely reluctant to use balls unless it gets you a guaranteed strike (for example, changing a roll of 7 to a roll of 8 when the 8 pin is the last one you need); even then, you might choose to wait if it&#039;s very early (say, frame 1 or 2) and you aren&#039;t well-equipped to turn the strike into a turkey. In the mid-game, especially when you&#039;re on the verge of a turkey, consider using balls to maintain flexibility and hit difficult pins (for example, changing a roll of 9 to a roll of 10 when your 1, 3, 5, and 10 pins remain, as knocking down 10 alone leaves you more flexible than knocking down 1+3+5). Of course, on the final frame, there is no point to saving balls anymore, so use them liberally.&lt;/div&gt;</summary>
		<author><name>Grant Badger Fox</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_newyorkzoo&amp;diff=21923</id>
		<title>Tips newyorkzoo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_newyorkzoo&amp;diff=21923"/>
		<updated>2024-07-20T22:51:55Z</updated>

		<summary type="html">&lt;p&gt;Grant Badger Fox: Added a tip for the 2p game (what I call the &amp;quot;5-ahead principle&amp;quot;).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ideal situation to build is to have 5 different pairs of animals on the board at all times.  This way, you always get to choose which animal to extra breed.  For enclosure tile picks, I think it is best to have at least 1 small enclosure, 4-5 blocks, and bigger ones to fill the space.  The small enclosure is to quickly fill so you can nab some of the larger attractions.  And the larger enclosure is so you can bounce animals around.&lt;br /&gt;
&lt;br /&gt;
Ideal animal pick is to pair your starting animals right away, so you can get the pair breeding ASAP.  Then pick 2 animals you don&#039;t have.  When you have 2 different animals in the house, it is certainly time to get enclosures.  For your 3rd and 4th animal pick, pair up your remaining single breed, but nab the 5th animal you are missing.  Repeat again and you should have 4 pairs on board, and 1 pair in the house.&lt;br /&gt;
&lt;br /&gt;
It&#039;s nice to have the LARGE early attractions, but you aren&#039;t at a complete loss if you don&#039;t.  You can come back a lot with large enclosure picks, and with the 5 pair animal engine you can time the final few attractions to fill the holes for the win.&lt;br /&gt;
&lt;br /&gt;
It is possible to burst 4 different tile placements on one turn.&lt;br /&gt;
&lt;br /&gt;
1. Pick enclosure that passes breeding.&lt;br /&gt;
2. Breed 2 that fills enclosure. (pick 2 attractions)&lt;br /&gt;
3. Breed bonus that fills enclosure. (pick 1 attraction)&lt;br /&gt;
&lt;br /&gt;
For a total of 4 placements in one turn.&lt;br /&gt;
&lt;br /&gt;
If you plan for it, more often than not you will place 3 tiles for this burst.&lt;br /&gt;
&lt;br /&gt;
Playing 4 players for this game, you probably won&#039;t be able to make different pairs, 3-4 will be enough, you have to consider the smaller zoo size.  Early large attractions will be very important.&lt;br /&gt;
&lt;br /&gt;
In a 2-player game, when you&#039;re considering moving the elephant to a space, also consider what space is 5 spaces ahead of it. No matter how many spaces your opponent moves, that space will be within 4 spaces of the elephant&#039;s new location, and thus it will be accessible to you. If those two spaces contain two tiles which fit together extremely well in your layout, then the move is very likely to be a good one. (Note that the board repeats a 5-space cycle of enclosure-animal-enclosure-animal-enclosure, so until some of the enclosure spaces get emptied out, 5 spaces ahead of an enclosure space is always another enclosure space.) You might look even farther ahead at the space 5 spaces ahead of that one and see how well those three spaces work together, and so on.&lt;/div&gt;</summary>
		<author><name>Grant Badger Fox</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_cardiceo&amp;diff=21846</id>
		<title>Tips cardiceo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_cardiceo&amp;diff=21846"/>
		<updated>2024-07-13T01:03:36Z</updated>

		<summary type="html">&lt;p&gt;Grant Badger Fox: Added information on the commonality of the numbers (calculated via spreadsheet).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;u&amp;gt;Which cards to play first&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choosing which cards to play is important. &#039;&#039;&#039;Cards which match another number in your hand are a priority to play&#039;&#039;&#039;. This is because the more variety of numbers in your hand that you have, the more types of dice rolls there are that will benefit you. A different priority is to &#039;&#039;&#039;play the most difficult numbers from your hand&#039;&#039;&#039;. For example, you probably know that when someone rolls two six-sided dice, the least common outcomes are 2 and 12. The same principle applies here. In Cardiceo, the least common dice rolls are 15, 14, and 13, due to the unequal size of the three dice. Out of the 384 possible dice rolls, the number of ways to attain each is as follows:&lt;br /&gt;
&lt;br /&gt;
1: 153 (39.8%)&lt;br /&gt;
&lt;br /&gt;
2: 172 (44.7%)&lt;br /&gt;
&lt;br /&gt;
3: 190 (49.4%)&lt;br /&gt;
&lt;br /&gt;
4: 211 (54.9%)&lt;br /&gt;
&lt;br /&gt;
5: 158 (41.1%)&lt;br /&gt;
&lt;br /&gt;
6: 167 (43.4%)&lt;br /&gt;
&lt;br /&gt;
7: 174 (45.3%)&lt;br /&gt;
&lt;br /&gt;
8: 183 (47.6%)&lt;br /&gt;
&lt;br /&gt;
9: 150 (39.0%)&lt;br /&gt;
&lt;br /&gt;
10: 145 (37.7%)&lt;br /&gt;
&lt;br /&gt;
11: 139 (36.1%)&lt;br /&gt;
&lt;br /&gt;
12: 132 (34.3%)&lt;br /&gt;
&lt;br /&gt;
13: 92 (23.9%)&lt;br /&gt;
&lt;br /&gt;
14: 81 (21.0%)&lt;br /&gt;
&lt;br /&gt;
15: 69 (17.9%)&lt;br /&gt;
&lt;br /&gt;
Thus, the card numbers are, in order from easiest to hardest: 4 3 8 7 2 6 5 1 9 10 11 12 13 14 15. 13, 14, and 15 are dramatically more difficult because they cannot be attained without the cooperation of the twelve-sided die, while 4 and 3 are the easiest because they can be rolled singly on any die or as a sum of any two or three dice. Because it cannot be made via addition, 1 is harder to attain than any of the numbers from 2 through 8 (but still easier than any of the numbers from 9 through 15).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Which die to use&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which die you choose to use affects the next player&#039;s options.&lt;br /&gt;
&lt;br /&gt;
Remember, that unused die are &amp;quot;locked&amp;quot; and the next player can&#039;t roll them. If you have a choice of more than one die with the same value, keep this in mind. For instance, if you had a 3 on all dice, and you have a 3 card, then use the 4 sided die. This locks the 8 and 12 sided die to a value of 3 for the next player, and they can only roll the 4 sided die you used. The maximum total that they can get will be 10, and only if they manage to get a 4 on the 4 sided die.&lt;/div&gt;</summary>
		<author><name>Grant Badger Fox</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkulami&amp;diff=20756</id>
		<title>Gamehelpkulami</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkulami&amp;diff=20756"/>
		<updated>2024-04-12T05:01:34Z</updated>

		<summary type="html">&lt;p&gt;Grant Badger Fox: /* Overview */ Vast rewrite of everything!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kulami is an abstract strategy game for 2 players. Players take turn placing marbles on a board assembled from 17 rectangular tiles, scoring points by having more marbles on those tiles than their opponent at the end of the game.&lt;br /&gt;
==Setup ==&lt;br /&gt;
The board is randomly assembled from 17 rectangular tiles, each containing a number of holes in which marbles can be placed (4 2x3, 5 2x2, 4 1x3, 4 1x2), either into an 8x8 square or an irregular shape that fits in a 10x10 grid. Each player takes 28 marbles of their color (Red or Black).&lt;br /&gt;
==Play==&lt;br /&gt;
Players take turns playing a marble into an empty hole on the board, starting with Red. The first marble may go on any empty space. Each marble thereafter must be played in the same row or the same column as the opponent&#039;s previous move, but not on the same tile as either player&#039;s previous move. The game ends when all of the marbles have been played, or when a player has no legal spot in which to play a marble.&lt;br /&gt;
==Scoring==&lt;br /&gt;
Standard: Each tile is worth 1 point per space to the player with more marbles on it. (For example, if Red has 2 marbles and Black has 1 marble on a 2x2 tile, then Red scores 4 points.) A tile on which the players are tied is worth no points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Biggest Areas: In addition to standard scoring, for each player, count their marbles which form the largest horizontally- and vertically-connected area. The player with the larger result scores bonus points equal to the difference. (For example, if Red&#039;s largest area has 12 marbles and Black&#039;s largest area has 17 marbles, then Black scores 17-12=5 bonus points.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Lines: In addition to standard scoring, for each player, identify all lines of 5 or more horizontally, vertically, or diagonally consecutive marbles of their color, and add up their lengths. The player with the larger result scores bonus points equal to the difference. (For example, if Red&#039;s has a line of 5 and a line of 7, totaling 5+7+12, and Black has three lines of 5, totaling 5+5+5=15, then Black scores 15-12=3 bonus points.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biggest Areas &amp;amp; Lines: Both of the above scoring variants are combined.&lt;/div&gt;</summary>
		<author><name>Grant Badger Fox</name></author>
	</entry>
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