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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-31T00:34:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmechadream&amp;diff=16097</id>
		<title>Gamehelpmechadream</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmechadream&amp;diff=16097"/>
		<updated>2023-02-14T18:06:20Z</updated>

		<summary type="html">&lt;p&gt;Iakona: /* Night Turn */ fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
The game lasts over 7 days (rounds) or when a player builds 9+ machines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Day and Night Cycles===&lt;br /&gt;
&lt;br /&gt;
There are 3 identical cycles for each Day phase and one cycle for the night phase, making 4 turns per round in total&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Day Turns===&lt;br /&gt;
&lt;br /&gt;
On each of the 3 day turns, each player either works in the Factory or works in the Workshop&lt;br /&gt;
&lt;br /&gt;
After which, all machines with workers on them move forward equal to the number of workers on them, i.e. 1 space with 1 worker, 2 spaces with 2 workers....&lt;br /&gt;
&lt;br /&gt;
Any machines which leave the conveyor belt are considered completed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Work in Factory===&lt;br /&gt;
&lt;br /&gt;
The Factory is divided into the Stock Room and the Delivery Dock&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stock Room===&lt;br /&gt;
&lt;br /&gt;
Take the items shown on the flow chart, where there is a break you have to pick either or Electric Flowers / Magic Ink (Pay attention to small numbers, as these give you multiple in one stage e.g. 2 Magic Ink)&lt;br /&gt;
&lt;br /&gt;
The maximum amount of Ink/Flowers you can store is 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Delivery Dock===&lt;br /&gt;
&lt;br /&gt;
Pay the flower cost in the top right to gain the rewards for the time of day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Work in Workshop===&lt;br /&gt;
&lt;br /&gt;
The Workshop is divided into Build Machines and Buy Machines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Build Machines===&lt;br /&gt;
&lt;br /&gt;
Add a worker onto a machine on your conveyor belt to boost its movement during the conveyor belt moving step&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buy Machines===&lt;br /&gt;
&lt;br /&gt;
Choose a machine from the supply and add a worker onto it, then pay the cost on the left floor area to place it on the time space of your conveyor belt on the right floor area, the middle machine section shows what it will do during activation&lt;br /&gt;
&lt;br /&gt;
Multiple machines can be on the same time space, but spread them out as each will move at its own rate based on workers assigned to it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Night Turn===&lt;br /&gt;
&lt;br /&gt;
First off, return all workers back to their spaces in your board&lt;br /&gt;
&lt;br /&gt;
Earn one Magic Ink Drop&lt;br /&gt;
&lt;br /&gt;
All Completed Purple Machines activate for their player if they wish and to an order of their choosing&lt;br /&gt;
&lt;br /&gt;
Any benefits which cause in progress machines to be completed, will then give the player the immediate bonus of completing that machine&lt;br /&gt;
&lt;br /&gt;
Now check for whether either of the end game triggers is true, and go to final scoring.&lt;br /&gt;
&lt;br /&gt;
If end game is not triggered, pass the first player marker and replace the current Delivery Card with a new one&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Final Scoring===&lt;br /&gt;
&lt;br /&gt;
First, take all dream points already collected, then add to them:&lt;br /&gt;
&lt;br /&gt;
Points from your Electric Sheep Position&lt;br /&gt;
&lt;br /&gt;
Points from Cloud Tokens&lt;br /&gt;
&lt;br /&gt;
Points from Rainbow Meeples: 1 point per small and 5 points per large&lt;br /&gt;
&lt;br /&gt;
Points from Electric Flowers and Magic Ink Drops at a rate of 1 point per 5 combined (i.e. 3 Flowers + 2 Ink is 5 combined for 1 point)&lt;/div&gt;</summary>
		<author><name>Iakona</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmegalomania&amp;diff=14666</id>
		<title>Gamehelpmegalomania</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmegalomania&amp;diff=14666"/>
		<updated>2022-09-14T18:19:14Z</updated>

		<summary type="html">&lt;p&gt;Iakona: /* Resources */ removed unnecessary line break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
World full of arrogance. A place where a Farmer can become the emperor, whereas Dwarf can be the highest.&lt;br /&gt;
&lt;br /&gt;
Every path of the explorer is not viable. Night’s shield will not protect you from the wizardry and you won&#039;t be able to say who is the real Oracle, as he might turn up disguised and the Assassin will appear suddenly, when you’re not expecting.&lt;br /&gt;
&lt;br /&gt;
Megalomania is a trick taking card game, played in 2 to 4 players (can be played in pairs). Players are trying to complete missions and gain points, with the help of the power crystals, cubes and scrolls.&lt;br /&gt;
&lt;br /&gt;
This is the game where there is no strongest card. You can even beat the Emperor, the highest value card, with the Farmer the lowest value card, if you follow the right tactics and timing. There are different missions that you complete during the game and the winner is the player who scores the most points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial Setup ==&lt;br /&gt;
The game consists of 32 playing cards, which are divided into cards of 4 different colors. Cards in each color are divided according to the value, which is called a card rank. All card ranks have a corresponding value. &lt;br /&gt;
&lt;br /&gt;
Shuffle the decks of Missions and Scrolls and arrange them face down on the game table. Arrange the Power Crystals and Cubes near these decks. Shuffle the playing cards and place them in the center of the playing area. Take the scoresheet and hand it over to one of the players so that he can keep track of the points.&lt;br /&gt;
&lt;br /&gt;
== Missions and point system ==&lt;br /&gt;
The game has 25 different missions. A mission card describes the task and the corresponding score for completing this task. According to the mission, the player may gain or lose points. The game has 2 types of missions: missions on which players gain or lose a fixed points and missions on which players gain or lose variable points. The mission card is marked with fixed and variable points, card dealing rules, tasks, and points.&lt;br /&gt;
&lt;br /&gt;
== Playing the cards ==&lt;br /&gt;
The player sitting to the left of the dealer leads the card at the beginning of the round. He can lead any card. The turn continues clockwise. In this turn, all players must play the card of the corresponding color of the leading card, if the player does not have a card of that color, then he must play a dominant color card, and if none of these conditions are met, the player can play any card&lt;br /&gt;
&lt;br /&gt;
== The rule of Taking Trick ==&lt;br /&gt;
The trick is taken by the player who played the highest value card of the dominant color, and if the dominant color card was not played on that turn, the card with the highest value of the  corresponding color of the leading card, takes it. In case of equal values, the first card played is considered to be the higher of the two. The player who takes the trick leads the next turn.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* Power Crystal – use power crystal to activate unique ability of a playing card&lt;br /&gt;
* Cube – A Cube is an element that allows a player to increase or decrease the value of cards on a given turn&lt;br /&gt;
* Scroll - A Scroll is a supporting card that gives the player an advantage and helps to complete missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
! Value !! Name !! Simplified ability description !! Full description of unique ability&lt;br /&gt;
|-&lt;br /&gt;
| 15|| Emperor|| Disable unique powers || After using the Emperor’s power, players are not allowed to use unique powers and cubes on that turn. The powers and cubes used before, remain active.  Only one Emperor’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 12|| Oracle || Change the color || In case of using Oracle’s unique power, the player changes the color of the Oracle he played. The player cannot change the color of played card into a dominant color, however, if played Oracle card is the dominant color, the player can change it to any other color.&lt;br /&gt;
|-&lt;br /&gt;
| 9|| Knight|| Cancel Dominant color || In case of using Knight’s unique power, the player changes the rule of taking a trick on that turn, which means that after using this power the played dominant color cards lose the advantage. This condition does not apply to dominant color cards played before the power was used, therefore in such a situation the dominant color cards played before the using of power, retain the advantage. Only one Knight’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 7|| Wizard|| Play the lowest || in case of using Wizard’s unique power, the player changes the “Playing the cards” rule that turn, which means that after using the power, all other players must play the lowest card of the leading color, and if the player does not have a card of the leading card color, he must play the lowest card of the dominant color, and if none of these conditions are met, the player can play the lowest card of any color. Only one Wizard’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 6|| Dwarf|| The lowest value takes the trick || In case of using Dwarf’s unique power, the player changes the rule of taking a trick on that turn, which means that the player who played the lowest value of the dominant color card takes the trick, but if the dominant color card was not played on that turn, the player who played the lowest value of the leading color card takes the trick. Only one Dwarf’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 4|| Explorer|| Discover the card || In case of using Explorer’s power, the player randomly takes one card from the previous trick and can replace it with the card from his hand or return the taken card. The Explorer’s power cannot be used on the first turn. In case if more than one player uses the Explorer’s power in one turn, the player who used this power first takes the card from the previous trick first, then is the turn of the player who used that power next, and so on clockwise.&lt;br /&gt;
|-&lt;br /&gt;
| 2|| Assassin|| Play on any color || In case of using Assassin&#039;s unique power, no matter what was the leading card color, the player can neglect the “Playing the cards” rule and play Assassin card even if he had to play another card.&lt;br /&gt;
|-&lt;br /&gt;
| 1|| Farmer|| Choose who leads the next turn || In case of using the Farmer’s unique power, the player can choose any player (including himself) who will lead the next turn, regardless of who takes the last trick. Not more than one Farmer’s power is allowed per turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Winner of the game==&lt;br /&gt;
At the end of the game, points of the players are counted according to the following principle. After 12 rounds, points of each player will be summed up according to the completed missions. Players with at least one unused Scroll gain 2 additional points. After summing up all the points, the player who has the most points is the winner. If two players have equal points, then the winner is the player who has earned fewer negative points, and if the negative points are equal, then the winner is the player who has no unused Scroll.&lt;/div&gt;</summary>
		<author><name>Iakona</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmegalomania&amp;diff=14665</id>
		<title>Gamehelpmegalomania</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmegalomania&amp;diff=14665"/>
		<updated>2022-09-14T18:16:44Z</updated>

		<summary type="html">&lt;p&gt;Iakona: /* Resources */ fixed formatting of resources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
World full of arrogance. A place where a Farmer can become the emperor, whereas Dwarf can be the highest.&lt;br /&gt;
&lt;br /&gt;
Every path of the explorer is not viable. Night’s shield will not protect you from the wizardry and you won&#039;t be able to say who is the real Oracle, as he might turn up disguised and the Assassin will appear suddenly, when you’re not expecting.&lt;br /&gt;
&lt;br /&gt;
Megalomania is a trick taking card game, played in 2 to 4 players (can be played in pairs). Players are trying to complete missions and gain points, with the help of the power crystals, cubes and scrolls.&lt;br /&gt;
&lt;br /&gt;
This is the game where there is no strongest card. You can even beat the Emperor, the highest value card, with the Farmer the lowest value card, if you follow the right tactics and timing. There are different missions that you complete during the game and the winner is the player who scores the most points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial Setup ==&lt;br /&gt;
The game consists of 32 playing cards, which are divided into cards of 4 different colors. Cards in each color are divided according to the value, which is called a card rank. All card ranks have a corresponding value. &lt;br /&gt;
&lt;br /&gt;
Shuffle the decks of Missions and Scrolls and arrange them face down on the game table. Arrange the Power Crystals and Cubes near these decks. Shuffle the playing cards and place them in the center of the playing area. Take the scoresheet and hand it over to one of the players so that he can keep track of the points.&lt;br /&gt;
&lt;br /&gt;
== Missions and point system ==&lt;br /&gt;
The game has 25 different missions. A mission card describes the task and the corresponding score for completing this task. According to the mission, the player may gain or lose points. The game has 2 types of missions: missions on which players gain or lose a fixed points and missions on which players gain or lose variable points. The mission card is marked with fixed and variable points, card dealing rules, tasks, and points.&lt;br /&gt;
&lt;br /&gt;
== Playing the cards ==&lt;br /&gt;
The player sitting to the left of the dealer leads the card at the beginning of the round. He can lead any card. The turn continues clockwise. In this turn, all players must play the card of the corresponding color of the leading card, if the player does not have a card of that color, then he must play a dominant color card, and if none of these conditions are met, the player can play any card&lt;br /&gt;
&lt;br /&gt;
== The rule of Taking Trick ==&lt;br /&gt;
The trick is taken by the player who played the highest value card of the dominant color, and if the dominant color card was not played on that turn, the card with the highest value of the  corresponding color of the leading card, takes it. In case of equal values, the first card played is considered to be the higher of the two. The player who takes the trick leads the next turn.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* Power Crystal – use power crystal to activate unique ability of a playing card&lt;br /&gt;
* Cube – A Cube is an element that allows a player to increase or decrease the value of cards on a given turn&lt;br /&gt;
* Scroll - A Scroll is a supporting card that gives the player an advantage and helps to complete missions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
! Value !! Name !! Simplified ability description !! Full description of unique ability&lt;br /&gt;
|-&lt;br /&gt;
| 15|| Emperor|| Disable unique powers || After using the Emperor’s power, players are not allowed to use unique powers and cubes on that turn. The powers and cubes used before, remain active.  Only one Emperor’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 12|| Oracle || Change the color || In case of using Oracle’s unique power, the player changes the color of the Oracle he played. The player cannot change the color of played card into a dominant color, however, if played Oracle card is the dominant color, the player can change it to any other color.&lt;br /&gt;
|-&lt;br /&gt;
| 9|| Knight|| Cancel Dominant color || In case of using Knight’s unique power, the player changes the rule of taking a trick on that turn, which means that after using this power the played dominant color cards lose the advantage. This condition does not apply to dominant color cards played before the power was used, therefore in such a situation the dominant color cards played before the using of power, retain the advantage. Only one Knight’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 7|| Wizard|| Play the lowest || in case of using Wizard’s unique power, the player changes the “Playing the cards” rule that turn, which means that after using the power, all other players must play the lowest card of the leading color, and if the player does not have a card of the leading card color, he must play the lowest card of the dominant color, and if none of these conditions are met, the player can play the lowest card of any color. Only one Wizard’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 6|| Dwarf|| The lowest value takes the trick || In case of using Dwarf’s unique power, the player changes the rule of taking a trick on that turn, which means that the player who played the lowest value of the dominant color card takes the trick, but if the dominant color card was not played on that turn, the player who played the lowest value of the leading color card takes the trick. Only one Dwarf’s power can be used per turn.&lt;br /&gt;
|-&lt;br /&gt;
| 4|| Explorer|| Discover the card || In case of using Explorer’s power, the player randomly takes one card from the previous trick and can replace it with the card from his hand or return the taken card. The Explorer’s power cannot be used on the first turn. In case if more than one player uses the Explorer’s power in one turn, the player who used this power first takes the card from the previous trick first, then is the turn of the player who used that power next, and so on clockwise.&lt;br /&gt;
|-&lt;br /&gt;
| 2|| Assassin|| Play on any color || In case of using Assassin&#039;s unique power, no matter what was the leading card color, the player can neglect the “Playing the cards” rule and play Assassin card even if he had to play another card.&lt;br /&gt;
|-&lt;br /&gt;
| 1|| Farmer|| Choose who leads the next turn || In case of using the Farmer’s unique power, the player can choose any player &lt;br /&gt;
(including himself) who will lead the next turn, regardless of who takes the last trick. Not more than one Farmer’s power is allowed per turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Winner of the game==&lt;br /&gt;
At the end of the game, points of the players are counted according to the following principle. After 12 rounds, points of each player will be summed up according to the completed missions. Players with at least one unused Scroll gain 2 additional points. After summing up all the points, the player who has the most points is the winner. If two players have equal points, then the winner is the player who has earned fewer negative points, and if the negative points are equal, then the winner is the player who has no unused Scroll.&lt;/div&gt;</summary>
		<author><name>Iakona</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpregidice&amp;diff=14120</id>
		<title>Gamehelpregidice</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpregidice&amp;diff=14120"/>
		<updated>2022-07-21T15:37:04Z</updated>

		<summary type="html">&lt;p&gt;Iakona: /* Enemies */ added comment about defeating enemy and where the dice go&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Defeat 3 enemies made up of 3 then 4 then 5 dice respectively. Co-Operative Play.&lt;br /&gt;
&lt;br /&gt;
===Turns===&lt;br /&gt;
&lt;br /&gt;
Simultaneously, all players roll their dice secretly for the round. The pips are secret, but the colours may be declared when asked.&lt;br /&gt;
&lt;br /&gt;
You then have the choice of 5 actions:&lt;br /&gt;
&lt;br /&gt;
Attack&lt;br /&gt;
&lt;br /&gt;
Block&lt;br /&gt;
&lt;br /&gt;
Heal&lt;br /&gt;
&lt;br /&gt;
Cast&lt;br /&gt;
&lt;br /&gt;
Animal&lt;br /&gt;
&lt;br /&gt;
You can take the same action as another place, but NOT at the same value.&lt;br /&gt;
&lt;br /&gt;
After which all dice are revealed and players take all dice from every player whose value matches the value they requested. e.g. if you request 3&#039;s, you get yours and all other players&#039; 3&#039;s&lt;br /&gt;
&lt;br /&gt;
If at the end of the Action Phase the enemy is defeated, Suffer Phase is skipped and the enemy is moved into the players&#039; dice pool&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
Attack&lt;br /&gt;
&lt;br /&gt;
For each set of dice you hold which equals the pips on the enemy dice cause 1 damage. e.g. if enemy dice are 1 1 1, every 3 pips of yours causes 1 damage. The enemy pips are counted at the start, so if multiple players are attacking, in this example it will be 3 pips per 1 damage for everyone, regardless of order.&lt;br /&gt;
&lt;br /&gt;
Block&lt;br /&gt;
&lt;br /&gt;
Sets of 3 of a kind block one damage +1 per extra dice. e.g. a set of 3 4&#039;s blocks 1 damage, a set of 5 2&#039;s blocks 1+2 3 damage&lt;br /&gt;
&lt;br /&gt;
Heal&lt;br /&gt;
&lt;br /&gt;
3 consecutive values heal 1 dice from the injured pool +1 per extra dice. e.g. a run of 4 5 6 heal 1 dice, a set of 1 2 3 4 5 heals 1+2 3 dice&lt;br /&gt;
&lt;br /&gt;
Cast&lt;br /&gt;
&lt;br /&gt;
Using a single colour of your choice, snap with the numbers of the enemy dice to cast a spell based on colour used. e.g. if enemy dice are 1 1 1, you need three 1&#039;s, if enemy dice are 3 3 4, you need 2 3&#039;s and a 4&lt;br /&gt;
&lt;br /&gt;
Red Spell - Deal 1 damage per dice used&lt;br /&gt;
&lt;br /&gt;
Yellow Spell - Heal 1 dice per dice used&lt;br /&gt;
&lt;br /&gt;
Blue Spell - Block 1 damage per dice used (Guaranteed complete block)&lt;br /&gt;
&lt;br /&gt;
Black Spell - Insta-kill the enemy (Only physically possible on final enemy, as only then would you have 7 dice of 5 required)&lt;br /&gt;
&lt;br /&gt;
Animal&lt;br /&gt;
&lt;br /&gt;
Use 1&#039;s to do a +1 to another player&#039;s dice, with multiple 1&#039;s you can do this multiple times e.g. 2 1&#039;s would give you a +2 or 2 separate +1&#039;s&lt;br /&gt;
&lt;br /&gt;
===Suffer Phase===&lt;br /&gt;
&lt;br /&gt;
After all players have taken their turn, the enemy fights back dealing their attack value to the group&lt;br /&gt;
&lt;br /&gt;
The enemy first tries to target Blocking players, then targets Attacking players, then targets Casting players, then targets Healing players, then finally targets Animal players&lt;br /&gt;
&lt;br /&gt;
If you have blocked, this reduces the attack you&#039;ll receive&lt;br /&gt;
&lt;br /&gt;
If you haven&#039;t blocked, or your block isn&#039;t sufficient, you&#039;ll lose dice equal to the difference&lt;br /&gt;
&lt;br /&gt;
If the target player cannot lose enough dice required, the team loses.&lt;br /&gt;
&lt;br /&gt;
There is no Suffer Phase if an enemy was just defeated during Action Phase.&lt;br /&gt;
&lt;br /&gt;
===Prepare Phase===&lt;br /&gt;
&lt;br /&gt;
If all players are still standing, each has the option to pass dice on to their left neighbour from those dice not used for their action. These dice are locked in place i.e. not re-rolled&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
Enemy 1 has 18 health, 3 attack, 3-18 defence&lt;br /&gt;
&lt;br /&gt;
Enemy 2 has 24 health, 4 attack, 4-24 defence&lt;br /&gt;
&lt;br /&gt;
Enemy 3 has 30 health, 5 attack, 5-30 defence&lt;br /&gt;
&lt;br /&gt;
The defence is equal to the pips currently showing, so the more you attack it the more defensive it becomes&lt;br /&gt;
&lt;br /&gt;
When an enemy is defeated, the black dice go into injured pile, however if you dealt any extra overkill damage, the dice go directly into that player&#039;s dice pool&lt;/div&gt;</summary>
		<author><name>Iakona</name></author>
	</entry>
</feed>