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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jterrington</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-06T21:55:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraculahelsing&amp;diff=17945</id>
		<title>Gamehelpdraculahelsing</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdraculahelsing&amp;diff=17945"/>
		<updated>2023-09-04T00:41:27Z</updated>

		<summary type="html">&lt;p&gt;Jterrington: /* End of the Round */ added in a clarification about how the order works for the comparison of trumps and values as it was less clear previously to a new player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each player plays the role of a different character, either Van Helsing or Dracula.&lt;br /&gt;
&lt;br /&gt;
Van Helsing wins the game if he manages to kill Dracula by removing all his Health Points (HP). Dracula wins the game by either turning all 4 inhabitants of the same District into vampires or surviving until the end of the 5th round.&lt;br /&gt;
&lt;br /&gt;
== Round Setup ==&lt;br /&gt;
The deck (4 suits, each from 1 to 8) is shuffled and each player receives 5 cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each card faces a District. Cards cannot be swapped or rearranged unless a game effect allows you to do so. This is very important, as each card will affect the District that it faces at the end of the round.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The color tokens, associated with the 4 suits, are randomly ranked at the begining of the game. They then can be manipulated with card effects. The rightmost token (with no tokens above or below it) marks the trump suit. &lt;br /&gt;
&lt;br /&gt;
Dracula always goes first.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game is played in a maximum of 5 rounds. Each round, players alternate taking turns, drawing a card and discarding a card to trigger its effect.&lt;br /&gt;
&lt;br /&gt;
On your turn, the topmost card is drawn from the deck. Then, you can either discard this card, or swap it with any of your 5 cards and discard the chosen card. The effect of the discarded card is then triggered.&lt;br /&gt;
&lt;br /&gt;
Instead of drawing (and discarding) a card, a player can call the end of the round. You can only choose this action if there are at least 6 cards in the discard pile. Your opponent takes their last turn, then the round ends.&lt;br /&gt;
&lt;br /&gt;
=== Card Effects ===&lt;br /&gt;
&lt;br /&gt;
# Reveal one of your cards&lt;br /&gt;
# Reveal the topmost card of the deck&lt;br /&gt;
# Reveal one of your opponent&#039;s cards&lt;br /&gt;
# Swap two of your cards&lt;br /&gt;
# Immediately play another turn&lt;br /&gt;
# Swap one of your card with your opponent&#039;s card from the same District&lt;br /&gt;
# Swap the Trump color token with another color token&lt;br /&gt;
# Immediately ends the round (can only be discarded after 6 cards are in the discard). You opponent doesn&#039;t play another turn.&lt;br /&gt;
&lt;br /&gt;
Cards effects must be triggered if possible.&lt;br /&gt;
&lt;br /&gt;
== End of the Round ==&lt;br /&gt;
A round ends when a player uses their turn to call it or when the deck is empty.&lt;br /&gt;
&lt;br /&gt;
Then, all Districts are resolved one by one, from left to right in the direction the weathervane is pointing. For each District, your card is compared with the opponent’s card:&lt;br /&gt;
&lt;br /&gt;
1) First compare the cards for trumps. If one of the two cards is a Trump Card, it wins. If both cards are Trump Cards, the highest value wins;&lt;br /&gt;
&lt;br /&gt;
2) If neither is the trump card compare for value, the highest value wins.&lt;br /&gt;
&lt;br /&gt;
3) However, if both values are tied, the higher color (on the Color Ranking Board) wins.&lt;br /&gt;
&lt;br /&gt;
Whenever Dracula wins a District, he turns one Human Token into a Vampire in that District.&lt;br /&gt;
&lt;br /&gt;
Whenever Van Helsing wins a District, he removes one of Dracula’s Health Points.&lt;br /&gt;
&lt;br /&gt;
If one of the end game conditions (4 Vampires in the same District or 0 HP for Dracula) is met during the resolution of a District, the game ends immediately.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
If Dracula loses his last HP, Van Helsing wins the game.&lt;br /&gt;
&lt;br /&gt;
If Dracula turns all 4 inhabitants of the same District into vampires, or if the game reaches the end of the fifth round, Dracula wins the game.&lt;/div&gt;</summary>
		<author><name>Jterrington</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptichu&amp;diff=10420</id>
		<title>Gamehelptichu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptichu&amp;diff=10420"/>
		<updated>2021-12-02T03:41:51Z</updated>

		<summary type="html">&lt;p&gt;Jterrington: Added in clarification that to win a tichu you need to be the first player to finish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Gameplay===&lt;br /&gt;
&lt;br /&gt;
Each player sits across from their teammate so that play alternates between the two teams.&lt;br /&gt;
&lt;br /&gt;
The game is played with a deck of 56 cards, consisting of a 52-card deck of four suits (Jade, Sword, Pagoda, Star) plus four special cards (Mah Jong, Dog, Phoenix, Dragon). A standard 52-card deck with 4 jokers (marked to indicate the special cards) can also be used.&lt;br /&gt;
&lt;br /&gt;
Each player is dealt eight cards and may call &amp;quot;Grand Tichu,&amp;quot; a 200-point bet that he (not his partner) will be the first player to get rid of his cards. Once players have decided whether to make this call, six more cards are dealt (the remaining cards in the deck) and players may no longer declare &amp;quot;Grand Tichu.&amp;quot; Now, and at any time prior to playing his/her first card, a player may call &amp;quot;Tichu,&amp;quot; a 100-point bet that he (not his partner) will be the first player to get rid of his cards. The differences between Grand Tichu and Tichu are when they may be called, the number of cards you&#039;ve seen, and the number of points involved.&lt;br /&gt;
&lt;br /&gt;
All players prepare three cards for simultaneous exchange, with each player passing one card to each of the other players—one to each opponent and one to the partner. Should a player declare &amp;quot;Tichu&amp;quot; before the simultaneous exchange, players are allowed to change their out-going exchange cards.&lt;br /&gt;
&lt;br /&gt;
After the card exchange, the player with the Mah Jong card leads the first trick. In Tichu, playable card combinations are generally based on Poker hands, with some exceptions. A player may pass on a trick with the option to play in later, and a trick is completed if it is passed three times in a row.&lt;br /&gt;
&lt;br /&gt;
====Playable card combinations====&lt;br /&gt;
&lt;br /&gt;
*A Single card&lt;br /&gt;
*A Pair (equal cards)&lt;br /&gt;
*A Sequence of pairs of adjacent values&lt;br /&gt;
*A Triple&lt;br /&gt;
*A Full House (triple + pair)&lt;br /&gt;
*A Run at least five cards long&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bombs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bomb are special combinations which will beat any card combination with the exception of a bigger bomb. Bombs may be played at any time (even out of turn) to end a trick, with every player given a chance to play bigger bombs before the trick is taken.&lt;br /&gt;
&lt;br /&gt;
Bomb combinations:&lt;br /&gt;
* Four of a kind&lt;br /&gt;
* A straight flush of at least five cards&lt;br /&gt;
&lt;br /&gt;
====Special Cards====&lt;br /&gt;
&#039;&#039;&#039;The Mah Jong&#039;&#039;&#039; The player with the Mah Jong leads the opening trick, but is not required to play Mah Jong in the trick. The Mah Jong may be played as a 1, either by itself or in straight. When the Mah Jong is played, you may make a &amp;quot;Wish&amp;quot; (request a card number 2-A). The wish remains active until it is fulfilled. Any player that does not have the card value asked for, or cannot play it, can then play any suitable card or pass. This wish remains in effect until someone fulfills it. Mah Jong is worth 0 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dog&#039;&#039;&#039; has no numeric value, and cannot be played in a trick. The Dog must be played as the lead card, and passes the lead to your partner. If your partner is out, play passes to the active player after your partner&#039;s position. It is not possible to steal the lead in any way, as such, bombing the dog is not allowed. A Dog is worth 0 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Phoenix&#039;&#039;&#039; may be played alone as .5 higher than the previous card played (i.e. after A, Phoenix is played as A.5), or as a wild card in a combination (with a value from 2-A). The Phoenix cannot be included as a wild card in a bomb, is not a wild card as a single play, has only a value of 1.5 when played as lead, and it doesn&#039;t count as .5 higher when used in a straight. The Phoenix is worth negative 25 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dragon&#039;&#039;&#039; is the strongest card and may only be played in a single card trick. The player wins the trick unless the Dragon is bombed. If the trick is won with the Dragon, the trick is given to your opponent (you choose which one). Furthermore, if the dragon is bombed, the player who played the largest bomb on the trick takes the entire trick for themselves (which includes the dragon). Furthermore, it is impossible to use the dragon in order to win the dog. The Dragon is worth 25 points.&lt;br /&gt;
&lt;br /&gt;
===Round End and Scoring===&lt;br /&gt;
A round ends when only one player is left with cards&lt;br /&gt;
&lt;br /&gt;
Teams gain or deduct points for Grand Tichu (±200 points) and/or Tichu (±100 points) calls.&lt;br /&gt;
&lt;br /&gt;
If both players on a team get rid of all their cards before either player on the opposing team is out of cards, the winning team scores 200 points and there is no card scoring this round.&lt;br /&gt;
&lt;br /&gt;
The last player out gives their remaining cards to the opposing team and gives all the tricks they have won this round to the first player out.&lt;br /&gt;
&lt;br /&gt;
Points are scored based on the cards in the tricks won by each team. Kings and tens are worth ten points each, fives are worth five points, the Dragon is worth 25 points, and the Phoenix is worth negative 25. All other cards score zero.&lt;/div&gt;</summary>
		<author><name>Jterrington</name></author>
	</entry>
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