<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jwandke</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jwandke"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Jwandke"/>
	<updated>2026-10-07T12:01:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpshogi&amp;diff=28265</id>
		<title>Gamehelpshogi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpshogi&amp;diff=28265"/>
		<updated>2026-01-27T01:22:00Z</updated>

		<summary type="html">&lt;p&gt;Jwandke: Chess difference - knights&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic principles ==&lt;br /&gt;
&lt;br /&gt;
Shogi is a game from the same family as chess. Each player has a set of pieces, including a king. The goal is to capture the opponent&#039;s king. The game ends when a king is in &amp;quot;checkmate&amp;quot;, that is when no matter what its owner does, it would end up being captured by the opponent on their next move.&lt;br /&gt;
&lt;br /&gt;
Pieces move differently depending on their type, as described below. Players can only move one piece per turn.&lt;br /&gt;
&lt;br /&gt;
== How the pieces move ==&lt;br /&gt;
&lt;br /&gt;
A piece can never move to a square already occupied by another friendly piece. If a piece moves to a square occupied by an enemy piece, the enemy piece is captured.&lt;br /&gt;
Except for the knight, pieces cannot jump over other pieces.&lt;br /&gt;
&lt;br /&gt;
* 玉: the king (1 per player). It can move one square in any direction (vertically, horizontally or diagonally).&lt;br /&gt;
* 歩: pawns (9 per player). They can only move one square forward.&lt;br /&gt;
* 香: lances (2 per player). They can move any number of square directly forward.&lt;br /&gt;
* 桂: knights (2 per player). They move two squares forward plus one square to either side (in an inverted &amp;quot;L&amp;quot; shape, either to the left or right). They can jump over other pieces.&lt;br /&gt;
* 銀: silver generals (2 per player). They can move one square diagonally backwards, or to one of the three squares in front of them (directly forwards, or diagonally forwards).&lt;br /&gt;
* 金: gold generals (2 per player). They can move one square directly backwards, to the left or right, or to one of the three squares in front of them (directly forwards, or diagonally forwards).&lt;br /&gt;
* 角: bishop (1 per player). It can move any number of squares diagonally.&lt;br /&gt;
* 飛: rook (1 per player). It can move any number of squares orthogonally (forwards, backwards, to the left or to the right).&lt;br /&gt;
&lt;br /&gt;
== Promotions ==&lt;br /&gt;
&lt;br /&gt;
A piece can &#039;&#039;&#039;promote&#039;&#039;&#039; after it moves &#039;&#039;into, inside or out of&#039;&#039; the enemy camp, defined as the last three ranks (lines).&lt;br /&gt;
Promotion is optional, except when declining promotion would result in the piece not being able to ever move again (a pawn or lance on the last rank, or a knight on the last two ranks).&lt;br /&gt;
&lt;br /&gt;
* Rooks (飛) and bishops (角), when promoted, keep their original movement and also gain the ability to move like a king. So a promoted rook (named a dragon, 龍) can now move one square diagonally, while a promoted bishop (called a horse, 馬) can now move one square orthogonally.&lt;br /&gt;
* All &amp;quot;small&amp;quot; pieces (pawns, lances, knights and silver generals) lose their original movement when promoted and instead move like gold generals.&lt;br /&gt;
* Kings (玉) and gold generals (金) can&#039;t promote.&lt;br /&gt;
&lt;br /&gt;
== Drops ==&lt;br /&gt;
&lt;br /&gt;
When a player captures an enemy piece, they return it to their unpromoted form and take it in hand.&lt;br /&gt;
On a player&#039;s turn, instead of moving one of their pieces on the board, they can drop one of their pieces in hand on any free square of the board.&lt;br /&gt;
&lt;br /&gt;
There are a few restrictions:&lt;br /&gt;
* It is illegal to drop a piece where it wouldn&#039;t be able to move (pawns and lances on the last rank, and knights on the last two ranks).&lt;br /&gt;
* It is illegal to drop a pawn in a file (column) where the player already has an unpromoted pawn. This rule only applies to pawns.&lt;br /&gt;
* It is illegal to immediately checkmate the opponent&#039;s king by dropping a pawn. This rule only applies to pawns.&lt;br /&gt;
&lt;br /&gt;
Pieces are always dropped unpromoted. A player can promote a dropped piece as per the usual rules the next time they move it.&lt;br /&gt;
&lt;br /&gt;
== Differences to keep in mind for chess players ==&lt;br /&gt;
&lt;br /&gt;
Pawns do not capture diagonally, but directly forwards (the same way they normally move).&lt;br /&gt;
&lt;br /&gt;
There&#039;s no special moves: pawns can&#039;t move two squares, there&#039;s no en passant, and no special castling move.&lt;br /&gt;
&lt;br /&gt;
A Knight&#039;s move cannot be sideways twice and forward once, only forward twice and sideways once.&lt;br /&gt;
&lt;br /&gt;
Perpetual checks don&#039;t end in a draw: they&#039;re considered illegal. Checking the enemy king so that the same position repeats four times loses the game for the person giving the checks.&lt;br /&gt;
&lt;br /&gt;
Stalemates are an extremely rare occurence in Shogi, but they don&#039;t end in a draw either. A player that has no legal move on their turn loses the game.&lt;br /&gt;
== Other, less important rules ==&lt;br /&gt;
&lt;br /&gt;
=== Repetitions ===&lt;br /&gt;
&lt;br /&gt;
If the same game position appears four times throughout the game, it immediately ends in a draw.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;game position&amp;quot; includes the pieces on the board, the pieces in hands, and which player has the turn.&lt;br /&gt;
&lt;br /&gt;
If this position has been achieved four times by repeatedly checking the opponent&#039;s king, then instead of a draw, the game ends with the player being in check winning.&lt;br /&gt;
&lt;br /&gt;
=== Entering kings ===&lt;br /&gt;
&lt;br /&gt;
Rarely, a game can end up in a situation where no player can realistically checkmate their opponent&#039;s king.&lt;br /&gt;
&lt;br /&gt;
This happens when one or both kings have entered their enemy&#039;s camp. Because shogi pieces move mostly forwards, they can&#039;t easily attack a king in their own camp. Such a king will also easily be surrounded by friendly promoted pieces, making its defense impenetrable.&lt;br /&gt;
&lt;br /&gt;
To resolve such a situation, points are attributed to each player depending on the pieces they own (on the board or in their hand). Rooks and bishops are worth 5 points, kings are worth 0 point, and all other pieces are worth 1 point.&lt;br /&gt;
&lt;br /&gt;
Then, on BGA, the following rules are applied:&lt;br /&gt;
* If a player got their king in the enemy camp, has at least 31 points, and their king has not been in check at the start of their last three moves they win the game.&lt;br /&gt;
* Otherwise, if both players got their king in the enemy camp, and none has been in check at the start of their last three moves, the game ends in a draw.&lt;/div&gt;</summary>
		<author><name>Jwandke</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmystlingacademy&amp;diff=27459</id>
		<title>Gamehelpmystlingacademy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmystlingacademy&amp;diff=27459"/>
		<updated>2025-12-01T03:08:31Z</updated>

		<summary type="html">&lt;p&gt;Jwandke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Below you can find a summary of the most important rules of the game. For more detailed rules and graphic examples, see the rulebook (link on the bottom of the page). ====&lt;br /&gt;
&lt;br /&gt;
== Turn structure ==&lt;br /&gt;
In Mystling Academy, Players alternate turns . Each Player’s turn follows the same sequence of steps, structured around managing Action cards, spending Power, and positioning on the Arena.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A turn consists of the following five phases, performed in order:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1. Use Bonus Action(s) (optional) ===&lt;br /&gt;
[[File:Power1.png|thumb|59x59px|Power Token icon]]&lt;br /&gt;
At the beginning of your turn, you may spend Power to perform Bonus Actions. They are found on Elemental Help cards, Ability cards, and sometimes, even on Action cards or Arena effects. Bonus Actions found on Help cards are always available.&lt;br /&gt;
&lt;br /&gt;
To use the Bonus Action you must spend the number of Power tokens indicated to the left of the Bonus Action, then resolve its effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may only use each Bonus Action once during your whole turn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
E.g., if you used the Dash Bonus Action in step 1 of your turn, you cannot resolve it again during this or any other step. However, you may still use the Prepare Bonus Action if you haven’t used it yet.&lt;br /&gt;
&lt;br /&gt;
=== 2. Resolving one Action card ===&lt;br /&gt;
This step is the main part of the Player’s turn and is mandatory, even if you wouldn’t do anything during resolving the card.&lt;br /&gt;
&lt;br /&gt;
# Choose one Card Slot with a card in it.  &#039;&#039;Note: You may choose any Slot, even if you cannot apply the effect of the card in it (e.g., the effect of the Action card is Attack, but there is no opponent in range 1).&#039;&#039;&lt;br /&gt;
# Gain Power tokens equal to the number above that Slot.&lt;br /&gt;
# Resolve the effect of the card, from top to button, left to right. You must resolve all effects on the card unless you are unable to do so, or the effect states otherwise. Remember that card effects always overwrite the rules.&lt;br /&gt;
# Place the resolved card face up on top of the Action cards discard pile, to the right of the Card Slots.&lt;br /&gt;
&lt;br /&gt;
You may only resolve one Action card per turn.&lt;br /&gt;
&lt;br /&gt;
=== 3. Use Bonus Action(s) (optional) ===&lt;br /&gt;
Follow the rules from step 1. Remember that each Bonus Action may only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== 4. Draw cards ===&lt;br /&gt;
Slide all remaining Action cards to the right to all any empty Slots.&lt;br /&gt;
&lt;br /&gt;
Then, draw new cards from your deck to all the remaining empty Slots, starting from the rightmost available Slot.&lt;br /&gt;
&lt;br /&gt;
Your Mystling should always have four Action cards slotted at the end of your turn. When you need to draw a card and your deck is empty, you must reshuffle. To do so, discard all your attached Upgrades, shufe your discard pile and create a new deck.&lt;br /&gt;
&lt;br /&gt;
=== 5. End of Turn ===&lt;br /&gt;
Resolve any end of turn effects in an order of your choice. Discard 1 Condition token of each type, if you have any. Proceed to the Opponent’s turn.&lt;br /&gt;
&lt;br /&gt;
== Combat Keywords ==&lt;br /&gt;
Every Mystling has their own way of fighting — some strike hard, others slip past defenses, some unleash raw elemental magic.&lt;br /&gt;
&lt;br /&gt;
Instead of writing out full instructions every time, the game uses simple terms like &#039;&#039;&#039;Attack&#039;&#039;&#039;, &#039;&#039;&#039;Move&#039;&#039;&#039;, or &#039;&#039;&#039;Trigger&#039;&#039;&#039; to keep cards clean and quick to read. Keywords on Action cards are written in &#039;&#039;&#039;bold&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Attack ===&lt;br /&gt;
[[File:Attack icon.png|thumb|60x60px|Physical Damage icon]]&lt;br /&gt;
[[File:Defense1.png|thumb|60x60px|Defense icon]]&lt;br /&gt;
[[File:Dmg11.png|thumb|60x60px|Damage icon]]&lt;br /&gt;
When a card instructs you to &#039;&#039;&#039;Attack&#039;&#039;&#039;, your Mystling deals &#039;&#039;&#039;Physical Damag&#039;&#039;&#039;e equal to its current &#039;&#039;&#039;Attack&#039;&#039;&#039; value to a valid target in range 1 (adjacent space). Some cards may allow you to modify this Damage or Attack multiple targets, e.g., “Attack +1”&lt;br /&gt;
&lt;br /&gt;
means that for the purpose of this Attack, your Mystling Attack value increases by 1.&lt;br /&gt;
&lt;br /&gt;
Physical Damage is reduced by the target’s &#039;&#039;&#039;Defense&#039;&#039;&#039; value (to a minimum of 0), and you deal the rest Damage to the Enemy. If the resulting Damage is equal to or greater than the target’s remaining Health, they are defeated.&lt;br /&gt;
&lt;br /&gt;
=== Heal ===&lt;br /&gt;
When you Heal, you remove a  number of Damage tokens from your Mystling equal to the specified value. Healing cannot increase your Health beyond your maximum. If a card reads “Heal 3,” you remove up to 3 Damage from your Mystling.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
[[File:Movement1.png|thumb|60x60px|Movement icon]]&lt;br /&gt;
When you Move, your Mystling may change its position on the Arena by a number of spaces equal to its &#039;&#039;&#039;Movement&#039;&#039;&#039; value.&lt;br /&gt;
&lt;br /&gt;
You move one space at a time, choosing the adjacent space for each step, up to the total allowed.&lt;br /&gt;
&lt;br /&gt;
All movement is resolved during a single Move effect, but you may choose to move fewer spaces than the maximum. Some effects may temporarily increase or decrease your Movement. For example, if a card says “Move +1”, treat your Movement value as one point higher for that Move.&lt;br /&gt;
&lt;br /&gt;
=== Trigger ===&lt;br /&gt;
You may use &#039;&#039;&#039;Trigger&#039;&#039;&#039; once per turn. When a card includes the Trigger effect, it allows you to resolve an additional Action card from your Slots during the same turn.&lt;br /&gt;
&lt;br /&gt;
To do this, choose another Action card from your Slots and resolve it immediately. You do not gain Power from its Slot. After resolving the Triggered card, discard it as normal. Then, nish resolving the original card that initiated the Trigger and discard it as well.&lt;br /&gt;
&lt;br /&gt;
If multiple Trigger effects appear in the same turn, only the first one may be used. All additional Trigger effects are ignored.&lt;br /&gt;
&lt;br /&gt;
=== Deal X Magic Damage in Range Y ===&lt;br /&gt;
[[File:Magic1.png|thumb|60x60px|Magic Damage icon]]&lt;br /&gt;
[[File:Ico DE magic defence.png|thumb|60x60px|WIllpower icon]]&lt;br /&gt;
Check whether the target Mystling is within the specified number of spaces from your Mystling. Then, reduce the Damage by their Willpower value (to a minimum of 0), and apply the Damage.&lt;br /&gt;
&lt;br /&gt;
If the effect deals Damage multiple times you can choose the target for every Damage instance. The Willpower applies every time separately in those cases.&lt;br /&gt;
&lt;br /&gt;
If the resulting Damage is equal to or greater than the target’s remaining Health, they are defeated.&lt;br /&gt;
&lt;br /&gt;
== Full rules ==&lt;br /&gt;
Full Mysting Academy rules:&lt;br /&gt;
&lt;br /&gt;
https://www.dropbox.com/scl/fi/kph62ex78g2m1o6sxryuf/DE_ADD_MA_Rulebook_online_210x297mm_nobleed_LOW_RES.pdf?rlkey=9ilrw289ydz2klqv4hs7dlvhq&amp;amp;st=8g98g6b3&amp;amp;dl=0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Full Dragon Eclipse rules (for solo mode check page 14):&lt;br /&gt;
&lt;br /&gt;
[https://awakenrealms.com/images/download/Dragon%20Eclipse/ENG/DE_CB_Rulebook_280x280mm_bleed3mm_&amp;amp;#x5B;36%20PAGES&amp;amp;#x5D;_lowres2.pdf &amp;lt;nowiki&amp;gt;https://awakenrealms.com/images/download/Dragon%20Eclipse/ENG/DE_CB_Rulebook_280x280mm_bleed3mm_&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;[36%20PAGES]_lowres2.pdf&amp;lt;/nowiki&amp;gt;]&lt;/div&gt;</summary>
		<author><name>Jwandke</name></author>
	</entry>
</feed>