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	<updated>2026-09-23T02:11:42Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tickettoride&amp;diff=15989</id>
		<title>Tips tickettoride</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tickettoride&amp;diff=15989"/>
		<updated>2023-02-10T18:26:42Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: Added notes advising players on train&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Ticket To Ride, you want to collect as many points as possible, while reducing your opponent&#039;s opportunity to collect points.&lt;br /&gt;
&lt;br /&gt;
You collect points in three ways:&lt;br /&gt;
 1. Build railroads&lt;br /&gt;
    a. Each railroad segment you build earns 1-15 points.&lt;br /&gt;
    b. Longer railroads are worth significantly more points than shorter railroads&lt;br /&gt;
 2. Complete tickets&lt;br /&gt;
    a. Each ticket requires you to connect two cities before the game ends. The greater the distance between cities, the more points you get.&lt;br /&gt;
    b. Tickets are risky! If the game ends before you connect the cities, you lose points equal to the ticket&#039;s value.&lt;br /&gt;
 3. Earn the longest railroad prize (10 points)&lt;br /&gt;
&lt;br /&gt;
You can limit your opponent&#039;s ability to collect points in two ways:&lt;br /&gt;
 1. End the game earlier&lt;br /&gt;
    a. The game ends when you have two railroad cars remaining. The fewer turns it takes to use up your cars, the more control you have over the end time.&lt;br /&gt;
    b. To avoid being caught off guard by an early game end, keep watch on the number of cars and color cards in your opponents&#039; hands&lt;br /&gt;
 2. Block their path&lt;br /&gt;
    a. Building railroads early may allow you to claim your preferred routes, leaving your opponent to take inconvenient detours&lt;br /&gt;
    b. To avoid being blocked, identify critical choke points in your route, and claim them early&lt;br /&gt;
    c. Many players consider deliberate blocking (when you take a segment that interferes with your opponent without actually &lt;br /&gt;
helping you) to be unsporting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- More advanced tips ---&lt;br /&gt;
&lt;br /&gt;
A. Choose tickets wisely&lt;br /&gt;
    - Complete your tickets: it&#039;s worth double the official point value, because of the points you lose if you don&#039;t complete it&lt;br /&gt;
    - Try to get tickets with nearby start and end points. Make sure you can join up all of the required cities with your 45 train cars (leaving plenty of spare for detours)&lt;br /&gt;
    - If you successfully complete a big coast-to-coast route (e.g. NY-LA or Seattle-Miami), you may be able to draw many more tickets and add them on easily&lt;br /&gt;
    - Drawing tickets late in the game, when you have little time to adapt your route to an inconvenient one, is risky&lt;br /&gt;
&lt;br /&gt;
B. Longer routes are better than shorter ones&lt;br /&gt;
    - You get more points per train car &lt;br /&gt;
    - You can reach your destination in fewer turns&lt;br /&gt;
&lt;br /&gt;
C. Rainbow cards are powerful&lt;br /&gt;
    - Use rainbow cards to:&lt;br /&gt;
      - Complete longer routes for more points (e.g. a 6-car route with only 5 matching cards)&lt;br /&gt;
      - Alter your route flexibly (to detour around your opponent, or extend your route to collect new tickets)&lt;br /&gt;
      - End the game faster (helping you use up odd color cards, instead of having to draw more)&lt;br /&gt;
    - Normally, you can only take 1 rainbow card instead of 2 regular cards. However, if you draw frequently from the face-down deck, you will likely get some rainbows for &amp;quot;free&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
D. Choose your timing wisely&lt;br /&gt;
    - If you were playing Ticket to Ride solo, you would wait until the very end of the game to build, when you had drawn all the color cards and tickets you wanted and knew exactly where to go and how to get there&lt;br /&gt;
    - In a real game with opponents, you face a challenging choice:&lt;br /&gt;
      - Commit to a path too soon, and expect to be frustrated when you don&#039;t draw the correct color cards to complete it later&lt;br /&gt;
      - Build too late, and your opponent may lay claim to critical routes and block you (or worse, end the game before you build!)&lt;br /&gt;
--- Less Advanced Tips ---&lt;br /&gt;
&lt;br /&gt;
You only have 45 trains.  Generally speaking, that means you can only go Horizontally across the country ONCE and Vertically once.  If you&#039;re super clean about the route you can go Vertically twice, but that means there&#039;s zero waste or detours. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For reference, Los Angeles to Vancouver to Montreal to Miami is 44 trains if you hit the absolutely most efficient route.  (Exact same count for the Southern route).  Any detour that makes the train more than 1 car longer and the whole route is impossible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Destination cards are important! Generally speaking, you need be able to claim at least 40 Destination points at the end of the game to be competitive, but 50+ is the winner&#039;s average.&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=15988</id>
		<title>Gamehelptickettoride</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=15988"/>
		<updated>2023-02-10T18:21:38Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: /* Trains/Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal == &lt;br /&gt;
Score the highest number of points.&lt;br /&gt;
&lt;br /&gt;
== Starting The Game ==&lt;br /&gt;
&lt;br /&gt;
# Each player gets four cards from the train car card deck.&lt;br /&gt;
# Each player is dealt three destination cards and must select at least two to keep. Choose them wisely, as you will have to claim enough routes to connect the two cities. The numbers assigned to the cards are the number of points you will gain at the end of the game. If you don&#039;t complete the destination card by then, you will lose the same amount of points.&lt;br /&gt;
# After selecting your cards, 5 train cards will be dealt in a row face up into the draw area&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
Play only one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Draw train cards.&#039;&#039;&#039; take 2 in any combination from the deck or the face up cards; or take only 1 locomotive (rainbow colored / wild) card from the face up cards. There is no hand size limit.&lt;br /&gt;
* &#039;&#039;&#039;Claim a route.&#039;&#039;&#039; A route is a rail line from one city to another. To claim a route, you must have the same colored train car card as shown on the map (gray represents any 1 color you like) and enough cards for each car shown on the map. You may use one or more locomotives cards as wild cards. To claim a route, click on the route on the map. The longer the route, the more points you will score, as shown in below.  &#039;&#039;&#039;&#039;&#039;Important Note&#039;&#039;&#039;&#039;&#039;: In 2 or 3 player games, only one of the DoubleRoutes can be used. A player can claim either of the two routes between cities, but the other route is then closed to other players.&lt;br /&gt;
* &#039;&#039;&#039;Take more destination cards.&#039;&#039;&#039; If you want more destination cards, take three from the deck, and choose at least one to keep.&lt;br /&gt;
&lt;br /&gt;
== Trains/Cards ==&lt;br /&gt;
&lt;br /&gt;
*- There are 110 Train Cards, spread across 8 types of regular Train Car cards (12 each), plus (14) Locomotive cars. &lt;br /&gt;
*- The colors of each type of Train Car card match various routes between cities on the board – Purple, Blue, Orange, White, Green, Yellow, Black, and Red.&lt;br /&gt;
*- Locomotives are Multi-colored and act as a wild card that can be part of any set of cards when claiming a route. &lt;br /&gt;
*- If a Locomotive card is one of the five face-up cards, the player who draws it may only draw one card, instead of two.&lt;br /&gt;
*- If, after having drawn one card the replacement card is a Locomotive, the player cannot take it. &lt;br /&gt;
*- If at any time, three of the five face-up cards are Locomotives, all five cards are immediately discarded and five new ones are turned face-up to replace them. &lt;br /&gt;
*- When the deck is exhausted, the discards are reshuffled into a new draw pile deck. The cards should be shuffled thoroughly, since all the cards have been discarded in sets.&lt;br /&gt;
*- The deck contains 12 of each color card, and 14 &amp;quot;Wild&amp;quot; Locomotives. &lt;br /&gt;
*- On the board, each specific color has 27 total spaces, comprised of (1) 2&#039;s, (2) 3&#039;s, (2) 4&#039;s, (1) 5&#039;s, (1) 6&#039;s.  &lt;br /&gt;
&lt;br /&gt;
== Destination Tickets ==&lt;br /&gt;
&lt;br /&gt;
* There are 30 total Destination Tickets, which are kept hidden until the end of the game. &lt;br /&gt;
* If a player successfully completes a series of routes that connect the two cities, they will add the amount of points indicated on the Destination Ticket to their point totals at the end of the game.&lt;br /&gt;
* If they do not successfully connect the two cities, they DEDUCT the amount of points indicated.&lt;br /&gt;
* Destination Tickets are kept secret from other players until the game’s final scoring.&lt;br /&gt;
&lt;br /&gt;
== Route scoring ==&lt;br /&gt;
&lt;br /&gt;
When claiming a route, the number of points received depends upon the length of that route, as detailed in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Scoring Values&lt;br /&gt;
|-&lt;br /&gt;
|Route Length&lt;br /&gt;
|Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End Of Game ==&lt;br /&gt;
&lt;br /&gt;
# The last round is triggered as soon as any player has 2 or fewer train cars left. Each player (including the player who triggered the game end) gets a turn; then, scoring begins.&lt;br /&gt;
# Each player then gains (or loses) points according to how many destination cards they completed (or failed to complete).&lt;br /&gt;
# The player(s) with the longest continuous path of train cars on the map gains 10 points for having the longest route. &lt;br /&gt;
# The player with the most points wins!&lt;br /&gt;
#&lt;br /&gt;
# In the case of a tie, the player with the most completed destination tickets is the winner.&lt;br /&gt;
# If the game is still a tie, the player with the longest continuous path wins.&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=15070</id>
		<title>Gamehelptickettoride</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=15070"/>
		<updated>2022-10-14T15:33:54Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: /* Trains/Cards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal == &lt;br /&gt;
Score the highest number of points.&lt;br /&gt;
&lt;br /&gt;
== Starting The Game ==&lt;br /&gt;
&lt;br /&gt;
# Each player gets four cards from the train car card deck.&lt;br /&gt;
# Each player is dealt three destination cards and must select at least two to keep. Choose them wisely, as you will have to claim enough routes to connect the two cities. The numbers assigned to the cards are the number of points you will gain at the end of the game. If you don&#039;t complete the destination card by then, you will lose the same amount of points.&lt;br /&gt;
# After selecting your cards, 5 train cards will be dealt in a row face up into the draw area&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
Play only one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Draw train cards.&#039;&#039;&#039; take 2 in any combination from the deck or the face up cards; or take only 1 locomotive (rainbow colored / wild) card from the face up cards. There is no hand size limit.&lt;br /&gt;
* &#039;&#039;&#039;Claim a route.&#039;&#039;&#039; A route is a rail line from one city to another. To claim a route, you must have the same colored train car card as shown on the map (gray represents any 1 color you like) and enough cards for each car shown on the map. You may use one or more locomotives cards as wild cards. To claim a route, click on the route on the map. The longer the route, the more points you will score, as shown in below.&lt;br /&gt;
* &#039;&#039;&#039;Take more destination cards.&#039;&#039;&#039; If you want more destination cards, take three from the deck, and choose at least one to keep.&lt;br /&gt;
&lt;br /&gt;
== Trains/Cards ==&lt;br /&gt;
&lt;br /&gt;
 * There are 8 types of regular Train Car cards, plus Locomotive cars. The colors of each type of Train Car card match various routes between cities on the board – Purple, Blue, Orange, White, Green, Yellow, Black, and Red. &lt;br /&gt;
 * Locomotives are Multi-colored and act as a wild card that can be part of any set of cards when claiming a route. &lt;br /&gt;
 * If a Locomotive card is one of the five face-up cards, the player who draws it may only draw one card, instead of two.&lt;br /&gt;
 * If, after having drawn one card the replacement card is a Locomotive, the player cannot take it. &lt;br /&gt;
 * If at any time, three of the five face-up cards are Locomotives, all five cards are immediately discarded and five new ones are turned face-up to replace them. &lt;br /&gt;
 * When the deck is exhausted, the discards are reshuffled into a new draw pile deck. The cards should be shuffled thoroughly, since all the cards have been discarded in sets.&lt;br /&gt;
 * The deck contains 12 of each color card, and 14 &amp;quot;Wild&amp;quot; Locomotives. &lt;br /&gt;
 * On the board, each specific color has 27 total spaces, comprised of (1) 2&#039;s, (2) 3&#039;s, (2) 4&#039;s, (1) 5&#039;s, (1) 6&#039;s.  &lt;br /&gt;
 * Winning players typically collect 60-70 points just with the routes.&lt;br /&gt;
&lt;br /&gt;
== Destination Tickets ==&lt;br /&gt;
&lt;br /&gt;
* There are 30 total Destination Tickets, which are kept hidden until the end of the game. &lt;br /&gt;
* If a player successfully completes a series of routes that connect the two cities, they will add the amount of points indicated on the Destination Ticket to their point totals at the end of the game.&lt;br /&gt;
* If they do not successfully connect the two cities, they DEDUCT the amount of points indicated.&lt;br /&gt;
* Destination Tickets are kept secret from other players until the game’s final scoring. These typically account for about 30-50% of the winner&#039;s endgame score! &lt;br /&gt;
* Winning players typically have 40-50pts total in destination tickets.  &lt;br /&gt;
&lt;br /&gt;
== Route scoring ==&lt;br /&gt;
&lt;br /&gt;
When claiming a route, the number of points received depends upon the length of that route, as detailed in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Scoring Values&lt;br /&gt;
|-&lt;br /&gt;
|Route Length&lt;br /&gt;
|Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End Of Game ==&lt;br /&gt;
&lt;br /&gt;
# The last round is triggered as soon as any player has 2 or fewer train cars left. Each player (including the player who triggered the game end) gets a turn; then, scoring begins.&lt;br /&gt;
# Each player then gains (or loses) points according to how many destination cards they completed (or failed to complete).&lt;br /&gt;
# The player(s) with the longest continuous path of train cars on the map gains 10 points for having the longest route. &lt;br /&gt;
# The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=15065</id>
		<title>Gamehelptickettoride</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptickettoride&amp;diff=15065"/>
		<updated>2022-10-13T16:06:45Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: Added a bunch of information about the traincars, cards, and how they work!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goal == &lt;br /&gt;
Score the highest number of points.&lt;br /&gt;
&lt;br /&gt;
== Starting The Game ==&lt;br /&gt;
&lt;br /&gt;
# Each player gets four cards from the train car card deck.&lt;br /&gt;
# Each player is dealt three destination cards and must select at least two to keep. Choose them wisely, as you will have to claim enough routes to connect the two cities. The numbers assigned to the cards are the number of points you will gain at the end of the game. If you don&#039;t complete the destination card by then, you will lose the same amount of points.&lt;br /&gt;
# After selecting your cards, 5 train cards will be dealt in a row face up into the draw area&lt;br /&gt;
&lt;br /&gt;
== Turn Overview ==&lt;br /&gt;
&lt;br /&gt;
Play only one of the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Draw train cards.&#039;&#039;&#039; take 2 in any combination from the deck or the face up cards; or take only 1 locomotive (rainbow colored / wild) card from the face up cards. There is no hand size limit.&lt;br /&gt;
* &#039;&#039;&#039;Claim a route.&#039;&#039;&#039; A route is a rail line from one city to another. To claim a route, you must have the same colored train car card as shown on the map (gray represents any 1 color you like) and enough cards for each car shown on the map. You may use one or more locomotives cards as wild cards. To claim a route, click on the route on the map. The longer the route, the more points you will score, as shown in below.&lt;br /&gt;
* &#039;&#039;&#039;Take more destination cards.&#039;&#039;&#039; If you want more destination cards, take three from the deck, and choose at least one to keep.&lt;br /&gt;
&lt;br /&gt;
== Trains/Cards ==&lt;br /&gt;
&lt;br /&gt;
* There are 8 types of regular Train Car cards, plus Locomotive cars. The colors of each type of Train Car card match various routes between cities on the&lt;br /&gt;
board – Purple, Blue, Orange, White, Green, Yellow, Black, and Red. &lt;br /&gt;
* Locomotives are Multi-colored and act as a wild card that can be part of any set of cards when claiming a route. &lt;br /&gt;
* If a Locomotive card is one of the five face-up cards, the player who draws it may only draw one card, instead of two.&lt;br /&gt;
* If, after having drawn one card the replacement card is a Locomotive, the player cannot take it. &lt;br /&gt;
* If at any time, three of the five face-up cards are Locomotives, all five cards are immediately discarded and five new ones are turned face-up to replace them. &lt;br /&gt;
* When the deck is exhausted, the discards are reshuffled into a new draw pile deck. The cards should be shuffled thoroughly, since all the cards have been discarded in sets.&lt;br /&gt;
* The deck contains 12 of each color card, and 14 &amp;quot;Wild&amp;quot; Locomotives. &lt;br /&gt;
* On the board, each specific color has 27 total spaces, comprised of (1) 2&#039;s, (2) 3&#039;s, (2) 4&#039;s, (1) 5&#039;s, (1) 6&#039;s.  &lt;br /&gt;
* Winning players typically collect 60-70 points just with the routes. &lt;br /&gt;
&lt;br /&gt;
== Destination Tickets ==&lt;br /&gt;
&lt;br /&gt;
* There are 30 total Destination Tickets, which are kept hidden until the end of the game. &lt;br /&gt;
* If a player successfully completes a series of routes that connect the two cities, they will add the amount of points indicated on the Destination Ticket to their point totals at the end of the game.&lt;br /&gt;
* If they do not successfully connect the two cities, they DEDUCT the amount of points indicated.&lt;br /&gt;
* Destination Tickets are kept secret from other players until the game’s final scoring. These typically account for about 30-50% of the winner&#039;s endgame score! &lt;br /&gt;
* Winning players typically have 40-50pts total in destination tickets.  &lt;br /&gt;
&lt;br /&gt;
== Route scoring ==&lt;br /&gt;
&lt;br /&gt;
When claiming a route, the number of points received depends upon the length of that route, as detailed in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Scoring Values&lt;br /&gt;
|-&lt;br /&gt;
|Route Length&lt;br /&gt;
|Points&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== End Of Game ==&lt;br /&gt;
&lt;br /&gt;
# The last round is triggered as soon as any player has 2 or fewer train cars left. Each player (including the player who triggered the game end) gets a turn; then, scoring begins.&lt;br /&gt;
# Each player then gains (or loses) points according to how many destination cards they completed (or failed to complete).&lt;br /&gt;
# The player(s) with the longest continuous path of train cars on the map gains 10 points for having the longest route. &lt;br /&gt;
# The player with the most points wins!&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=14331</id>
		<title>Gamehelpyatzy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=14331"/>
		<updated>2022-08-15T03:55:49Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Yahtzee==&lt;br /&gt;
&lt;br /&gt;
A player rolls five dice to begin a turn. They are then allowed to take up to two rerolls, each reroll being any number of those dice. (In BGA, you click on the dice that you want to reroll.)&lt;br /&gt;
&lt;br /&gt;
After those rerolls, or when the player chooses to stop rolling, the player must choose which category to score the final result. There are 13 scoring categories, and each must be used for one of the 14 rounds. This can often force a player to take a zero score for some categories. &lt;br /&gt;
&lt;br /&gt;
Scoring for Yahtzee is as follows&lt;br /&gt;
&lt;br /&gt;
===Upper section===&lt;br /&gt;
&lt;br /&gt;
1-6: One category for each number on the die. In these categories, the score is the sum of the pips on the dice of that number.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox|title=Example|body=A roll of&lt;br /&gt;
&lt;br /&gt;
:{{whiteDie|=1}}{{whiteDie|=1}}{{whiteDie|=2}}{{whiteDie|=5}}{{whiteDie|=5}}&lt;br /&gt;
&lt;br /&gt;
could be scored as 2 points in the &amp;quot;ones&amp;quot; category, 2 points in the &amp;quot;twos&amp;quot; category, 10 points in the &amp;quot;fives&amp;quot; category, or 0 points in the &amp;quot;threes,&amp;quot; &amp;quot;fours,&amp;quot; or &amp;quot;sixes.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
If a player scores a total of at least 63 points across these six boxes combined, a bonus of 35 points is added to their final score. (Tip: Scoring Three of each number is exactly 63 and nets the bonus.)&lt;br /&gt;
&lt;br /&gt;
===Lower section===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Requirement&lt;br /&gt;
! Example&lt;br /&gt;
! Score&lt;br /&gt;
|-&lt;br /&gt;
! Three-Of-A-Kind&lt;br /&gt;
| At least three dice showing the same face&lt;br /&gt;
| {{yellowDie|=4}}{{yellowDie|=4}}{{yellowDie|=4}}{{whiteDie|=2}}{{whiteDie|=6}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 3 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Four-Of-A-Kind&lt;br /&gt;
| At least four dice showing the same face&lt;br /&gt;
| {{yellowDie|=2}}{{yellowDie|=2}}{{yellowDie|=2}}{{yellowDie|=2}}{{whiteDie|=5}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 4 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Full House&lt;br /&gt;
| A three-of-a-kind and a pair&lt;br /&gt;
| {{yellowDie|=5}}{{yellowDie|=5}}{{yellowDie|=5}}{{yellowDie|=1}}{{yellowDie|=1}}&lt;br /&gt;
| 25 points&lt;br /&gt;
|-&lt;br /&gt;
! Small Straight&lt;br /&gt;
| Four dice having sequential numbers&lt;br /&gt;
| {{yellowDie|=1}}{{yellowDie|=2}}{{yellowDie|=3}}{{yellowDie|=4}}{{whiteDie|=2}}&lt;br /&gt;
| 30 points&lt;br /&gt;
|-&lt;br /&gt;
! Large Straight&lt;br /&gt;
| Five dice having sequential numbers&lt;br /&gt;
| {{yellowDie|=1}}{{yellowDie|=2}}{{yellowDie|=3}}{{yellowDie|=4}}{{yellowDie|=5}}&lt;br /&gt;
| 40 points&lt;br /&gt;
|-&lt;br /&gt;
! Yahtzee*&lt;br /&gt;
| All five dice showing the same face&lt;br /&gt;
| {{yellowDie|=6}}{{yellowDie|=6}}{{yellowDie|=6}}{{yellowDie|=6}}{{yellowDie|=6}}&lt;br /&gt;
| 50 points&lt;br /&gt;
|-&lt;br /&gt;
! Chance&lt;br /&gt;
| Any combination&lt;br /&gt;
| {{yellowDie|=1}}{{yellowDie|=2}}{{yellowDie|=2}}{{yellowDie|=4}}{{yellowDie|=6}}&lt;br /&gt;
| Points equal the sum of all 5 dice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you get a 2nd yahtzee, you automatically get 100 bonus points. You must score it in the appropriate upper section if it is available. Otherwise, you can use it as a &amp;quot;joker&amp;quot; to score another category in the bottom section.&lt;br /&gt;
&lt;br /&gt;
==Yams==&lt;br /&gt;
&lt;br /&gt;
In the game of Yams, the categories and calculations are slightly different. Scores are generally higher.&lt;br /&gt;
&lt;br /&gt;
===Upper section===&lt;br /&gt;
&lt;br /&gt;
This is similar to Yahtzee but the bonus is calculated differently. The bonus threshold is 60 points, and is 30 points + the difference between the score achieved and 60.&lt;br /&gt;
For example: When you complete your upper with 63, you would score 63 + 30 + (63-60) = 96 points.&lt;br /&gt;
&lt;br /&gt;
===Middle section===&lt;br /&gt;
&lt;br /&gt;
This is a higher and lower section which are similar to Chance in Yahtzee and a bonus that is the difference between them.&lt;br /&gt;
* &#039;&#039;&#039;Plus&#039;&#039;&#039; - scores the sum of all dice&lt;br /&gt;
* &#039;&#039;&#039;Minus&#039;&#039;&#039; - scores the sum of all dice&lt;br /&gt;
* &#039;&#039;&#039;Delta&#039;&#039;&#039; - automatically calculated - scores the &#039;&#039;&#039;Plus&#039;&#039;&#039; score minus the &#039;&#039;&#039;Minus&#039;&#039;&#039; score&lt;br /&gt;
&lt;br /&gt;
So if the Plus score was 22 and the Minus score was 13, the Delta score would be nine. Note that Plus and Minus does not count towards the final score.&lt;br /&gt;
&lt;br /&gt;
===Lower section===&lt;br /&gt;
&lt;br /&gt;
Scoring is different here for four of a kind and there is no three of a kind. There is no chance. Yams is more generous: four 1s will net you 40+ points in four of a kind, whereas in Yahtzee it would net you a maximum of 10 points. &lt;br /&gt;
* &#039;&#039;&#039;Four of a Kind&#039;&#039;&#039; - 40 points plus the sum of the dice&lt;br /&gt;
* &#039;&#039;&#039;Full House&#039;&#039;&#039; - 30 points plus the sum of all dice&lt;br /&gt;
* &#039;&#039;&#039;Small Straight&#039;&#039;&#039; - 45 points&lt;br /&gt;
* &#039;&#039;&#039;Large Straight&#039;&#039;&#039; - 50 points&lt;br /&gt;
* &#039;&#039;&#039;Yahtzee (Yams)&#039;&#039;&#039; - 50 points plus sum of dice &lt;br /&gt;
* &#039;&#039;&#039;Rigole&#039;&#039;&#039; - 4 times the same number and 1 time the opposite number on a dice. This translates to: &lt;br /&gt;
{{yellowDie|=1}}-{{yellowDie|=1}}-{{yellowDie|=1}}-{{yellowDie|=1}}-{{YellowDie|=6}}, {{yellowDie|=2}}-{{yellowDie|=2}}-{{yellowDie|=2}}-{{yellowDie|=2}}-{{YellowDie|=5}}, {{yellowDie|=3}}-{{yellowDie|=3}}-{{yellowDie|=3}}-{{yellowDie|=3}}-{{YellowDie|=4}}, {{yellowDie|=4}}-{{yellowDie|=4}}-{{yellowDie|=4}}-{{yellowDie|=4}}-{{YellowDie|=3}}, {{yellowDie|=5}}-{{yellowDie|=5}}-{{yellowDie|=5}}-{{yellowDie|=5}}-{{YellowDie|=2}}, {{yellowDie|=6}}-{{yellowDie|=6}}-{{yellowDie|=6}}-{{yellowDie|=6}}-{{YellowDie|=1}}&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=14330</id>
		<title>Gamehelpyatzy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpyatzy&amp;diff=14330"/>
		<updated>2022-08-15T03:54:26Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: /* Yams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Yahtzee==&lt;br /&gt;
&lt;br /&gt;
A player rolls five dice to begin a turn. They are then allowed to take up to two rerolls, each reroll being any number of those dice. (In BGA, you click on the dice that you want to reroll.)&lt;br /&gt;
&lt;br /&gt;
After those rerolls, or when the player chooses to stop rolling, the player must choose which category to score the final result. There are 13 scoring categories, and each must be used for one of the 14 rounds. This can often force a player to take a zero score for some categories. &lt;br /&gt;
&lt;br /&gt;
Scoring for Yahtzee is as follows&lt;br /&gt;
&lt;br /&gt;
===Upper section===&lt;br /&gt;
&lt;br /&gt;
1-6: One category for each number on the die. In these categories, the score is the sum of the pips on the dice of that number.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox|title=Example|body=A roll of&lt;br /&gt;
&lt;br /&gt;
:{{whiteDie|=1}}{{whiteDie|=1}}{{whiteDie|=2}}{{whiteDie|=5}}{{whiteDie|=5}}&lt;br /&gt;
&lt;br /&gt;
could be scored as 2 points in the &amp;quot;ones&amp;quot; category, 2 points in the &amp;quot;twos&amp;quot; category, 10 points in the &amp;quot;fives&amp;quot; category, or 0 points in the &amp;quot;threes,&amp;quot; &amp;quot;fours,&amp;quot; or &amp;quot;sixes.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
If a player scores a total of at least 63 points across these six boxes combined, a bonus of 35 points is added to their final score. (Tip: Scoring Three of each number is exactly 63 and nets the bonus.)&lt;br /&gt;
&lt;br /&gt;
===Lower section===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
! Roll&lt;br /&gt;
! Requirement&lt;br /&gt;
! Example&lt;br /&gt;
! Score&lt;br /&gt;
|-&lt;br /&gt;
! Three-Of-A-Kind&lt;br /&gt;
| At least three dice showing the same face&lt;br /&gt;
| {{yellowDie|=4}}{{yellowDie|=4}}{{yellowDie|=4}}{{whiteDie|=2}}{{whiteDie|=6}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 3 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Four-Of-A-Kind&lt;br /&gt;
| At least four dice showing the same face&lt;br /&gt;
| {{yellowDie|=2}}{{yellowDie|=2}}{{yellowDie|=2}}{{yellowDie|=2}}{{whiteDie|=5}}&lt;br /&gt;
| Points equal the sum of all 5 dice (not just the 4 of a kind)&lt;br /&gt;
|-&lt;br /&gt;
! Full House&lt;br /&gt;
| A three-of-a-kind and a pair&lt;br /&gt;
| {{yellowDie|=5}}{{yellowDie|=5}}{{yellowDie|=5}}{{yellowDie|=1}}{{yellowDie|=1}}&lt;br /&gt;
| 25 points&lt;br /&gt;
|-&lt;br /&gt;
! Small Straight&lt;br /&gt;
| Four dice having sequential numbers&lt;br /&gt;
| {{yellowDie|=1}}{{yellowDie|=2}}{{yellowDie|=3}}{{yellowDie|=4}}{{whiteDie|=2}}&lt;br /&gt;
| 30 points&lt;br /&gt;
|-&lt;br /&gt;
! Large Straight&lt;br /&gt;
| Five dice having sequential numbers&lt;br /&gt;
| {{yellowDie|=1}}{{yellowDie|=2}}{{yellowDie|=3}}{{yellowDie|=4}}{{yellowDie|=5}}&lt;br /&gt;
| 40 points&lt;br /&gt;
|-&lt;br /&gt;
! Yahtzee*&lt;br /&gt;
| All five dice showing the same face&lt;br /&gt;
| {{yellowDie|=6}}{{yellowDie|=6}}{{yellowDie|=6}}{{yellowDie|=6}}{{yellowDie|=6}}&lt;br /&gt;
| 50 points&lt;br /&gt;
|-&lt;br /&gt;
! Chance&lt;br /&gt;
| Any combination&lt;br /&gt;
| {{yellowDie|=1}}{{yellowDie|=2}}{{yellowDie|=2}}{{yellowDie|=4}}{{yellowDie|=6}}&lt;br /&gt;
| Points equal the sum of all 5 dice&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you get a 2nd yahtzee, you automatically get 100 bonus points. You must score it in the appropriate upper section if it is available. Otherwise, you can use it as a &amp;quot;joker&amp;quot; to score another category in the bottom section.&lt;br /&gt;
&lt;br /&gt;
==Yams==&lt;br /&gt;
&lt;br /&gt;
In the game of Yams, the categories and calculations are slightly different. Scores are generally higher.&lt;br /&gt;
&lt;br /&gt;
===Upper section===&lt;br /&gt;
&lt;br /&gt;
This is similar to Yahtzee but the bonus is calculated differently. The bonus threshold is 60 points, and is 30 points + the difference between the score achieved and 60.&lt;br /&gt;
For example: When you complete your upper with 63, you would score 63 + 30 + (63-60) = 96 points.&lt;br /&gt;
&lt;br /&gt;
===Middle section===&lt;br /&gt;
&lt;br /&gt;
This is a higher and lower section which are similar to Chance in Yahtzee and a bonus that is the difference between them.&lt;br /&gt;
* &#039;&#039;&#039;Plus&#039;&#039;&#039; - scores the sum of all dice&lt;br /&gt;
* &#039;&#039;&#039;Minus&#039;&#039;&#039; - scores the sum of all dice&lt;br /&gt;
* &#039;&#039;&#039;Delta&#039;&#039;&#039; - automatically calculated - scores the &#039;&#039;&#039;Plus&#039;&#039;&#039; score minus the &#039;&#039;&#039;Minus&#039;&#039;&#039; score&lt;br /&gt;
&lt;br /&gt;
So if the Plus score was 22 and the Minus score was 13, the Delta score would be nine. Note that Plus and Minus does not count towards the final score.&lt;br /&gt;
&lt;br /&gt;
===Lower section===&lt;br /&gt;
&lt;br /&gt;
Scoring is different here for four of a kind and there is no three of a kind. There is no chance. Yams is more generous: four 1s will net you 40+ points in four of a kind, whereas in Yahtzee it would net you a maximum of 10 points. &lt;br /&gt;
* &#039;&#039;&#039;Four of a Kind&#039;&#039;&#039; - 40 points plus the sum of the dice&lt;br /&gt;
* &#039;&#039;&#039;Full House&#039;&#039;&#039; - 30 points plus the sum of all dice&lt;br /&gt;
* &#039;&#039;&#039;Small Straight&#039;&#039;&#039; - 45 points&lt;br /&gt;
* &#039;&#039;&#039;Large Straight&#039;&#039;&#039; - 50 points&lt;br /&gt;
* &#039;&#039;&#039;Yahtzee (Yams)&#039;&#039;&#039; - 50 points plus sum of dice &lt;br /&gt;
* &#039;&#039;&#039;Rigole&#039;&#039;&#039; - 4 times the same number and 1 time the opposite number on a dice. This translates to: &lt;br /&gt;
{{yellowDie|=1}}-{{yellowDie|=1}}-{{yellowDie|=1}}-{{yellowDie|=1}}-{{redDie|=6}}, &lt;br /&gt;
{{yellowDie|=2}}-{{yellowDie|=2}}-{{yellowDie|=2}}-{{yellowDie|=2}}-{{redDie|=5}}, &lt;br /&gt;
{{yellowDie|=3}}-{{yellowDie|=3}}-{{yellowDie|=3}}-{{yellowDie|=3}}-{{redDie|=4}}, &lt;br /&gt;
{{yellowDie|=4}}-{{yellowDie|=4}}-{{yellowDie|=4}}-{{yellowDie|=4}}-{{redDie|=3}}, &lt;br /&gt;
{{yellowDie|=5}}-{{yellowDie|=5}}-{{yellowDie|=5}}-{{yellowDie|=5}}-{{redDie|=2}}, &lt;br /&gt;
{{yellowDie|=6}}-{{yellowDie|=6}}-{{yellowDie|=6}}-{{yellowDie|=6}}-{{redDie|=1}}&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=14050</id>
		<title>Tips yatzy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=14050"/>
		<updated>2022-07-18T18:39:46Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General tips and statistics. &lt;br /&gt;
&lt;br /&gt;
For the top half, the 35pt bonus is really important.  To earn that, you need at least 3 of a kind for 1 through 6, for a total of 63.  &lt;br /&gt;
&lt;br /&gt;
For the bottom half, Three/Four of a Kind and Chance, you want to score better than the average of 5 dice, which is anything over 17 total.  &lt;br /&gt;
&lt;br /&gt;
As for the Full House and Straights, fish for those early and use the failed attempts to fill in your top half.  &lt;br /&gt;
&lt;br /&gt;
For serious players, there is [http://www-set.win.tue.nl/~wstomv/misc/yahtzee/osyp.php an online application] that allows you to compare your moves with those of a computer playing optimally (i.e. making plays that are most likely to score you the highest overall, in the largest number of possible scenarios). Try using it and see if you can improve your thinking.&lt;br /&gt;
&lt;br /&gt;
[http://www-set.win.tue.nl/~wstomv/misc/yahtzee/yptd.php Another app on that same website] lets you play through an entire game of Yahtzee and get all of it analyzed afterwards. Here are [http://www-set.win.tue.nl/~wstomv/misc/yahtzee/instr-ptd.html the instructions on how to read the analysis].&lt;br /&gt;
&lt;br /&gt;
The game of Yahtzee will challenge the player to choose between chasing similar dice to score the grand prize ( ‘Yahtzee’ is ‘five-of-a-kind’ ) versus a straight where any duplicates are re-rolled to chase the straight.  To get Yahtzee means you’ll always need to chase duplicate dice at the expense of a straight.  This ‘Yahtzee 1st and foremost’ strategy dictates that you only chase a straight when you get an inside straight (four die, 2,3,4,5) on your initial roll, otherwise you re-roll any dice not duplicated to score a ‘Yahtzee’.  &lt;br /&gt;
&lt;br /&gt;
The Yahtzee variant ‘Yams’ introduces an alternative scoring sheet with a few changes.  For instance it drops the ‘chance’, ‘three-a-kind, and a ‘rigole’ which is  four-of-a-kind plus one from the opposite die face (1 for sixes, 2 for fives, 3 for fours, etc).&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=14049</id>
		<title>Tips yatzy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=14049"/>
		<updated>2022-07-18T18:38:06Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General tips and statistics. &lt;br /&gt;
&lt;br /&gt;
For the top half, the 35pt bonus is really important.  To earn that, you need at least 2 of a kind for 1 through 6, for a total of 42.  &lt;br /&gt;
&lt;br /&gt;
For the bottom half, Three/Four of a Kind and Chance, you want to score better than the average of 5 dice, which is anything over 17 total.  &lt;br /&gt;
&lt;br /&gt;
As for the Full House and Straights, fish for those early and use the failed attempts to fill in your top half.  &lt;br /&gt;
&lt;br /&gt;
For serious players, there is [http://www-set.win.tue.nl/~wstomv/misc/yahtzee/osyp.php an online application] that allows you to compare your moves with those of a computer playing optimally (i.e. making plays that are most likely to score you the highest overall, in the largest number of possible scenarios). Try using it and see if you can improve your thinking.&lt;br /&gt;
&lt;br /&gt;
[http://www-set.win.tue.nl/~wstomv/misc/yahtzee/yptd.php Another app on that same website] lets you play through an entire game of Yahtzee and get all of it analyzed afterwards. Here are [http://www-set.win.tue.nl/~wstomv/misc/yahtzee/instr-ptd.html the instructions on how to read the analysis].&lt;br /&gt;
&lt;br /&gt;
The game of Yahtzee will challenge the player to choose between chasing similar dice to score the grand prize ( ‘Yahtzee’ is ‘five-of-a-kind’ ) versus a straight where any duplicates are re-rolled to chase the straight.  To get Yahtzee means you’ll always need to chase duplicate dice at the expense of a straight.  This ‘Yahtzee 1st and foremost’ strategy dictates that you only chase a straight when you get an inside straight (four die, 2,3,4,5) on your initial roll, otherwise you re-roll any dice not duplicated to score a ‘Yahtzee’.  &lt;br /&gt;
&lt;br /&gt;
The Yahtzee variant ‘Yams’ introduces an alternative scoring sheet with a few changes.  For instance it drops the ‘chance’, ‘three-a-kind, and a ‘rigole’ which is  four-of-a-kind plus one from the opposite die face (1 for sixes, 2 for fives, 3 for fours, etc).&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=14022</id>
		<title>Tips yatzy</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_yatzy&amp;diff=14022"/>
		<updated>2022-07-15T16:22:11Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General tips and statistics. &lt;br /&gt;
&lt;br /&gt;
For the top half, the 35pt bonus is really important.  To earn that, you need at least 2 of a kind for 1 through 6, for a total of 42.  &lt;br /&gt;
&lt;br /&gt;
For the bottom half, Three/Four of a Kind and Chance, you want to score better than the average of 5 dice, which is anything over 17 total.  &lt;br /&gt;
&lt;br /&gt;
As for the Full House and Straights, fish for those early and use the failed attempts to fill in your top half.  &lt;br /&gt;
&lt;br /&gt;
[[User:Mad Duck|Mad Duck]] ([[User talk:Mad Duck|talk]])&lt;br /&gt;
&lt;br /&gt;
For serious players, there is [http://www-set.win.tue.nl/~wstomv/misc/yahtzee/osyp.php an online application] that allows you to compare your moves with those of a computer playing optimally (i.e. making plays that are most likely to score you the highest overall, in the largest number of possible scenarios). Try using it and see if you can improve your thinking.&lt;br /&gt;
&lt;br /&gt;
[http://www-set.win.tue.nl/~wstomv/misc/yahtzee/yptd.php Another app on that same website] lets you play through an entire game of Yahtzee and get all of it analyzed afterwards. Here are [http://www-set.win.tue.nl/~wstomv/misc/yahtzee/instr-ptd.html the instructions on how to read the analysis].&lt;br /&gt;
&lt;br /&gt;
The game of Yahtzee will challenge the player to choose between chasing similar dice to score the grand prize ( ‘Yahtzee’ is ‘five-of-a-kind’ ) versus a straight where any duplicates are re-rolled to chase the straight.  To get Yahtzee means you’ll always need to chase duplicate dice at the expense of a straight.  This ‘Yahtzee 1st and foremost’ strategy dictates that you only chase a straight when you get an inside straight (four die, 2,3,4,5) on your initial roll, otherwise you re-roll any dice not duplicated to score a ‘Yahtzee’.  &lt;br /&gt;
&lt;br /&gt;
The Yahtzee variant ‘Yams’ introduces an alternative scoring sheet with a few changes.  For instance it drops the ‘chance’, ‘three-a-kind, and a ‘rigole’ which is  four-of-a-kind plus one from the opposite die face (1 for sixes, 2 for fives, 3 for fours, etc).&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_memoir&amp;diff=13604</id>
		<title>Tips memoir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_memoir&amp;diff=13604"/>
		<updated>2022-06-15T06:11:53Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BGA Tip: You can click the cog just above your name to auto-pass close assault reactions.  Maybe BGA will make this the default setting someday...&lt;br /&gt;
&lt;br /&gt;
Actual tips: &lt;br /&gt;
&lt;br /&gt;
1. Generally speaking Infantry can [Move 1 hex AND Battle] OR [Move 2 Hexes].  This isn&#039;t clear on the interface, and will cost you attack actions. &lt;br /&gt;
&lt;br /&gt;
2. More attack actions is better.  &lt;br /&gt;
&lt;br /&gt;
3. More dice on those attack actions is better.  &lt;br /&gt;
&lt;br /&gt;
4. The goal of the game is to fully kill the requisite amount of enemy units.  If an infantry unit is down to 1 guy, it&#039;s wise to retreat them into safety to deny your opponent the point. &lt;br /&gt;
&lt;br /&gt;
5. Be careful stacking your team up on one column. If you have no cards for that column, you waste turns until you do.  &lt;br /&gt;
&lt;br /&gt;
6. If an Armor unit can fully kill or retreat a unit in close combat, they can advance and attack again.  On desert maps, they have to advance twice to do this.&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_memoir&amp;diff=13582</id>
		<title>Tips memoir</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_memoir&amp;diff=13582"/>
		<updated>2022-06-14T15:56:30Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: Created page with &amp;quot;BGA Tip: You can click the cog just above your name to auto-pass close assault reactions.  Maybe BGA will make this the default setting someday...  Actual tips:   1. Generally...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BGA Tip: You can click the cog just above your name to auto-pass close assault reactions.  Maybe BGA will make this the default setting someday...&lt;br /&gt;
&lt;br /&gt;
Actual tips: &lt;br /&gt;
&lt;br /&gt;
1. Generally speaking Infantry can [Move 1 hex AND Battle] OR [Move 2 Hexes].  This isn&#039;t clear on the interface, and will cost you attack actions. &lt;br /&gt;
2. More attack actions is better.  &lt;br /&gt;
3. More dice on those attack actions is better.  &lt;br /&gt;
4. The goal of the game is to fully kill the requisite amount of enemy units.  If an infantry unit is down to 1 guy, it&#039;s wise to retreat them into safety to deny your opponent the point. &lt;br /&gt;
5. Be careful stacking your team up on one column. If you have no cards for that column, you waste turns until you do.  &lt;br /&gt;
6. If an Armor unit can fully kill or retreat a unit in close combat, they can advance and attack again.  On desert maps, they have to advance twice to do this.&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tokaido&amp;diff=13151</id>
		<title>Tips tokaido</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tokaido&amp;diff=13151"/>
		<updated>2022-05-11T15:13:57Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. Choose your character wisely, here&#039;s a guide. Generally, more starting money = easier gameplay. https://public.tableau.com/app/profile/elisa.davis/viz/TokaidoSelectACharacter/Tokaido&lt;br /&gt;
&lt;br /&gt;
2. Always try to keep 2-3 coins in the bank.  Missing a meal means missing 6 points, which is usually enough to cost you first place. &lt;br /&gt;
&lt;br /&gt;
3. It&#039;s generally wise to hit as many stops as you can. Typically try not to &amp;quot;skip&amp;quot; more than 2-3 spots.  Pick up any &amp;quot;free&amp;quot; spots between you and the next to last player.  Even if it&#039;s not part of your strategy, it&#039;s still free points. &lt;br /&gt;
&lt;br /&gt;
4. Donate at least 1 coin to the temple, the endgame bonuses are significant. Typically even 2-3 coins can get you 2nd place for 7 points. Typically 4-5 coins makes it too expensive to challenge someone for 1st place.&lt;br /&gt;
&lt;br /&gt;
5. Panoramas can be tough to collect. You need: 3/5 Farms, 4/6 Mountains, and 5/7 Oceans.&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tokaido&amp;diff=13150</id>
		<title>Tips tokaido</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tokaido&amp;diff=13150"/>
		<updated>2022-05-11T15:10:16Z</updated>

		<summary type="html">&lt;p&gt;Mad Duck: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. Choose your character wisely, here&#039;s a guide. Generally, more starting money = easier gameplay. https://public.tableau.com/app/profile/elisa.davis/viz/TokaidoSelectACharacter/Tokaido&lt;br /&gt;
&lt;br /&gt;
2. Always try to keep 2-3 coins in the bank.  Missing a meal means missing 6 points, which is usually enough to cost you first place. &lt;br /&gt;
&lt;br /&gt;
3. It&#039;s generally wise to hit as many stops as you can. Typically try not to &amp;quot;skip&amp;quot; more than 2-3 spots.  Pick up any &amp;quot;free&amp;quot; spots between you and the next to last player.  Even if it&#039;s not part of your strategy, it&#039;s still free points. &lt;br /&gt;
&lt;br /&gt;
4. Donate at least 1 coin to the temple, the endgame bonuses are significant. Typically even 2-3 coins can get you 2nd place for 7 points. Typically 4-5 coins makes it too expensive to challenge someone for 1st place.&lt;/div&gt;</summary>
		<author><name>Mad Duck</name></author>
	</entry>
</feed>