<?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=Merlin+they+them</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=Merlin+they+them"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Merlin_they_them"/>
	<updated>2026-09-17T19:38:36Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskull&amp;diff=7962</id>
		<title>Gamehelpskull</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskull&amp;diff=7962"/>
		<updated>2021-04-16T02:16:08Z</updated>

		<summary type="html">&lt;p&gt;Merlin they them: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Each player get their mat, 3 flowers and 1 skull. The discs are hidden and the mat is placed skull side up.&lt;br /&gt;
* Each player places a disc on their mat face down.&lt;br /&gt;
* Then, starting from the first player, choose whether to add an extra disc. If a player doesn&#039;t want to add a disc, they must challenge.&lt;br /&gt;
* After the challenge started, players may increase the bid to a number of discs or pass. The highest bidder becomes the challenger.&lt;br /&gt;
* The challenger must flip a number of discs equal to their bid. They begin by flipping all of their own discs, then with other players.&lt;br /&gt;
* The discs are flipped one by one. If a skull is flipped, the challenger loses a disc. If a challenger loses their last disc, they are out.&lt;br /&gt;
* Otherwise, they flip their mat to the flower side. If their mat is already flower side up, they win the whole game.&lt;/div&gt;</summary>
		<author><name>Merlin they them</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpskull&amp;diff=7959</id>
		<title>Gamehelpskull</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpskull&amp;diff=7959"/>
		<updated>2021-04-15T06:21:59Z</updated>

		<summary type="html">&lt;p&gt;Merlin they them: Correct spelling, make neutral&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Each player get their mat, 3 flowers and 1 skull. The discs are hidden and the mat is placed skull side up.&lt;br /&gt;
* Each player places a disc on their mat face down.&lt;br /&gt;
* Then, starting from the first player, choose whether to add an extra disc. If a player doesn&#039;t want to add a disc, they must challenge.&lt;br /&gt;
* After the challenge started, players may increase the bid to a number of discs or pass. The highest bidder becomes the challenger.&lt;br /&gt;
* The challenger must flip a number of discs equal to their bid. They begin by flipping all of their own discs, then with other players.&lt;br /&gt;
* The discs are flipped one by one. If a skull is flipped, the challenger loses a disc. If a challenger loses his last disc, they are out.&lt;br /&gt;
* Otherwise, they flip their mat to the flower side. If their mat is already flower side up, they win the whole game.&lt;/div&gt;</summary>
		<author><name>Merlin they them</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7918</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=7918"/>
		<updated>2021-04-11T23:50:52Z</updated>

		<summary type="html">&lt;p&gt;Merlin they them: Made pronouns more inclusive&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;VERY IMPORTANT:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners &amp;lt;u&amp;gt;(3 in each corner)&amp;lt;/u&amp;gt;. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room(*) + 5 random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
(*) Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if they play more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase they will be able to choose if they play it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals their first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed character immediately applies the effects of the room in which they land. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
=== M.A.C. Cards (if enabled, Cooperation and Solo modes only) ===&lt;br /&gt;
The M.A.C. cards (MOVE ALONE COMPLEX) generate immediate events that affect the complex or the characters and make the game much more difficult (but might provide assistance).&lt;br /&gt;
&lt;br /&gt;
M.A.C. cards have two levels of difficulty:&lt;br /&gt;
* Barrier cards - complex movement cards, Punishment cards, and various others.&lt;br /&gt;
* Madness cards (only in “Madness Level” Solo and Cooperative play) - more difficult and varied. &lt;br /&gt;
&lt;br /&gt;
Note: Players can look through the M.A.C. card discards at any point during the game.&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token they can use at any time during their turn, in addition to  their  actions.  They  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
To place a reminder token double click on the room during the look action. &lt;br /&gt;
&lt;br /&gt;
NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved.&lt;br /&gt;
This is important for rooms like flooded - where you have to move out of the room before the end of your next action.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to: &amp;lt;br&amp;gt;&lt;br /&gt;
1) Activate the Key Room (Cooperation Mode only) &amp;lt;br&amp;gt;&lt;br /&gt;
2) Find the Room 25 and made each prisoners reach it &amp;lt;br&amp;gt;&lt;br /&gt;
3) Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisoners are inside. &amp;lt;br&amp;gt;&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;br&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown.&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal their identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, they keep their identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal their identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal their identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Merlin they them</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Game_clock&amp;diff=5792</id>
		<title>Game clock</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Game_clock&amp;diff=5792"/>
		<updated>2020-10-02T21:19:48Z</updated>

		<summary type="html">&lt;p&gt;Merlin they them: used gender neutral pronouns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Help]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:3px solid red; background-color: #FF6666; color: white; font-weight:normal; padding: 1em;&amp;quot;&amp;gt;&lt;br /&gt;
This content is deprecated. Please refer to the up to date &amp;quot;Frequently Asked Questions&amp;quot; page at this address: https://boardgamearena.com/#!faq&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;Board Game Arena&#039;&#039;&#039; you are playing &amp;quot;live&amp;quot; (real time) or &amp;quot;turn-based&amp;quot; (asynchronously). In both cases, you have an allotted delay to play your moves.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your initial delay at the beginning of a game is some minutes (in realtime mode) or some days (in turn-based mode). During each turn, or on specific occasions, you get an additional delay. If you have no more time to play, you will get a &amp;quot;clock&amp;quot; penalty and your opponents can decide to skip your turns (and consequently make you lose the game).&lt;br /&gt;
&lt;br /&gt;
== Game clock system philosophy ==&lt;br /&gt;
&lt;br /&gt;
The game clock has been designed with the following principles:&lt;br /&gt;
* Even if you are in a losing position, it is always more interesting (for your ELO and your reputation) to play the game until the end.&lt;br /&gt;
* Make sure that if your opponent left the game (or has been disconnected), it won&#039;t take long before you can expel them and win the game by forfeit.&lt;br /&gt;
* Expelling an opponent is always a volunteer action, so you can agree with your opponent to forget the time limit if you want to.&lt;br /&gt;
* If your opponent does not play and run out of time, this is always more interesting for you to try to make them rejoin the game than to punish them with penalties or skipping turn.&lt;br /&gt;
&lt;br /&gt;
In anyway, don&#039;t forget that respecting your allotted time is VERY important.&lt;br /&gt;
&lt;br /&gt;
== Time to think ==&lt;br /&gt;
&lt;br /&gt;
Your allotted time to think is displayed on the right of your player&#039;s name. When it&#039;s your turn to play, this time is also displayed at the top of the web page.&lt;br /&gt;
&lt;br /&gt;
== Game speed ==&lt;br /&gt;
&lt;br /&gt;
Table administrator can make a choice between some game speed profile (example: fast, normal, slow). There are many speeds for each mode (realtime and turn-based).&lt;br /&gt;
&lt;br /&gt;
The additional amount of time credited each turn depends on the chosen game speed profile. Be careful to check the game speed setting before the game starts to adjust your timing. The interface displays an estimation of the game duration based on recently played games with the same speed settings.&lt;br /&gt;
&lt;br /&gt;
Note: your allotted time to think cannot get higher that your initial time to think. For example, if you start the game with 5 minutes of thinking time, you time will be limited to 5 minutes maximum.&lt;br /&gt;
&lt;br /&gt;
Note: playing without a time limit is strongly discouraged, except if you are playing with friends, or to discover a new game. Remember that without time limit, you can&#039;t skip the turn of a player that is not playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Running out of time ==&lt;br /&gt;
&lt;br /&gt;
As soon as you run out of time (negative clock), you get a clock penalty.&lt;br /&gt;
&lt;br /&gt;
When a player has a negative clock, any one of their opponents can make them skip their turn. Once this has been done, all following turns are skipped automatically.&lt;br /&gt;
&lt;br /&gt;
After player A&#039;s turn has been &amp;quot;skipped&amp;quot; at y% of game progression, the game results are &amp;quot;neutralized&amp;quot;. It means that:&lt;br /&gt;
* Player A is going to lose the game anyway (last position), with the corresponding ELO loss.&lt;br /&gt;
* In addition, Player A will get a &amp;quot;leave&amp;quot; penalty on their profile and an additional -10 ELO points penalty.&lt;br /&gt;
* Player A&#039;s opponents are going to win the game anyway (all tied at the first position), with y% of the ELO points they would have normally won. This is impossible to lose points when your opponent left the game.&lt;br /&gt;
&lt;br /&gt;
Example: player &amp;quot;Aspen&amp;quot; left a 2 players game at 50% of the game progression. Their opponent &amp;quot;Briar&amp;quot; skips their turn. At the end of the game, &amp;quot;Aspen&amp;quot; will get -30 ELO points (normal loss for a game loss) plus an additional -10 ELO points (penalty for leaving), plus a red &amp;quot;leave&amp;quot; penalty on their reputation profile. &amp;quot;Briar&amp;quot; is going to win 15 ELO points (50% of the normal 30 ELO points win).&lt;br /&gt;
&lt;br /&gt;
Note: you can&#039;t skip the turn of an opponent if your own clock is even more negative than them. For example, if &amp;quot;Briar&amp;quot;&#039;s clock is -3:45 and &amp;quot;Aspen&amp;quot;&#039;s clock is &amp;quot;-0:05&amp;quot;, &amp;quot;Aspen&amp;quot; can expel &amp;quot;Briar&amp;quot; but &amp;quot;Briar&amp;quot; cannot expel &amp;quot;Aspen&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Continue the game after a &amp;quot;skip turn&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
If you are playing in a game where a player skips all their turns, you may continue the game if you like, or not.&lt;br /&gt;
&lt;br /&gt;
This has no effect on anything (game results, penalties, and so on...). This is &amp;quot;just for fun&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;My opponent is too slow&amp;quot; ==&lt;br /&gt;
 &lt;br /&gt;
Each of us has different expectations on game speed. Please remember that as soon as a table has been set up at a given game speed, each player is allowed to use all their allotted time to think. If you want to play fast, set up or join only tables with &amp;quot;fast&amp;quot; mode on, but don&#039;t bully an opponent to play when they have the right to use their allotted time to think.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== &amp;quot;I would like to think a little&amp;quot; ==&lt;br /&gt;
 &lt;br /&gt;
If you are in a critical step of the game and want to take some time to think, you can click on the &amp;quot;I would like to think a little&amp;quot; link at the top right of the page.&lt;br /&gt;
&lt;br /&gt;
Thus, your opponents will get a message and won&#039;t be thinking that you are away from keyboard or disconnected.&lt;br /&gt;
&lt;br /&gt;
Clicking on this link is not mandatory, but we encourage its use as a courtesy.&lt;/div&gt;</summary>
		<author><name>Merlin they them</name></author>
	</entry>
</feed>