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	<updated>2026-10-30T13:39:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_hydroracers&amp;diff=31398</id>
		<title>Tips hydroracers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_hydroracers&amp;diff=31398"/>
		<updated>2026-09-11T19:30:30Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Created page with &amp;quot;This space is currently empty. Game tips are welcome.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This space is currently empty. Game tips are welcome.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphydroracers&amp;diff=31397</id>
		<title>Gamehelphydroracers</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphydroracers&amp;diff=31397"/>
		<updated>2026-09-11T19:28:17Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Set up ==&lt;br /&gt;
1) Each player plays as a nation and receives the corresponding game material: an airplane, a pilot card, a deck of 10 MOVEMENT cards, a COCKPIT, a score marker and an individual bag of his color. For your first games, play with pilots and airplanes of the same nationality, afterwards you can choose as you wish.&lt;br /&gt;
&lt;br /&gt;
2) Players choose a course and place it in the center of the table. &lt;br /&gt;
&lt;br /&gt;
3) Place the scoreboard next to the board.&lt;br /&gt;
&lt;br /&gt;
4) Players draw their starting positions at random and position themselves on the grid. &lt;br /&gt;
&lt;br /&gt;
5) Each player shuffles their move cards, forms a deck in front of them and draws the first 3 cards. &lt;br /&gt;
&lt;br /&gt;
6) Each player takes an individual DANGER bag and places 12 yellow tokens (DAMAGE) and 6 black tokens (ALERT) These two types of tokens are collectively called «Danger tokens.» &lt;br /&gt;
&lt;br /&gt;
7) Place the betting board on its place. &lt;br /&gt;
&lt;br /&gt;
8) Place the AIRCOINS next to the game board.&lt;br /&gt;
&lt;br /&gt;
== How the game is played ==&lt;br /&gt;
Each race takes place in 3 successive RUNS on the same circuit. Each RUN represents 1 lap of the circuit.&lt;br /&gt;
&lt;br /&gt;
The players play in the order of the position of the planes on the circuit, from the first to the last. This order can change at each turn. On his turn, a player can: play one of his cards in hand or Throttle back.&lt;br /&gt;
&lt;br /&gt;
Whichever option he chooses, he calculates his speed (taking into account air resistance and suction) and moves his plane accordingly.&lt;br /&gt;
&lt;br /&gt;
The move must be completed in its entirety.&lt;br /&gt;
&lt;br /&gt;
== Playing a card ==&lt;br /&gt;
Each card indicates the base speed of the plane. The played cards are placed on a personal discard pile, so that only the last one is visible.&lt;br /&gt;
&lt;br /&gt;
Each card can only be used once during the game. The player finishes by drawing a new card so that he has 3 cards in his hand again.&lt;br /&gt;
&lt;br /&gt;
== Throttle back ==&lt;br /&gt;
You will quickly realize that racing requires a lot of energy. Your deck of Move cards will have to last long enough to complete the three successive Laps. So sometimes it makes sense to save your strength and choose throttle back rather than play a card. Throttle back yields a move of 2 squares, and you still apply the possible modifier (Air Resistance or Drafting), then discard a card from your hand by placing it under your deck and complete your hand.&lt;br /&gt;
&lt;br /&gt;
== Air resistance ==&lt;br /&gt;
Any aircraft that moves through the air experiences resistance that slows its movement. In this game, air resistance is simulated by reducing the movement of the lead seaplane by 1. At the beginning of each game turn, place the Leading Player marker next to this plane. The other planes are not affected. In this example, only the black plane will suffer the -1 air resistance penalty.&lt;br /&gt;
&lt;br /&gt;
== Drafting ==&lt;br /&gt;
A bit like the flight of wild geese, by taking advantage of the turbulence created by an aircraft immediately in front of it, a seaplane can take advantage of an effect that eases movement, which in this game will be called «DRAFTING.» This phenomenon is simulated by adding 1 to the movement of seaplanes that are, at the beginning of the turn, immediately behind another plane. At the beginning of each turn, place a DRAFTING marker on each seaplane concerned, so as not to forget the +1 bonus it receives. This bonus is always applied.&lt;br /&gt;
&lt;br /&gt;
== Curve and Overspeed ==&lt;br /&gt;
Each curve of the circuit is marked by a line and a number. When an aircraft crosses this virtual line, if its total speed (card + modifier) is greater than the indicated number, the aircraft is «Overspeeding,» and the pilot has taken a risk: he must draw a token from the DANGER bag. If the token is an ALERT (black), it was a warning without conse quence and the token is discarded (it is not put back in the bag). If it is a DAMAGE token (yellow), the aircraft did not take the risk well and the token is added to the DAMAGE gauge on the COCKPIT.  When a seaplane registers a 4th DAMAGE, it crashes. Be careful, the Damage tokens are not discarded between the diffe rent Laps, so it is wise to take care of your aircraft. In case of a crash, the seaplane is immediately ranked last among the aircraft still in the race for this Lap. The «crash» is considered minor and repairable. If there are Laps remaining, the player puts two Damage tokens back into his bag and prepares to be part of the next Lap (starting in last place).&lt;br /&gt;
&lt;br /&gt;
== Dangerous Overtaking ==&lt;br /&gt;
The pilots There can only be one seaplane per square. If a player ends his move on an occupied square, he continues to advance to the next free square. As a consequence of this DANGEROUS Overtaking, he draws a Danger token from the bag in the same way as for an Overspeed turn.&lt;br /&gt;
&lt;br /&gt;
== BASIC COCKPIT ==&lt;br /&gt;
Each time you draw a DAMAGE token (yellow), place it on the first available space on your COCKPIT. If you draw a fourth DAMAGE Chit, the plane crashes. If you draw an ALERT (black), set it aside, do not put it back in the bag.&lt;br /&gt;
&lt;br /&gt;
== The Bets ==&lt;br /&gt;
Betting allows players to obtain winnings in the form of AIRCOINS (the game’s currency) and some bonus victory points that will be added to the points obtained in the race.  Once per RUN, at the beginning of one of his turns, a player can make a bet on the plane of his choice. To do so, he places one of his bet chips, face down, on one of the available slots.&lt;br /&gt;
&lt;br /&gt;
Three of the slots are paid (15, 10 and 5 aircoins) and can only hold one bet chip. The 4th slot is free and can be used by more than one player. At the end of the round, each player’s bet is revealed. Players earn VPs and AIRCOINS according to the ranking of the plane they bet on.&lt;br /&gt;
&lt;br /&gt;
== End of a LAP ==&lt;br /&gt;
When at the end of a round, one or more aircraft have crossed the finish line. The LAP ends. Players earn prestige points according to their position on the track. &lt;br /&gt;
&lt;br /&gt;
Players move their checkers accordingly on the score track. It is not necessary to have crossed the finish line to be ranked. &lt;br /&gt;
&lt;br /&gt;
Even if in the game, each player takes his turn, in reality, the moves are simultaneous, which is why it is the plane that has gone the furthest beyond the finish line that is de clared the winner and not necessarily the one that moved its plane first. All players will have played the same number of rounds. Players also reveal their bets at this time and earn AIRCOINS accordingly. After the first LAP, players proceed to a second and third LAP: the planes are returned to the starting grid in the order of arrival from the previous LAP. Players keep their DANGER tokens, cards in hand, and their deck and discard pile.&lt;br /&gt;
&lt;br /&gt;
== Fin de course ==&lt;br /&gt;
The race ends after 3 LAPS. The player with the most points wins.&lt;br /&gt;
&lt;br /&gt;
== The Pilots ==&lt;br /&gt;
At the beginning of the game, each player chooses a pilot who grants him a particular flying skill.&lt;br /&gt;
&lt;br /&gt;
== Expert Cockpit ==&lt;br /&gt;
To immerse yourself even more in the experiences of the time, you can turn the COCKPIT over to use them on their EXPERT side. During your flight, you will have to deal with different damages of your aircraft. In the Advanced game, the mix of Damage and Alert will vary. For the Intermediate game, continue to use 12 Damage and 6 Alert. In the same way as for the basic game, when a player takes an Overs peed curve or makes a Dangerous Overtaking, he draws a token from his bag.   But now, instead of putting the Alert tokens away and mar king simple Damage spot, the player must  which part of his seaplane is affected (Cooling system, Propulsion, Controls, or Structure). He places EITHER token (Alert or Damage) on the first empty square of the affected part (from left to right and from top to bottom). If the token is an ALERT (black), the aircraft damage has no serious consequences and the effect on the covered square is ignored. If it is a DAMAGE token (yellow), the device is more severely affec ted and the player applies the effect of the square. Worse, if there is  symbol shown, this Damage also affects another part of the airplane. The player takes a token from the bag and places it on the first empty square of the additionally affected part.  (Players choose where the initial Damage token goes, but if a symbol is shown, the continued effect is mandatory.)&lt;br /&gt;
&lt;br /&gt;
== Aircraft Component Symbols ==&lt;br /&gt;
The player now applies the indicated damage, which may cause other effects on the plane. The player stops drawing DANGER tokens from the bag. &lt;br /&gt;
&lt;br /&gt;
== Cross symbol ==&lt;br /&gt;
the seaplane crashes (but not catastrophically)  The player is ranked last of the players still in the race. If there is another Lap in the race, the player can start the next LAP by removing this marker and a se cond one of his choice. (He starts the next Lap in last place.) Note: if the CROSS symbol has been covered by an ALERT token, the plane does not crash! (You will soon see how using the Alert tokens is a key strategy of keeping your plane flying.)&lt;br /&gt;
&lt;br /&gt;
Each player has his own individual bag to manage his DANGERS.&lt;br /&gt;
&lt;br /&gt;
== MALUS symbols ==&lt;br /&gt;
the player now applies the indicated malus. The player stops drawing DANGER Chits from the bag.&lt;br /&gt;
&lt;br /&gt;
== Schneider trophy - campaign mode ==&lt;br /&gt;
In this game mode, players will go from race phase to DEVELOPMENT phase and the winner will be the player who wins the most race phases. The most passionate players will be able to play the historical trophy awarded to the first player to win 3 race phases. At the end of each race phase, a gold, silver and bronze cup will be awarded to the first 3 players. The winner of the trophy will be the one who has obtained the most gold cups (then the most silver cups in case of a tie and so on). The winner of a race phase chooses the circuit for the next race.&lt;br /&gt;
&lt;br /&gt;
== How the DEVELOPMENT phase works ==&lt;br /&gt;
The DEVELOPMENT phase begins as soon as the RACE phase ends, after the players have scored their points and pocketed their betting money. It is important to keep track of the DAMAGES received by the planes and not to mix up the cards played in that Race and any cards that the players still have in their hand. Players will first repair their planes before upgrading them for the next RACE.&lt;br /&gt;
&lt;br /&gt;
== Development Phase Set up ==&lt;br /&gt;
If the DEVELOPMENT phase occurs after a RACE phase, it is important to keep the ALERT tokens received by the planes and not to mix up the cards played and those that the players still have in their deck or in their hand. Players will first repair their planes before upgrading them for the next RACE.&lt;br /&gt;
&lt;br /&gt;
1) Shuffle the DEVELOPMENT cards and place the deck in its place.  &lt;br /&gt;
&lt;br /&gt;
2) Place the first 6 cards on the 6 slots of the DEVELOPMENT track. &lt;br /&gt;
&lt;br /&gt;
3) Place the 12 TIME markers (white) in the bag. Place the individual Development tokens per each player into the same bag.&lt;br /&gt;
&lt;br /&gt;
== Repair ==&lt;br /&gt;
The players each have 16 DEVELOPMENT markers. For each (black) ALERT token received during the race, players discard one DEVELOPMENT marker. They may then return all DANGER (DAMAGE and ALERT) markers received during the race to their individual bags. In addition, each card shows the amount of time it takes to restore it to its original state (between 0 and 2) in the upper left corner. Players add up the recovery time of all the cards they played during the race and discard the corresponding DEVELOPMENT markers (rounded down). They may then reform their deck of cards. Place the remaining Development Markers in the bag.&lt;br /&gt;
&lt;br /&gt;
== Improvement ==&lt;br /&gt;
The face-up Development cards  are available for purchase. Each card requires a certain amount of Development time (between 2 and 4 tokens), you can only get it after spending this TIME. The player who is the least advanced on the score track picks one token at a time from the canvas bag. 1 If it is a TIME marker, he places it on the calendar at the top of the game board, TIME runs out, the next race approaches, the players must hurry to complete their research. When the 12th TIME token is drawn, the DEVELOPMENT phase ends immediately. Research in progress cannot be completed until the next race. 2 If it is a DEVELOPMENT token, the corresponding player chooses where to place it.- Place it on a DEVELOPMENT card- Place it on the INDUSTRIAL SPIYING track- Place it on the AIRSHOW board. 3 When a player places the second to last token needed to obtain a card, he can decide to pay 5 AIRCOINS to speed up the research and take the card immediately, otherwise he will have to wait for a new token of his color to come out, with the risk that another player will take the card before him, or that the year will end in the meantime.&lt;br /&gt;
&lt;br /&gt;
== Development token placements ==&lt;br /&gt;
Upgrade Cards (2, 3 or 4 tokens): When a card is acquired by a player, any tokens placed by other players on that same card are returned to the bag. In this example, the blue player has just drawn a second chip of his color. He chooses not to wait for a third chip to be drawn by spending 5 AIRCOINS. He takes the Improved Goggles card, discards his two used blue chips, and returns the red chip to the bag. If it is a Technology card, he simply places it in front of him (and eventually applies its effects). If it is a Move card, he adds it to his deck and must exchange (recycle) another card in order to keep a deck of 10 cards:- This costs him nothing if the recycled card is of equal or greater value (number indicated by a small arrow in case of choice). - Otherwise it is 10 AIRCOINS per value difference (ex: I buy a 10 card, I discard an 8, I must pay 10 x 2 = 20 AIRCOINS)&lt;br /&gt;
&lt;br /&gt;
The recycled cards go back to the INDUSTRIAL SPYING track, they become available to all players. There are only 3 slots on the Industrial Spying track, each new card pushes the others out. When a 4th card arrives, the oldest card is discarded.&lt;br /&gt;
&lt;br /&gt;
== INDUSTRIAL SPYING ==&lt;br /&gt;
Discard Players do not have to single out specific Industrial Spying cards for their tokens. Placing a token on the Black Market track allows you to work toward any of the recycled cards. It is possible to place a token here, even if no card has been recycled yet, in anticipation of the next action. All cards here cost the same-- 2 tokens or 1 token + 5 AIRCOINS. When one card is purchased this way, any tokens from the other players remain in place on the track and can be used to acquire ano ther card (but tokens still here when the Development phase ends are not left behind for the next Development.) Move cards purchased in the Black Market must follow the same procedure as in ordinary development. The player must always recycle a card in exchange for the newly acquired card, paying any possible difference at the same 5 Aircoins per point value (ex: I buy the 8 pre viously recycled, I exchange it for a 6, I pay 10 Aircoins.)&lt;br /&gt;
&lt;br /&gt;
== Air Show ==&lt;br /&gt;
hen one of his tokens is drawn, a player may decide to send it to the AIRSHOW board to get AIRCOINS. This can be useful in prepa ring for an upcoming expensive action or if you feel you will not have TIME to get a card before the end of the development phase.&lt;br /&gt;
&lt;br /&gt;
In this example, the Blue player uses one of these tokens to perform an exhibition and earns 10 AIRCOINS. He places himself in his reserved space. Later he can use the public slots if they are still available to perform an AIRSHOW action again. &lt;br /&gt;
&lt;br /&gt;
== END OF THE DEVELOPMENT PHASE ==&lt;br /&gt;
As soon as the 12th TIME token has been drawn the phase ends immediately. The cards present on the Industrial Spying track are discarded. Any tokens present there are returned to their owner. The empty improvement cards are also discarded. Only those Upgrade cards with at least one token remain (and the tokens remain as well.)  The players can try to complete their research in the next preparation phase. A new Race phase can begin.&lt;br /&gt;
&lt;br /&gt;
== MOVEMENT CARDS ==&lt;br /&gt;
The travel cards replace the 10 basic cards in your plane. Each time you pick one up, recycle a card from your hand and place it on the INDUSTRIAL SPYING board, so that you always have a total of 10 cards.&lt;br /&gt;
&lt;br /&gt;
== RELIABILITY CARDS ==&lt;br /&gt;
RELIABILITY CARDS are not part of your 10-card move hand. When a player picks up one of their cards, they apply its effects and then reshuffle the card back into the DEVELOPMENT deck.&lt;br /&gt;
&lt;br /&gt;
If you are playing with the basic cockpit.&lt;br /&gt;
&lt;br /&gt;
If you are using the advanced COCKPITS, apply their power and immediately return the card to the deck before reshuffling the deck.&lt;br /&gt;
&lt;br /&gt;
== Permanent cards ==&lt;br /&gt;
Permanent cards are not part of your 10-card move hand. They are placed next to your COCKPIT and represent permanent advantages.&lt;br /&gt;
&lt;br /&gt;
== Game with AUTOPILOTS ==&lt;br /&gt;
Whatever the number of players around the table, you can choose to include the dreaded AUTOPI LOTS in your games.&lt;br /&gt;
&lt;br /&gt;
Choose the autopilot(s) you want to face: each plane has particular flight characteristics in autopilot, assign a pilot to it, so the autopilot will also have the flight skill of that pilot. Take the set of cards for the selected aircraft and add its specific autopilot cards, shuffle the deck and place it face down near its COCKPIT. All normal rules apply.&lt;br /&gt;
&lt;br /&gt;
Use the «classic» side of the COCKPIT to represent the AUTOPILOTS.&lt;br /&gt;
&lt;br /&gt;
== How does an autopilot turn work? ==&lt;br /&gt;
At the beginning of the game, draw 2 cards face up for each autopilot, place them at the bottom of his game sheet.&lt;br /&gt;
&lt;br /&gt;
When it is the autopilot’s turn, draw a third card and apply the following rules:- If the autopilot can cross the finish line, or if another plane has already crossed the finish line, it is the sprint: play the highest movement card.- Otherwise, play an AUTOPILOT card first,- Otherwise choose the move card according to the autopilot criteria.- In the case of cards of identical value, choose first the one that allows you to repair a damage if there is a damage to repair.- In case of options on the route (short or long route), the AUTOPILOT chooses according to the characteristics defined on his card.- An AUTOPILOT use throttle back if he has no more cards. AUTOPILOTS earn victory points and draw DANGER tokens from the cloth bag like the other players.&lt;br /&gt;
&lt;br /&gt;
== AUTOPILOTS and betting ==&lt;br /&gt;
AUTOPILOTS always bet on them when they pass the second turn. They always take the highest available slot on the betting board. Ignore any winnings or expenses in AIRCOINS with AUTOPILOTS.&lt;br /&gt;
&lt;br /&gt;
== AUTOPILOTS IN DEVELOPMENT PHASE ==&lt;br /&gt;
Before revealing the 6 development cards, draw the cards one by one. As soon as one of the cards matches the autopilot’s preferences, he takes it. As soon as his request is complete, move on to the next AUTOPILOT.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbluffking&amp;diff=29262</id>
		<title>Gamehelpbluffking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbluffking&amp;diff=29262"/>
		<updated>2026-04-02T22:30:02Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Bluff King better, see &#039;&#039;&#039;[[Tips bluffking|Tips_Bluff King]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt; Bluff King Game Rules&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  Bluff King is a classic bluffing card game for 2-8 players. Players take turns&lt;br /&gt;
  playing cards face down and making claims about their rank. Other players may&lt;br /&gt;
  either call bluff or keep adding cards. Claims can be true or false: outplay&lt;br /&gt;
  everyone, empty your hand first, and become the Bluff King.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://boardgamearena.com/gamepanel?game=bluffking Play Bluff King On BGA]&lt;br /&gt;
&lt;br /&gt;
[[File:Bluff King Banner.jpg|alt=Bluff King Banner|840x840px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Components&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Deck setup&amp;lt;/strong&amp;gt;: 1 or 2 standard 54-card decks (including Jokers), chosen in game options. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Wild cards&amp;lt;/strong&amp;gt;: Both Jokers are wild and can represent any rank from A to K.&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Objective &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Be the first player to get rid of all cards in hand and win as the Bluff King.&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt; Setup&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  Shuffle and deal all cards as evenly as possible among all players. Randomly choose&lt;br /&gt;
  a starting player with the lead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Turn Structure &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each round follows these phases:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;1. Play and Claim&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player with the lead:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; Plays any &amp;lt;strong&amp;gt;X&amp;lt;/strong&amp;gt; cards face down to the Play Area. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; Declares a claim in the form: &amp;lt;strong&amp;gt;&amp;amp;quot;X x Y&amp;amp;quot;&amp;lt;/strong&amp;gt; (where &amp;lt;strong&amp;gt;Y&amp;lt;/strong&amp;gt; is any rank from A to K). &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;The claimed rank does not need to match the real cards. Bluffing is the core of the game.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;2. Response Phase&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the claim is made, other players respond. The flow depends on the game option &amp;lt;strong&amp;gt;When can you add cards?&amp;lt;/strong&amp;gt;:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Mode A: Immediately on your turn&amp;lt;/strong&amp;gt; (default)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Starting from the next player in turn order, each player chooses one of three actions when it is their turn:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Call Bluff&amp;lt;/strong&amp;gt;: immediately trigger Challenge Resolution — the challenger reveals the claimant&#039;s most recently played set and resolves the challenge. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &amp;lt;strong&amp;gt;Add Cards&amp;lt;/strong&amp;gt;: play &amp;lt;strong&amp;gt;X&amp;lt;/strong&amp;gt; cards face down and claim &amp;lt;strong&amp;gt;&amp;amp;quot;X x Y&amp;amp;quot;&amp;lt;/strong&amp;gt;. &amp;lt;strong&amp;gt;Y must match the current round rank&amp;lt;/strong&amp;gt;; &amp;lt;strong&amp;gt;X can be any legal number&amp;lt;/strong&amp;gt;. The adding player becomes the new claimant, and the next player&#039;s response begins immediately.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &amp;lt;strong&amp;gt;Pass&amp;lt;/strong&amp;gt;: take no action; move to the next player.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;In short: each player acts immediately on their turn — challenge, add cards, or pass — without waiting for others.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Mode B: Only after no one calls bluff&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the claim, all other players first declare whether to call bluff simultaneously:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Someone calls bluff&amp;lt;/strong&amp;gt; &amp;amp;rarr; immediately trigger Challenge Resolution.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;No one calls bluff&amp;lt;/strong&amp;gt; &amp;amp;rarr; proceed to the Add Cards phase: starting from the next player in turn order, each player may:&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Add Cards&amp;lt;/strong&amp;gt;: same as above; after adding, all players again declare whether to call bluff on this new claimant.&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt; &amp;lt;strong&amp;gt;Pass&amp;lt;/strong&amp;gt;: skip this opportunity. &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;In short: challenge declarations happen first; only after everyone passes can players add cards.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;3. Challenge Resolution &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a challenge is called, reveal the claimant&#039;s most recently played set and resolve:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &amp;lt;strong&amp;gt;Claim is false (bluff)&amp;lt;/strong&amp;gt; &amp;amp;rarr; the claimant takes all cards in the Play Area; the challenger gets the next lead. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Claim is true&amp;lt;/strong&amp;gt; &amp;amp;rarr; the challenger takes all cards in the Play Area; the claimant gets the next lead. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After challenge resolution, the player with the lead freely chooses a new rank and starts the next round.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;4. Round Settle &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If all eligible players choose not to add cards (and no challenge is called):&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;All cards in the Play Area are discarded.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; The last player who played/added cards keeps the lead and starts the next round with a freely chosen new rank. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Win Condition &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;At the end of each challenge resolution, the game checks victory:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;The first player with 0 cards in hand wins immediately as the Bluff King.&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All other players are ranked by remaining hand cards (fewer cards rank higher).&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  &amp;lt;em&amp;gt;Important: even if a player appears to have emptied their hand, victory is only confirmed&lt;br /&gt;
  after challenge resolution. If that last play is challenged and proven false, that player&lt;br /&gt;
  takes the Play Area cards and the game continues.&amp;lt;/em&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Box Preview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BluffKing_Box.jpg|840x840px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Related Links&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://boardgamearena.com/gamepanel?game=bluffking Play Bluff King On BGA]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbluffking&amp;diff=29261</id>
		<title>Gamehelpbluffking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbluffking&amp;diff=29261"/>
		<updated>2026-04-02T22:09:24Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: The game strategies have been moved to a separate strategy page, thereby separating the rules page from the strategy page. A link to the game strategy page has also been added to the top of the interface.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Bluff King, see &#039;&#039;&#039;[[Tips bluffking|Tips_Bluff King]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt; Bluff King Game Rules&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Overview &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  Bluff King is a classic bluffing card game for 2-8 players. Players take turns&lt;br /&gt;
  playing cards face down and making claims about their rank. Other players may&lt;br /&gt;
  either call bluff or keep adding cards. Claims can be true or false: outplay&lt;br /&gt;
  everyone, empty your hand first, and become the Bluff King.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://boardgamearena.com/gamepanel?game=bluffking Play Bluff King On BGA]&lt;br /&gt;
&lt;br /&gt;
[[File:Bluff King Banner.jpg|alt=Bluff King Banner|840x840px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Components&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Deck setup&amp;lt;/strong&amp;gt;: 1 or 2 standard 54-card decks (including Jokers), chosen in game options. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Wild cards&amp;lt;/strong&amp;gt;: Both Jokers are wild and can represent any rank from A to K.&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Objective &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Be the first player to get rid of all cards in hand and win as the Bluff King.&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt; Setup&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  Shuffle and deal all cards as evenly as possible among all players. Randomly choose&lt;br /&gt;
  a starting player with the lead.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Turn Structure &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Each round follows these phases:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;1. Play and Claim&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The player with the lead:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; Plays any &amp;lt;strong&amp;gt;X&amp;lt;/strong&amp;gt; cards face down to the Play Area. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; Declares a claim in the form: &amp;lt;strong&amp;gt;&amp;amp;quot;X x Y&amp;amp;quot;&amp;lt;/strong&amp;gt; (where &amp;lt;strong&amp;gt;Y&amp;lt;/strong&amp;gt; is any rank from A to K). &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;The claimed rank does not need to match the real cards. Bluffing is the core of the game.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;2. Response Phase&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the claim is made, other players respond. The flow depends on the game option &amp;lt;strong&amp;gt;When can you add cards?&amp;lt;/strong&amp;gt;:&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Mode A: Immediately on your turn&amp;lt;/strong&amp;gt; (default)&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Starting from the next player in turn order, each player chooses one of three actions when it is their turn:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Call Bluff&amp;lt;/strong&amp;gt;: immediately trigger Challenge Resolution — the challenger reveals the claimant&#039;s most recently played set and resolves the challenge. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &amp;lt;strong&amp;gt;Add Cards&amp;lt;/strong&amp;gt;: play &amp;lt;strong&amp;gt;X&amp;lt;/strong&amp;gt; cards face down and claim &amp;lt;strong&amp;gt;&amp;amp;quot;X x Y&amp;amp;quot;&amp;lt;/strong&amp;gt;. &amp;lt;strong&amp;gt;Y must match the current round rank&amp;lt;/strong&amp;gt;; &amp;lt;strong&amp;gt;X can be any legal number&amp;lt;/strong&amp;gt;. The adding player becomes the new claimant, and the next player&#039;s response begins immediately.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &amp;lt;strong&amp;gt;Pass&amp;lt;/strong&amp;gt;: take no action; move to the next player.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;In short: each player acts immediately on their turn — challenge, add cards, or pass — without waiting for others.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Mode B: Only after no one calls bluff&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the claim, all other players first declare whether to call bluff simultaneously:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Someone calls bluff&amp;lt;/strong&amp;gt; &amp;amp;rarr; immediately trigger Challenge Resolution.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;No one calls bluff&amp;lt;/strong&amp;gt; &amp;amp;rarr; proceed to the Add Cards phase: starting from the next player in turn order, each player may:&lt;br /&gt;
    &amp;lt;ul&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Add Cards&amp;lt;/strong&amp;gt;: same as above; after adding, all players again declare whether to call bluff on this new claimant.&amp;lt;/li&amp;gt;&lt;br /&gt;
      &amp;lt;li&amp;gt; &amp;lt;strong&amp;gt;Pass&amp;lt;/strong&amp;gt;: skip this opportunity. &amp;lt;/li&amp;gt;&lt;br /&gt;
    &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;em&amp;gt;In short: challenge declarations happen first; only after everyone passes can players add cards.&amp;lt;/em&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;3. Challenge Resolution &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a challenge is called, reveal the claimant&#039;s most recently played set and resolve:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; &amp;lt;strong&amp;gt;Claim is false (bluff)&amp;lt;/strong&amp;gt; &amp;amp;rarr; the claimant takes all cards in the Play Area; the challenger gets the next lead. &amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Claim is true&amp;lt;/strong&amp;gt; &amp;amp;rarr; the challenger takes all cards in the Play Area; the claimant gets the next lead. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After challenge resolution, the player with the lead freely chooses a new rank and starts the next round.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;4. Round Settle &amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;If all eligible players choose not to add cards (and no challenge is called):&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt; &lt;br /&gt;
  &amp;lt;li&amp;gt;All cards in the Play Area are discarded.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt; The last player who played/added cards keeps the lead and starts the next round with a freely chosen new rank. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Win Condition &amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;At the end of each challenge resolution, the game checks victory:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;The first player with 0 cards in hand wins immediately as the Bluff King.&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All other players are ranked by remaining hand cards (fewer cards rank higher).&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
  &amp;lt;em&amp;gt;Important: even if a player appears to have emptied their hand, victory is only confirmed&lt;br /&gt;
  after challenge resolution. If that last play is challenged and proven false, that player&lt;br /&gt;
  takes the Play Area cards and the game continues.&amp;lt;/em&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Box Preview&amp;lt;/h2&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BluffKing_Box.jpg|840x840px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Related Links&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[https://boardgamearena.com/gamepanel?game=bluffking Play Bluff King On BGA]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_bluffking&amp;diff=29260</id>
		<title>Tips bluffking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_bluffking&amp;diff=29260"/>
		<updated>2026-04-02T22:03:18Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of Bluff King, see &#039;&#039;&#039;[[Gamehelpbluffking|GameHelpBluffKing]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Strategy Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Timing your truth and lies&amp;lt;/strong&amp;gt;: choose carefully when to make honest claims and when to bluff.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pressure reading&amp;lt;/strong&amp;gt;: watch each opponent&#039;s habits and challenge patterns.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Risk scaling&amp;lt;/strong&amp;gt;: as the Play Area grows, failed challenges become more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Use Jokers wisely&amp;lt;/strong&amp;gt;: wild cards can swing critical moments.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Track hand counts&amp;lt;/strong&amp;gt;: keep watching each player&#039;s remaining cards, especially the lowest hand-count player, and pressure them with targeted challenges.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_bluffking&amp;diff=29259</id>
		<title>Tips bluffking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_bluffking&amp;diff=29259"/>
		<updated>2026-04-02T22:01:07Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;Strategy Tips&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Timing your truth and lies&amp;lt;/strong&amp;gt;: choose carefully when to make honest claims and when to bluff.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Pressure reading&amp;lt;/strong&amp;gt;: watch each opponent&#039;s habits and challenge patterns.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Risk scaling&amp;lt;/strong&amp;gt;: as the Play Area grows, failed challenges become more expensive.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Use Jokers wisely&amp;lt;/strong&amp;gt;: wild cards can swing critical moments.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&amp;lt;strong&amp;gt;Track hand counts&amp;lt;/strong&amp;gt;: keep watching each player&#039;s remaining cards, especially the lowest hand-count player, and pressure them with targeted challenges.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_bluffking&amp;diff=29258</id>
		<title>Tips bluffking</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_bluffking&amp;diff=29258"/>
		<updated>2026-04-02T22:00:00Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Created page with &amp;quot;Strategy Tips Timing your truth and lies: choose carefully when to make honest claims and when to bluff. Pressure reading: watch each opponent&amp;#039;s habits and challenge patterns. Risk scaling: as the Play Area grows, failed challenges become more expensive. Use Jokers wisely: wild cards can swing critical moments. Track hand counts: keep watching each player&amp;#039;s remaining cards, especially the lowest hand-count player, and pressure them with targeted challenges.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategy Tips&lt;br /&gt;
Timing your truth and lies: choose carefully when to make honest claims and when to bluff.&lt;br /&gt;
Pressure reading: watch each opponent&#039;s habits and challenge patterns.&lt;br /&gt;
Risk scaling: as the Play Area grows, failed challenges become more expensive.&lt;br /&gt;
Use Jokers wisely: wild cards can swing critical moments.&lt;br /&gt;
Track hand counts: keep watching each player&#039;s remaining cards, especially the lowest hand-count player, and pressure them with targeted challenges.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=27179</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=27179"/>
		<updated>2025-11-05T22:42:54Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: A minor grammatical error: a enemy —&amp;gt; an enemy .&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Tablut, see &#039;&#039;&#039;[[Tips tablut|Tips_Tablut]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|600x600px|none]]&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
== Moves ==&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
== Throne ==&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
== Captures ==&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A corner can be used like an enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
[[File:Tablut Capture.jpg|none|thumb|400x400px]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
== Variant: King exits on the rim ==&lt;br /&gt;
Like all tafl games, Tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
[[File:Tablut Initial Edge.jpg|none|thumb|603x603px]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the &#039;&#039;&#039;fortress&#039;&#039;&#039; and the king starts on the &#039;&#039;&#039;throne&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In this variant, a corner can&#039;t be used like an enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=27178</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=27178"/>
		<updated>2025-11-05T22:40:27Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: A minor grammatical error:  a enemy —&amp;gt; an enemy .&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Tablut, see &#039;&#039;&#039;[[Tips tablut|Tips_Tablut]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|600x600px|none]]&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
== Moves ==&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
== Throne ==&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
== Captures ==&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A corner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
[[File:Tablut Capture.jpg|none|thumb|400x400px]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
== Variant: King exits on the rim ==&lt;br /&gt;
Like all tafl games, Tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
[[File:Tablut Initial Edge.jpg|none|thumb|603x603px]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the &#039;&#039;&#039;fortress&#039;&#039;&#039; and the king starts on the &#039;&#039;&#039;throne&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In this variant, a corner can&#039;t be used like an enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=25578</id>
		<title>Tips thermopyles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=25578"/>
		<updated>2025-06-24T19:14:21Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of Thermopyles, see &#039;&#039;&#039;[[Gamehelpthermopyles|GameHelpThermopyles]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are not short of cards but your teammates are, remember to leave the cards for your teammates. In this case, you shouldn&#039;t draw cards. If you draw cards, your teammates can&#039;t draw cards; if you don&#039;t draw cards, your teammates can draw cards.&lt;br /&gt;
&lt;br /&gt;
Make all of your battles on spaces 3 and 6 where you get free support (1 extra dice).&lt;br /&gt;
So immediately retreat to 3. &lt;br /&gt;
&lt;br /&gt;
If this is a single player game, later when you have just 2 cards retreat all the way to 6 and get a full hand of 5 cards. If this is a co-op game, you don&#039;t necessarily need to wait until you have two cards left before retreating.&lt;br /&gt;
&lt;br /&gt;
For some of the your lower cards, 10&#039;s and 11&#039;s for example can be used as &#039;take a chance fodder&#039;, for example if you have enemies 15, 16 then throw down the 10 in the hope for getting a 5 or 6 on the free die.&lt;br /&gt;
&lt;br /&gt;
You can make a judgment call on whether you can go all in to annihilate the opponents and finish the game quicker by getting 12 in the graveyard, otherwise you will need to play conservatively by not always using your good cards. Use the &#039;take a chance fodder&#039; tactic whenever possible.&lt;br /&gt;
&lt;br /&gt;
Use the number of cards in the various piles to better understand your position and chances.&lt;br /&gt;
&lt;br /&gt;
If you have a large difference of defence values, say 14 in 1st place, and a 22 in the 2nd slot. Use a small card (say 12) to initially get rid of the 14 in 1st place. Then say the next army comes in as a 21. So now there is 22 and 21 to attack, when you play your high value 20 card you will be doing so with maximum effect (taking out 2 large armies rather than just 1).&lt;br /&gt;
&lt;br /&gt;
When deciding if to use dice, or to choose a 2nd die, remember that the expected value from a 6-sided die is 3.5. Therefore you assume that you can get a roll of 3 or better from each die.  If you aren’t rolling to get a four or better occasionally, you’ll seldom win Thermopyles.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=25577</id>
		<title>Tips thermopyles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=25577"/>
		<updated>2025-06-24T19:04:02Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of Thermopyles, see &#039;&#039;&#039;[[Gamehelpthermopyles|GameHelpThermopyles]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you are not short of cards but your teammates are, remember to leave the cards for your teammates.&lt;br /&gt;
&lt;br /&gt;
Make all of your battles on spaces 3 and 6 where you get free support (1 extra dice).&lt;br /&gt;
So immediately retreat to 3. &lt;br /&gt;
&lt;br /&gt;
If this is a single player game, later when you have just 2 cards retreat all the way to 6 and get a full hand of 5 cards. If this is a co-op game, you don&#039;t necessarily need to wait until you have two cards left before retreating.&lt;br /&gt;
&lt;br /&gt;
For some of the your lower cards, 10&#039;s and 11&#039;s for example can be used as &#039;take a chance fodder&#039;, for example if you have enemies 15, 16 then throw down the 10 in the hope for getting a 5 or 6 on the free die.&lt;br /&gt;
&lt;br /&gt;
You can make a judgment call on whether you can go all in to annihilate the opponents and finish the game quicker by getting 12 in the graveyard, otherwise you will need to play conservatively by not always using your good cards. Use the &#039;take a chance fodder&#039; tactic whenever possible.&lt;br /&gt;
&lt;br /&gt;
Use the number of cards in the various piles to better understand your position and chances.&lt;br /&gt;
&lt;br /&gt;
If you have a large difference of defence values, say 14 in 1st place, and a 22 in the 2nd slot. Use a small card (say 12) to initially get rid of the 14 in 1st place. Then say the next army comes in as a 21. So now there is 22 and 21 to attack, when you play your high value 20 card you will be doing so with maximum effect (taking out 2 large armies rather than just 1).&lt;br /&gt;
&lt;br /&gt;
When deciding if to use dice, or to choose a 2nd die, remember that the expected value from a 6-sided die is 3.5. Therefore you assume that you can get a roll of 3 or better from each die.  If you aren’t rolling to get a four or better occasionally, you’ll seldom win Thermopyles.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthermopyles&amp;diff=25576</id>
		<title>Gamehelpthermopyles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthermopyles&amp;diff=25576"/>
		<updated>2025-06-24T18:56:00Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Thermopyles, see &#039;&#039;&#039;[[Tips thermopyles|Tips_Thermopyles]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
• 20 Spartan cards&lt;br /&gt;
&lt;br /&gt;
• 4 Support cards&lt;br /&gt;
&lt;br /&gt;
• 28 Persian cards&lt;br /&gt;
&lt;br /&gt;
• 1 map card&lt;br /&gt;
&lt;br /&gt;
• 1 battle location marker&lt;br /&gt;
&lt;br /&gt;
• 2 dice&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
Shuffle the Spartan and Persian decks separately and place both decks face down on the table.&lt;br /&gt;
&lt;br /&gt;
The players draw 2 Persian cards and place them next to the map card. Place the Support cards face-up on the game table.&lt;br /&gt;
&lt;br /&gt;
Each player draws a starting hand of 3 Spartan cards. The strongest player starts the game (The players can use any method they prefer in determining this!).&lt;br /&gt;
&lt;br /&gt;
Special rule: with one player, start instead with 4 cards. The player may skip the test of strength.&lt;br /&gt;
&lt;br /&gt;
Note: All players have a hand limit of 5 cards. When a player’s hand is full, the player can either decline to draw a card OR draw a card but then discard back down to 5 cards in hand.&lt;br /&gt;
&lt;br /&gt;
== Turn sequence ==&lt;br /&gt;
&lt;br /&gt;
The players take turns in clockwise order. On each turn, the player in turn chooses one of the following options:&lt;br /&gt;
&lt;br /&gt;
• Retreat – move the marker backwards one step on the map card and draw a card.&lt;br /&gt;
&lt;br /&gt;
• Fight – play a card from your hand and resolve the combat.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn. Thus the players take turns until one of the game end conditions is triggered (see the Game End section).&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
&lt;br /&gt;
If a player chooses to Retreat, the player must move the battle marker 1 step backwards.&lt;br /&gt;
&lt;br /&gt;
In addition, the players as a team may draw a Spartan card. The players together decide on which player will receive the card.&lt;br /&gt;
&lt;br /&gt;
If the Spartan cards are exhausted, no more cards can be drawn.&lt;br /&gt;
&lt;br /&gt;
Note: If a player in turn has no cards in hand, the player must retreat.&lt;br /&gt;
&lt;br /&gt;
=== Fight ===&lt;br /&gt;
&lt;br /&gt;
If a player chooses to Fight, the player follows the following sequence:&lt;br /&gt;
&lt;br /&gt;
1. Charge&lt;br /&gt;
&lt;br /&gt;
2. Ask for Support&lt;br /&gt;
&lt;br /&gt;
3. Use location bonus&lt;br /&gt;
&lt;br /&gt;
4. Combat resolution&lt;br /&gt;
&lt;br /&gt;
==== Charge ====&lt;br /&gt;
&lt;br /&gt;
The player chooses a Spartan card from the ones available in hand and places it next to the map card.&lt;br /&gt;
&lt;br /&gt;
Each card has a certain Combat Value (10-20) pictured on it, indicating the number of Spartan soldiers in the group represented by the card.&lt;br /&gt;
&lt;br /&gt;
==== Ask for support ====&lt;br /&gt;
&lt;br /&gt;
After choosing the card to play, the player in turn may then use any number of support cards in order to reinforce combat strength.&lt;br /&gt;
&lt;br /&gt;
The support cards chosen are discarded and for each discarded card, the player gets to roll one die.&lt;br /&gt;
&lt;br /&gt;
The result of the Support die roll will be added to the Combat Value of the Spartan card that has been played.&lt;br /&gt;
&lt;br /&gt;
Once all the support cards have been used, no more support cards can be played.&lt;br /&gt;
&lt;br /&gt;
==== Use location bonus ====&lt;br /&gt;
&lt;br /&gt;
Whenever the battle marker on the map card is at the Hot Gates (3) OR at the Last Stand (6) locations, the player receives one additional bonus die roll for the fight.&lt;br /&gt;
&lt;br /&gt;
The result of the location die roll will be added to the Combat Value of the Spartan card that has been played.&lt;br /&gt;
&lt;br /&gt;
The player must decide on playing any Support cards before rolling the location die.&lt;br /&gt;
&lt;br /&gt;
==== Combat resolution ====&lt;br /&gt;
&lt;br /&gt;
After the Spartan card has been chosen, and any bonuses from the die rolls have been added, players compare the Combat Value of the Spartan side to the first Persian card.&lt;br /&gt;
&lt;br /&gt;
Each Persian card has two values on it: Combat Value (white) and Annihilation Value (red).&lt;br /&gt;
&lt;br /&gt;
The Annihilation Value of the card is always at least as great as the Combat Value of the card.&lt;br /&gt;
&lt;br /&gt;
Some Persian cards have a “Λ” bonus card symbol.&lt;br /&gt;
&lt;br /&gt;
The combat is then resolved:&lt;br /&gt;
&lt;br /&gt;
1. If the Persian card has a greater Combat Value than the Spartan side, the Spartan card is discarded and it is the next player&#039;s turn. The Persian cards remain in place and the turn ends immediately. The next player will have to face the same challenge.&lt;br /&gt;
&lt;br /&gt;
2. If the Spartan side has an equal or greater Combat Value than the Persian card but the Combat Value is lower than the Annihilation Value, the Persian attack is successfully repelled and the Persian card is placed in the discard pile.&lt;br /&gt;
&lt;br /&gt;
3. If the Spartan side has equal or greater Combat Value than the Annihilation Value of the Persian card, the Persian attack force is eliminated. Place the Persian card in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
If the first Persian card was defeated (outcome Β or Γ), the second Persian card will be fought in a similar fashion as the first one. The Spartan side’s Combat Value remains the same as in the first combat (i.e. the bonuses from the possible die rolls are still counted for the second combat).&lt;br /&gt;
&lt;br /&gt;
If the Spartan side was victorious against the first Persian card, but lost against the second card, the player’s turn ends and the Spartan card is discarded. Slide the second Persian card to the first slot and draw a new Persian card for the second slot.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
If the Spartan side defeats both of the Persian cards, the turn ends and the player draws new Persian cards for the first and second slot. Discard the Spartan card played.&lt;br /&gt;
&lt;br /&gt;
For every defeated Persian card that had a bonus card “Λ” symbol, the players as a team may draw a Spartan card. The players together decide on which player will receive the card.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The players take turns until one of the game end conditions is met, and win or lose as a team:&lt;br /&gt;
&lt;br /&gt;
1. The players lose if the players are forced to retreat to the 7th location on the map card.&lt;br /&gt;
&lt;br /&gt;
2. The players lose if they run out of cards, meaning none of the players have cards in their hand and the draw pile is exhausted.&lt;br /&gt;
&lt;br /&gt;
3. The players win, if at the end of the battle, there are not enough Persian cards in the Persian draw deck to refill both the first and second slots. In this case the Spartans have been able to repel the full attack of the Persian army. &lt;br /&gt;
&lt;br /&gt;
4. The players win immediately when the 12th Persian card is placed in the Graveyard. In this case, the Persian army has suffered too many casualties and abandons the campaign to head home in disgrace.&lt;br /&gt;
&lt;br /&gt;
== List of Persian cards ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 12 / 27&lt;br /&gt;
* 13 / 26&lt;br /&gt;
* 14 / 25&lt;br /&gt;
* 15 / 24&lt;br /&gt;
* 15 / 24&lt;br /&gt;
* 16 / 23&lt;br /&gt;
* 16 / 23&lt;br /&gt;
* 17 / 22&lt;br /&gt;
* 17 / 22&lt;br /&gt;
* 17 / 22&lt;br /&gt;
* 17 / 27 with draw bonus&lt;br /&gt;
* 18 / 21&lt;br /&gt;
* 18 / 21&lt;br /&gt;
* 18 / 26 with draw bonus&lt;br /&gt;
* 18 / 26 with draw bonus&lt;br /&gt;
* 19 / 20&lt;br /&gt;
* 19 / 20&lt;br /&gt;
* 19 / 25 with draw bonus&lt;br /&gt;
* 19 / 25 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 22 / 22 with draw bonus&lt;br /&gt;
&lt;br /&gt;
== list of spartan cards ==&lt;br /&gt;
&lt;br /&gt;
* 10 11 11 12 12 &lt;br /&gt;
* 13 13 14 14 15 &lt;br /&gt;
* 15 16 16 17 17 &lt;br /&gt;
* 18 18 19 19 20&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthermopyles&amp;diff=25575</id>
		<title>Gamehelpthermopyles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthermopyles&amp;diff=25575"/>
		<updated>2025-06-24T18:53:24Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== For tips on how to play Thermopyles, see &#039;&#039;&#039;[[Tips thermopyles|Tips_Thermopyles]] .&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
• 20 Spartan cards&lt;br /&gt;
&lt;br /&gt;
• 4 Support cards&lt;br /&gt;
&lt;br /&gt;
• 28 Persian cards&lt;br /&gt;
&lt;br /&gt;
• 1 map card&lt;br /&gt;
&lt;br /&gt;
• 1 battle location marker&lt;br /&gt;
&lt;br /&gt;
• 2 dice&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
Shuffle the Spartan and Persian decks separately and place both decks face down on the table.&lt;br /&gt;
&lt;br /&gt;
The players draw 2 Persian cards and place them next to the map card. Place the Support cards face-up on the game table.&lt;br /&gt;
&lt;br /&gt;
Each player draws a starting hand of 3 Spartan cards. The strongest player starts the game (The players can use any method they prefer in determining this!).&lt;br /&gt;
&lt;br /&gt;
Special rule: with one player, start instead with 4 cards. The player may skip the test of strength.&lt;br /&gt;
&lt;br /&gt;
Note: All players have a hand limit of 5 cards. When a player’s hand is full, the player can either decline to draw a card OR draw a card but then discard back down to 5 cards in hand.&lt;br /&gt;
&lt;br /&gt;
== Turn sequence ==&lt;br /&gt;
&lt;br /&gt;
The players take turns in clockwise order. On each turn, the player in turn chooses one of the following options:&lt;br /&gt;
&lt;br /&gt;
• Retreat – move the marker backwards one step on the map card and draw a card.&lt;br /&gt;
&lt;br /&gt;
• Fight – play a card from your hand and resolve the combat.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn. Thus the players take turns until one of the game end conditions is triggered (see the Game End section).&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
&lt;br /&gt;
If a player chooses to Retreat, the player must move the battle marker 1 step backwards.&lt;br /&gt;
&lt;br /&gt;
In addition, the players as a team may draw a Spartan card. The players together decide on which player will receive the card.&lt;br /&gt;
&lt;br /&gt;
If the Spartan cards are exhausted, no more cards can be drawn.&lt;br /&gt;
&lt;br /&gt;
Note: If a player in turn has no cards in hand, the player must retreat.&lt;br /&gt;
&lt;br /&gt;
=== Fight ===&lt;br /&gt;
&lt;br /&gt;
If a player chooses to Fight, the player follows the following sequence:&lt;br /&gt;
&lt;br /&gt;
1. Charge&lt;br /&gt;
&lt;br /&gt;
2. Ask for Support&lt;br /&gt;
&lt;br /&gt;
3. Use location bonus&lt;br /&gt;
&lt;br /&gt;
4. Combat resolution&lt;br /&gt;
&lt;br /&gt;
==== Charge ====&lt;br /&gt;
&lt;br /&gt;
The player chooses a Spartan card from the ones available in hand and places it next to the map card.&lt;br /&gt;
&lt;br /&gt;
Each card has a certain Combat Value (10-20) pictured on it, indicating the number of Spartan soldiers in the group represented by the card.&lt;br /&gt;
&lt;br /&gt;
==== Ask for support ====&lt;br /&gt;
&lt;br /&gt;
After choosing the card to play, the player in turn may then use any number of support cards in order to reinforce combat strength.&lt;br /&gt;
&lt;br /&gt;
The support cards chosen are discarded and for each discarded card, the player gets to roll one die.&lt;br /&gt;
&lt;br /&gt;
The result of the Support die roll will be added to the Combat Value of the Spartan card that has been played.&lt;br /&gt;
&lt;br /&gt;
Once all the support cards have been used, no more support cards can be played.&lt;br /&gt;
&lt;br /&gt;
==== Use location bonus ====&lt;br /&gt;
&lt;br /&gt;
Whenever the battle marker on the map card is at the Hot Gates (3) OR at the Last Stand (6) locations, the player receives one additional bonus die roll for the fight.&lt;br /&gt;
&lt;br /&gt;
The result of the location die roll will be added to the Combat Value of the Spartan card that has been played.&lt;br /&gt;
&lt;br /&gt;
The player must decide on playing any Support cards before rolling the location die.&lt;br /&gt;
&lt;br /&gt;
==== Combat resolution ====&lt;br /&gt;
&lt;br /&gt;
After the Spartan card has been chosen, and any bonuses from the die rolls have been added, players compare the Combat Value of the Spartan side to the first Persian card.&lt;br /&gt;
&lt;br /&gt;
Each Persian card has two values on it: Combat Value (white) and Annihilation Value (red).&lt;br /&gt;
&lt;br /&gt;
The Annihilation Value of the card is always at least as great as the Combat Value of the card.&lt;br /&gt;
&lt;br /&gt;
Some Persian cards have a “Λ” bonus card symbol.&lt;br /&gt;
&lt;br /&gt;
The combat is then resolved:&lt;br /&gt;
&lt;br /&gt;
1. If the Persian card has a greater Combat Value than the Spartan side, the Spartan card is discarded and it is the next player&#039;s turn. The Persian cards remain in place and the turn ends immediately. The next player will have to face the same challenge.&lt;br /&gt;
&lt;br /&gt;
2. If the Spartan side has an equal or greater Combat Value than the Persian card but the Combat Value is lower than the Annihilation Value, the Persian attack is successfully repelled and the Persian card is placed in the discard pile.&lt;br /&gt;
&lt;br /&gt;
3. If the Spartan side has equal or greater Combat Value than the Annihilation Value of the Persian card, the Persian attack force is eliminated. Place the Persian card in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
If the first Persian card was defeated (outcome Β or Γ), the second Persian card will be fought in a similar fashion as the first one. The Spartan side’s Combat Value remains the same as in the first combat (i.e. the bonuses from the possible die rolls are still counted for the second combat).&lt;br /&gt;
&lt;br /&gt;
If the Spartan side was victorious against the first Persian card, but lost against the second card, the player’s turn ends and the Spartan card is discarded. Slide the second Persian card to the first slot and draw a new Persian card for the second slot.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
If the Spartan side defeats both of the Persian cards, the turn ends and the player draws new Persian cards for the first and second slot. Discard the Spartan card played.&lt;br /&gt;
&lt;br /&gt;
For every defeated Persian card that had a bonus card “Λ” symbol, the players as a team may draw a Spartan card. The players together decide on which player will receive the card.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The players take turns until one of the game end conditions is met, and win or lose as a team:&lt;br /&gt;
&lt;br /&gt;
1. The players lose if the players are forced to retreat to the 7th location on the map card.&lt;br /&gt;
&lt;br /&gt;
2. The players lose if they run out of cards, meaning none of the players have cards in their hand and the draw pile is exhausted.&lt;br /&gt;
&lt;br /&gt;
3. The players win, if at the end of the battle, there are not enough Persian cards in the Persian draw deck to refill both the first and second slots. In this case the Spartans have been able to repel the full attack of the Persian army. &lt;br /&gt;
&lt;br /&gt;
4. The players win immediately when the 12th Persian card is placed in the Graveyard. In this case, the Persian army has suffered too many casualties and abandons the campaign to head home in disgrace.&lt;br /&gt;
&lt;br /&gt;
== List of Persian cards ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 12 / 27&lt;br /&gt;
* 13 / 26&lt;br /&gt;
* 14 / 25&lt;br /&gt;
* 15 / 24&lt;br /&gt;
* 15 / 24&lt;br /&gt;
* 16 / 23&lt;br /&gt;
* 16 / 23&lt;br /&gt;
* 17 / 22&lt;br /&gt;
* 17 / 22&lt;br /&gt;
* 17 / 22&lt;br /&gt;
* 17 / 27 with draw bonus&lt;br /&gt;
* 18 / 21&lt;br /&gt;
* 18 / 21&lt;br /&gt;
* 18 / 26 with draw bonus&lt;br /&gt;
* 18 / 26 with draw bonus&lt;br /&gt;
* 19 / 20&lt;br /&gt;
* 19 / 20&lt;br /&gt;
* 19 / 25 with draw bonus&lt;br /&gt;
* 19 / 25 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 22 / 22 with draw bonus&lt;br /&gt;
&lt;br /&gt;
== list of spartan cards ==&lt;br /&gt;
&lt;br /&gt;
* 10 11 11 12 12 &lt;br /&gt;
* 13 13 14 14 15 &lt;br /&gt;
* 15 16 16 17 17 &lt;br /&gt;
* 18 18 19 19 20&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpthermopyles&amp;diff=25574</id>
		<title>Gamehelpthermopyles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpthermopyles&amp;diff=25574"/>
		<updated>2025-06-24T18:52:28Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== For tips on how to play Thermopyles, see &#039;&#039;&#039;[[Tips thermopyles|Tips_Thermopyles]] .&#039;&#039;&#039; ==&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
• 20 Spartan cards&lt;br /&gt;
&lt;br /&gt;
• 4 Support cards&lt;br /&gt;
&lt;br /&gt;
• 28 Persian cards&lt;br /&gt;
&lt;br /&gt;
• 1 map card&lt;br /&gt;
&lt;br /&gt;
• 1 battle location marker&lt;br /&gt;
&lt;br /&gt;
• 2 dice&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
&lt;br /&gt;
Shuffle the Spartan and Persian decks separately and place both decks face down on the table.&lt;br /&gt;
&lt;br /&gt;
The players draw 2 Persian cards and place them next to the map card. Place the Support cards face-up on the game table.&lt;br /&gt;
&lt;br /&gt;
Each player draws a starting hand of 3 Spartan cards. The strongest player starts the game (The players can use any method they prefer in determining this!).&lt;br /&gt;
&lt;br /&gt;
Special rule: with one player, start instead with 4 cards. The player may skip the test of strength.&lt;br /&gt;
&lt;br /&gt;
Note: All players have a hand limit of 5 cards. When a player’s hand is full, the player can either decline to draw a card OR draw a card but then discard back down to 5 cards in hand.&lt;br /&gt;
&lt;br /&gt;
== Turn sequence ==&lt;br /&gt;
&lt;br /&gt;
The players take turns in clockwise order. On each turn, the player in turn chooses one of the following options:&lt;br /&gt;
&lt;br /&gt;
• Retreat – move the marker backwards one step on the map card and draw a card.&lt;br /&gt;
&lt;br /&gt;
• Fight – play a card from your hand and resolve the combat.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn. Thus the players take turns until one of the game end conditions is triggered (see the Game End section).&lt;br /&gt;
&lt;br /&gt;
=== Retreat ===&lt;br /&gt;
&lt;br /&gt;
If a player chooses to Retreat, the player must move the battle marker 1 step backwards.&lt;br /&gt;
&lt;br /&gt;
In addition, the players as a team may draw a Spartan card. The players together decide on which player will receive the card.&lt;br /&gt;
&lt;br /&gt;
If the Spartan cards are exhausted, no more cards can be drawn.&lt;br /&gt;
&lt;br /&gt;
Note: If a player in turn has no cards in hand, the player must retreat.&lt;br /&gt;
&lt;br /&gt;
=== Fight ===&lt;br /&gt;
&lt;br /&gt;
If a player chooses to Fight, the player follows the following sequence:&lt;br /&gt;
&lt;br /&gt;
1. Charge&lt;br /&gt;
&lt;br /&gt;
2. Ask for Support&lt;br /&gt;
&lt;br /&gt;
3. Use location bonus&lt;br /&gt;
&lt;br /&gt;
4. Combat resolution&lt;br /&gt;
&lt;br /&gt;
==== Charge ====&lt;br /&gt;
&lt;br /&gt;
The player chooses a Spartan card from the ones available in hand and places it next to the map card.&lt;br /&gt;
&lt;br /&gt;
Each card has a certain Combat Value (10-20) pictured on it, indicating the number of Spartan soldiers in the group represented by the card.&lt;br /&gt;
&lt;br /&gt;
==== Ask for support ====&lt;br /&gt;
&lt;br /&gt;
After choosing the card to play, the player in turn may then use any number of support cards in order to reinforce combat strength.&lt;br /&gt;
&lt;br /&gt;
The support cards chosen are discarded and for each discarded card, the player gets to roll one die.&lt;br /&gt;
&lt;br /&gt;
The result of the Support die roll will be added to the Combat Value of the Spartan card that has been played.&lt;br /&gt;
&lt;br /&gt;
Once all the support cards have been used, no more support cards can be played.&lt;br /&gt;
&lt;br /&gt;
==== Use location bonus ====&lt;br /&gt;
&lt;br /&gt;
Whenever the battle marker on the map card is at the Hot Gates (3) OR at the Last Stand (6) locations, the player receives one additional bonus die roll for the fight.&lt;br /&gt;
&lt;br /&gt;
The result of the location die roll will be added to the Combat Value of the Spartan card that has been played.&lt;br /&gt;
&lt;br /&gt;
The player must decide on playing any Support cards before rolling the location die.&lt;br /&gt;
&lt;br /&gt;
==== Combat resolution ====&lt;br /&gt;
&lt;br /&gt;
After the Spartan card has been chosen, and any bonuses from the die rolls have been added, players compare the Combat Value of the Spartan side to the first Persian card.&lt;br /&gt;
&lt;br /&gt;
Each Persian card has two values on it: Combat Value (white) and Annihilation Value (red).&lt;br /&gt;
&lt;br /&gt;
The Annihilation Value of the card is always at least as great as the Combat Value of the card.&lt;br /&gt;
&lt;br /&gt;
Some Persian cards have a “Λ” bonus card symbol.&lt;br /&gt;
&lt;br /&gt;
The combat is then resolved:&lt;br /&gt;
&lt;br /&gt;
1. If the Persian card has a greater Combat Value than the Spartan side, the Spartan card is discarded and it is the next player&#039;s turn. The Persian cards remain in place and the turn ends immediately. The next player will have to face the same challenge.&lt;br /&gt;
&lt;br /&gt;
2. If the Spartan side has an equal or greater Combat Value than the Persian card but the Combat Value is lower than the Annihilation Value, the Persian attack is successfully repelled and the Persian card is placed in the discard pile.&lt;br /&gt;
&lt;br /&gt;
3. If the Spartan side has equal or greater Combat Value than the Annihilation Value of the Persian card, the Persian attack force is eliminated. Place the Persian card in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
If the first Persian card was defeated (outcome Β or Γ), the second Persian card will be fought in a similar fashion as the first one. The Spartan side’s Combat Value remains the same as in the first combat (i.e. the bonuses from the possible die rolls are still counted for the second combat).&lt;br /&gt;
&lt;br /&gt;
If the Spartan side was victorious against the first Persian card, but lost against the second card, the player’s turn ends and the Spartan card is discarded. Slide the second Persian card to the first slot and draw a new Persian card for the second slot.&lt;br /&gt;
&lt;br /&gt;
After this, it is the next player’s turn.&lt;br /&gt;
&lt;br /&gt;
If the Spartan side defeats both of the Persian cards, the turn ends and the player draws new Persian cards for the first and second slot. Discard the Spartan card played.&lt;br /&gt;
&lt;br /&gt;
For every defeated Persian card that had a bonus card “Λ” symbol, the players as a team may draw a Spartan card. The players together decide on which player will receive the card.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
&lt;br /&gt;
The players take turns until one of the game end conditions is met, and win or lose as a team:&lt;br /&gt;
&lt;br /&gt;
1. The players lose if the players are forced to retreat to the 7th location on the map card.&lt;br /&gt;
&lt;br /&gt;
2. The players lose if they run out of cards, meaning none of the players have cards in their hand and the draw pile is exhausted.&lt;br /&gt;
&lt;br /&gt;
3. The players win, if at the end of the battle, there are not enough Persian cards in the Persian draw deck to refill both the first and second slots. In this case the Spartans have been able to repel the full attack of the Persian army. &lt;br /&gt;
&lt;br /&gt;
4. The players win immediately when the 12th Persian card is placed in the Graveyard. In this case, the Persian army has suffered too many casualties and abandons the campaign to head home in disgrace.&lt;br /&gt;
&lt;br /&gt;
== List of Persian cards ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* 12 / 27&lt;br /&gt;
* 13 / 26&lt;br /&gt;
* 14 / 25&lt;br /&gt;
* 15 / 24&lt;br /&gt;
* 15 / 24&lt;br /&gt;
* 16 / 23&lt;br /&gt;
* 16 / 23&lt;br /&gt;
* 17 / 22&lt;br /&gt;
* 17 / 22&lt;br /&gt;
* 17 / 22&lt;br /&gt;
* 17 / 27 with draw bonus&lt;br /&gt;
* 18 / 21&lt;br /&gt;
* 18 / 21&lt;br /&gt;
* 18 / 26 with draw bonus&lt;br /&gt;
* 18 / 26 with draw bonus&lt;br /&gt;
* 19 / 20&lt;br /&gt;
* 19 / 20&lt;br /&gt;
* 19 / 25 with draw bonus&lt;br /&gt;
* 19 / 25 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 20 / 24 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 21 / 23 with draw bonus&lt;br /&gt;
* 22 / 22 with draw bonus&lt;br /&gt;
&lt;br /&gt;
== list of spartan cards ==&lt;br /&gt;
&lt;br /&gt;
* 10 11 11 12 12 &lt;br /&gt;
* 13 13 14 14 15 &lt;br /&gt;
* 15 16 16 17 17 &lt;br /&gt;
* 18 18 19 19 20&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=24396</id>
		<title>Gamehelpopenfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=24396"/>
		<updated>2025-03-17T18:45:48Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: highest - &amp;gt; higher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Open Face Chinese Poker, see &#039;&#039;&#039;[[Tips openfacechinesepoker|Tips_Open Face Chinese Poker]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Open Face Chinese Poker can be abbreviated as OFCP. The goal of the game is to achieve more points than your opponent(s) by winning more hands also known as rows and/or by collecting royalties on premium hands without fouling. &lt;br /&gt;
Each player plays cards across three hands, the top, middle, and bottom, such that at the end there are 3 cards in the top, 5 in the middle and 5 in the bottom; 13 total in the completed hand, legal or not. The game version of BGA supports 1 to 4 players. &lt;br /&gt;
&lt;br /&gt;
== Hand Rankings ==&lt;br /&gt;
The best front hand is three aces. Straights, flushes, and straight flushes are not legal front hands.&lt;br /&gt;
&lt;br /&gt;
A&amp;gt;K&amp;gt;Q&amp;gt;J&amp;gt;10&amp;gt;9&amp;gt;8&amp;gt;7&amp;gt;6&amp;gt;5&amp;gt;4&amp;gt;3&amp;gt;2.&lt;br /&gt;
&lt;br /&gt;
For the convenience of writing, 10 will be written as T below.&lt;br /&gt;
&lt;br /&gt;
High card (K9652): lowest possible hand. In ties, you take the value of the highest card, then the second highest...&lt;br /&gt;
&lt;br /&gt;
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652&amp;gt;99AKQ)&lt;br /&gt;
&lt;br /&gt;
Two Pair (KK662): two pairs. In ties the highest pair wins (AA662&amp;gt;JJ773)&lt;br /&gt;
&lt;br /&gt;
3 of a Kind (KKK52): also called triplet. three identical cards. In ties you compare this trio first&lt;br /&gt;
&lt;br /&gt;
Straight (K9JQT): five consecutive cards. In ties you compare the highest card (AKQJT&amp;gt;JT987&amp;gt;T9876&amp;gt;5432A)&lt;br /&gt;
&lt;br /&gt;
Flush: five cards of the same suit. In ties you compare the highest card&lt;br /&gt;
&lt;br /&gt;
Full House (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322&amp;gt;222AA)(666TT&amp;gt;66622)&lt;br /&gt;
&lt;br /&gt;
4 of a Kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334&amp;gt;2222A)&lt;br /&gt;
&lt;br /&gt;
Straight Flush: flush + straight.&lt;br /&gt;
&lt;br /&gt;
Royal Flush: Ace high Straight Flush, in other words, AKQJT in the same suit.&lt;br /&gt;
&lt;br /&gt;
== Deal and Play ==&lt;br /&gt;
One player is designated dealer and deals 5 cards to each player, one at a time face down. The player to dealer&#039;s left now sets his or her 5 cards, placing them face up on the table, assigning each card to the front, middle or back hand. The other players do the same, in turn, ending with the dealer.&lt;br /&gt;
&lt;br /&gt;
Once all players have set their first 5 cards, play continues clockwise, starting with the player on the dealer&#039;s left. Each player in turn draws the top card of the stock, exposes it, and adds it to one of his or her three hands. Once played, cards cannot be moved from one hand to another, and when a hand has its full complement of cards (5 in the back or middle, 3 in the front), no more can be added. When everyone has 13 cards, the hands are compared and scored.&lt;br /&gt;
&lt;br /&gt;
The deal moves to the left after each hand.&lt;br /&gt;
&lt;br /&gt;
== Fouling/mis-setting ==&lt;br /&gt;
 At the end of each round, you check the hand requirement for all players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) don’t meet them, the hand is considered fouled/mis-set and has zero hand ranking.&lt;br /&gt;
So if no players meet them, all players will score 0 for the round.&lt;br /&gt;
&lt;br /&gt;
== Variation: Pineapple ==&lt;br /&gt;
In Pineapple OFCP, the maximum number of players is 3, and 4 players are not possible. &lt;br /&gt;
&lt;br /&gt;
 In Pineapple OFCP, instead of one card per round per player as in Original OFCP, each player is dealt three cards per round, playing two and discarding one. Recently, Pineapple OFCP is more popular than Original OFCP. Pineapple is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting option for OFCP in Board Game Arena. &lt;br /&gt;
&lt;br /&gt;
== Variation: 2-7 Lowball Middle ==&lt;br /&gt;
2-7 lowball middle is an option that can be selected before the game starts. If you use this option, then:&lt;br /&gt;
&lt;br /&gt;
The middle hand adopts 2-7 lowball poker hand ranks. For hands to be valid, The bottom hand must be stronger than or equal to the top hand and the middle hand cannot be higher than 10 high.&lt;br /&gt;
&lt;br /&gt;
In other words, in the middle hand:&lt;br /&gt;
&lt;br /&gt;
You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
We want the middle hand to be as weak as possible, not as strong as possible.&lt;br /&gt;
&lt;br /&gt;
Whether to use Variation: 2-7 Lowball Middle and whether to use Variation: Pineapple are options that can be set independently.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
For each line, top/middle/bottom, we compare the hand rank for each pair of players. The higher hand wins 1 point, plus the royalties of the hand, minus the royalties of the other player.&lt;br /&gt;
&lt;br /&gt;
If one player defeats another on all three lines, he/she gets a bonus of +3 points.&lt;br /&gt;
&lt;br /&gt;
The defeated player loses points equal to the gain of the other player.  If one player loses all their 100 starting points, they lose immediately.&lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, top/bottom remain the same, stronger is better. In the middle hand, weaker hands are better. Weak hands beat strong hands.&lt;br /&gt;
&lt;br /&gt;
== Fantasyland ==&lt;br /&gt;
After normal scoring is complete, if any player has a pair of queens or better in the top line, they enter in fantasyland which is a bonus round where they receive 14 cards (13 cards in Original OFCP) and arrange them as they want. Remaining cards after completing a 13-card hand are discarded. On a fantasyland round, the other players play and points are scored as usual.  &lt;br /&gt;
&lt;br /&gt;
The requirement to stay in fantasyland is higher. If in Original OFCP, 3 of a kind/full-house/4 of a kind, for top/middle/bottom respectively. If in Pineapple OFCP, 3 of a kind/4 of a kind, for top/bottom respectively. In Pineapple games, a full house in middle hand does not repeat Fantasyland. &lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, build KK or better in the top row and/or 75432(not the same suit) in the middle row to enter Fantasyland. To stay in Fantasyland, 3 of a kind in the top hand or 4 of a kind or higher in the bottom hand is required. &lt;br /&gt;
&lt;br /&gt;
== Progressive Fantasyland ==&lt;br /&gt;
In Progressive Fantasyland games, the maximum number of players is 3, and 4 players are not possible.  &lt;br /&gt;
&lt;br /&gt;
Players receive one additional card for each hand rank above QQ when they enter Fantasyland (3 additional cards maximum). Remaining cards after completing a 13-card hand are discarded.  &lt;br /&gt;
&lt;br /&gt;
In Progressive Fantasyland Pineapple OFCP, in the top row: 14 cards for QQ, 15 cards for KK, 16 cards for AA and 17 cards for triplets(3 of a Kind). The player keeps 13 cards, discarding the remainder before setting the hands. &lt;br /&gt;
&lt;br /&gt;
In 2-7 lowball middle, the condition changes into building KK or better in the top row and 75432 in the middle row with the same hand. &lt;br /&gt;
&lt;br /&gt;
== Royalties ==&lt;br /&gt;
If fouled/mis-set, no Royalties.&lt;br /&gt;
&lt;br /&gt;
=== Front/Top ===&lt;br /&gt;
66	1 /&lt;br /&gt;
77	2 /&lt;br /&gt;
88	3 /&lt;br /&gt;
99	4 /&lt;br /&gt;
10 10	5 /&lt;br /&gt;
JJ	6 /&lt;br /&gt;
QQ	7 /&lt;br /&gt;
KK	8 /&lt;br /&gt;
AA	9 /&lt;br /&gt;
&lt;br /&gt;
222	10 /&lt;br /&gt;
333	11 /&lt;br /&gt;
444	12 /&lt;br /&gt;
555	13 /&lt;br /&gt;
666	14 /&lt;br /&gt;
777	15 /&lt;br /&gt;
888	16 /&lt;br /&gt;
999	17 /&lt;br /&gt;
10 10 10	18 /&lt;br /&gt;
JJJ	19 /&lt;br /&gt;
QQQ	20 /&lt;br /&gt;
KKK	21 /&lt;br /&gt;
AAA	22&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is NOT USED) ===&lt;br /&gt;
Three of a kind	2&lt;br /&gt;
&lt;br /&gt;
Straight	4&lt;br /&gt;
&lt;br /&gt;
Flush	8&lt;br /&gt;
&lt;br /&gt;
Full house	12&lt;br /&gt;
&lt;br /&gt;
Four of a kind	20&lt;br /&gt;
&lt;br /&gt;
Straight flush	30&lt;br /&gt;
&lt;br /&gt;
Royal flush	50&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is USED) ===&lt;br /&gt;
9 high 	1 (the highest number among the 5 cards is 9, the following is similar)&lt;br /&gt;
&lt;br /&gt;
8 high	2&lt;br /&gt;
&lt;br /&gt;
7 high	4&lt;br /&gt;
&lt;br /&gt;
75432	8 (not the same suit)&lt;br /&gt;
&lt;br /&gt;
=== Bottom/Back ===&lt;br /&gt;
Straight	2&lt;br /&gt;
&lt;br /&gt;
Flush	4&lt;br /&gt;
&lt;br /&gt;
Full house	6&lt;br /&gt;
&lt;br /&gt;
Four of a kind	10&lt;br /&gt;
&lt;br /&gt;
Straight flush	15&lt;br /&gt;
&lt;br /&gt;
Royal flush	25&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=24173</id>
		<title>Gamehelpopenfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=24173"/>
		<updated>2025-02-23T23:22:27Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Added rules on number of people limit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Open Face Chinese Poker, see &#039;&#039;&#039;[[Tips openfacechinesepoker|Tips_Open Face Chinese Poker]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Open Face Chinese Poker can be abbreviated as OFCP. The goal of the game is to achieve more points than your opponent(s) by winning more hands also known as rows and/or by collecting royalties on premium hands without fouling. &lt;br /&gt;
Each player plays cards across three hands, the top, middle, and bottom, such that at the end there are 3 cards in the top, 5 in the middle and 5 in the bottom; 13 total in the completed hand, legal or not. The game version of BGA supports 1 to 4 players. &lt;br /&gt;
&lt;br /&gt;
== Hand Rankings ==&lt;br /&gt;
The best front hand is three aces. Straights, flushes, and straight flushes are not legal front hands.&lt;br /&gt;
&lt;br /&gt;
A&amp;gt;K&amp;gt;Q&amp;gt;J&amp;gt;10&amp;gt;9&amp;gt;8&amp;gt;7&amp;gt;6&amp;gt;5&amp;gt;4&amp;gt;3&amp;gt;2.&lt;br /&gt;
&lt;br /&gt;
For the convenience of writing, 10 will be written as T below.&lt;br /&gt;
&lt;br /&gt;
High card (K9652): lowest possible hand. In ties, you take the value of the highest card, then the second highest...&lt;br /&gt;
&lt;br /&gt;
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652&amp;gt;99AKQ)&lt;br /&gt;
&lt;br /&gt;
Two Pair (KK662): two pairs. In ties the highest pair wins (AA662&amp;gt;JJ773)&lt;br /&gt;
&lt;br /&gt;
3 of a Kind (KKK52): also called triplet. three identical cards. In ties you compare this trio first&lt;br /&gt;
&lt;br /&gt;
Straight (K9JQT): five consecutive cards. In ties you compare the highest card (AKQJT&amp;gt;JT987&amp;gt;T9876&amp;gt;5432A)&lt;br /&gt;
&lt;br /&gt;
Flush: five cards of the same suit. In ties you compare the highest card&lt;br /&gt;
&lt;br /&gt;
Full House (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322&amp;gt;222AA)(666TT&amp;gt;66622)&lt;br /&gt;
&lt;br /&gt;
4 of a Kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334&amp;gt;2222A)&lt;br /&gt;
&lt;br /&gt;
Straight Flush: flush + straight.&lt;br /&gt;
&lt;br /&gt;
Royal Flush: Ace high Straight Flush, in other words, AKQJT in the same suit.&lt;br /&gt;
&lt;br /&gt;
== Deal and Play ==&lt;br /&gt;
One player is designated dealer and deals 5 cards to each player, one at a time face down. The player to dealer&#039;s left now sets his or her 5 cards, placing them face up on the table, assigning each card to the front, middle or back hand. The other players do the same, in turn, ending with the dealer.&lt;br /&gt;
&lt;br /&gt;
Once all players have set their first 5 cards, play continues clockwise, starting with the player on the dealer&#039;s left. Each player in turn draws the top card of the stock, exposes it, and adds it to one of his or her three hands. Once played, cards cannot be moved from one hand to another, and when a hand has its full complement of cards (5 in the back or middle, 3 in the front), no more can be added. When everyone has 13 cards, the hands are compared and scored.&lt;br /&gt;
&lt;br /&gt;
The deal moves to the left after each hand.&lt;br /&gt;
&lt;br /&gt;
== Fouling/mis-setting ==&lt;br /&gt;
 At the end of each round, you check the hand requirement for all players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) don’t meet them, the hand is considered fouled/mis-set and has zero hand ranking.&lt;br /&gt;
So if no players meet them, all players will score 0 for the round.&lt;br /&gt;
&lt;br /&gt;
== Variation: Pineapple ==&lt;br /&gt;
In Pineapple OFCP, the maximum number of players is 3, and 4 players are not possible. &lt;br /&gt;
&lt;br /&gt;
 In Pineapple OFCP, instead of one card per round per player as in Original OFCP, each player is dealt three cards per round, playing two and discarding one. Recently, Pineapple OFCP is more popular than Original OFCP. Pineapple is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting option for OFCP in Board Game Arena. &lt;br /&gt;
&lt;br /&gt;
== Variation: 2-7 Lowball Middle ==&lt;br /&gt;
2-7 lowball middle is an option that can be selected before the game starts. If you use this option, then:&lt;br /&gt;
&lt;br /&gt;
The middle hand adopts 2-7 lowball poker hand ranks. For hands to be valid, The bottom hand must be stronger than or equal to the top hand and the middle hand cannot be higher than 10 high.&lt;br /&gt;
&lt;br /&gt;
In other words, in the middle hand:&lt;br /&gt;
&lt;br /&gt;
You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
We want the middle hand to be as weak as possible, not as strong as possible.&lt;br /&gt;
&lt;br /&gt;
Whether to use Variation: 2-7 Lowball Middle and whether to use Variation: Pineapple are options that can be set independently.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
For each line, top/middle/bottom, we compare the hand rank for each pair of players. The highest hand wins 1 point, plus the royalties of the hand, minus the royalties of the other player.&lt;br /&gt;
&lt;br /&gt;
If one player defeats another on all three lines, he/she gets a bonus of +3 points.&lt;br /&gt;
&lt;br /&gt;
The defeated player loses points equal to the gain of the other player.  If one player loses all their 100 starting points, they lose immediately.&lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, top/bottom remain the same, stronger is better. In the middle hand, weaker hands are better. Weak hands beat strong hands.&lt;br /&gt;
&lt;br /&gt;
== Fantasyland ==&lt;br /&gt;
After normal scoring is complete, if any player has a pair of queens or better in the top line, they enter in fantasyland which is a bonus round where they receive 14 cards (13 cards in Original OFCP) and arrange them as they want. Remaining cards after completing a 13-card hand are discarded. On a fantasyland round, the other players play and points are scored as usual.  &lt;br /&gt;
&lt;br /&gt;
The requirement to stay in fantasyland is higher. If in Original OFCP, 3 of a kind/full-house/4 of a kind, for top/middle/bottom respectively. If in Pineapple OFCP, 3 of a kind/4 of a kind, for top/bottom respectively. In Pineapple games, a full house in middle hand does not repeat Fantasyland. &lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, build KK or better in the top row and/or 75432(not the same suit) in the middle row to enter Fantasyland. To stay in Fantasyland, 3 of a kind in the top hand or 4 of a kind or higher in the bottom hand is required. &lt;br /&gt;
&lt;br /&gt;
== Progressive Fantasyland ==&lt;br /&gt;
In Progressive Fantasyland games, the maximum number of players is 3, and 4 players are not possible.  &lt;br /&gt;
&lt;br /&gt;
Players receive one additional card for each hand rank above QQ when they enter Fantasyland (3 additional cards maximum). Remaining cards after completing a 13-card hand are discarded.  &lt;br /&gt;
&lt;br /&gt;
In Progressive Fantasyland Pineapple OFCP, in the top row: 14 cards for QQ, 15 cards for KK, 16 cards for AA and 17 cards for triplets(3 of a Kind). The player keeps 13 cards, discarding the remainder before setting the hands. &lt;br /&gt;
&lt;br /&gt;
In 2-7 lowball middle, the condition changes into building KK or better in the top row and 75432 in the middle row with the same hand. &lt;br /&gt;
&lt;br /&gt;
== Royalties ==&lt;br /&gt;
If fouled/mis-set, no Royalties.&lt;br /&gt;
&lt;br /&gt;
=== Front/Top ===&lt;br /&gt;
66	1 /&lt;br /&gt;
77	2 /&lt;br /&gt;
88	3 /&lt;br /&gt;
99	4 /&lt;br /&gt;
10 10	5 /&lt;br /&gt;
JJ	6 /&lt;br /&gt;
QQ	7 /&lt;br /&gt;
KK	8 /&lt;br /&gt;
AA	9 /&lt;br /&gt;
&lt;br /&gt;
222	10 /&lt;br /&gt;
333	11 /&lt;br /&gt;
444	12 /&lt;br /&gt;
555	13 /&lt;br /&gt;
666	14 /&lt;br /&gt;
777	15 /&lt;br /&gt;
888	16 /&lt;br /&gt;
999	17 /&lt;br /&gt;
10 10 10	18 /&lt;br /&gt;
JJJ	19 /&lt;br /&gt;
QQQ	20 /&lt;br /&gt;
KKK	21 /&lt;br /&gt;
AAA	22&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is NOT USED) ===&lt;br /&gt;
Three of a kind	2&lt;br /&gt;
&lt;br /&gt;
Straight	4&lt;br /&gt;
&lt;br /&gt;
Flush	8&lt;br /&gt;
&lt;br /&gt;
Full house	12&lt;br /&gt;
&lt;br /&gt;
Four of a kind	20&lt;br /&gt;
&lt;br /&gt;
Straight flush	30&lt;br /&gt;
&lt;br /&gt;
Royal flush	50&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is USED) ===&lt;br /&gt;
9 high 	1 (the highest number among the 5 cards is 9, the following is similar)&lt;br /&gt;
&lt;br /&gt;
8 high	2&lt;br /&gt;
&lt;br /&gt;
7 high	4&lt;br /&gt;
&lt;br /&gt;
75432	8 (not the same suit)&lt;br /&gt;
&lt;br /&gt;
=== Bottom/Back ===&lt;br /&gt;
Straight	2&lt;br /&gt;
&lt;br /&gt;
Flush	4&lt;br /&gt;
&lt;br /&gt;
Full house	6&lt;br /&gt;
&lt;br /&gt;
Four of a kind	10&lt;br /&gt;
&lt;br /&gt;
Straight flush	15&lt;br /&gt;
&lt;br /&gt;
Royal flush	25&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=24172</id>
		<title>Gamehelpopenfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=24172"/>
		<updated>2025-02-23T23:14:37Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Revised based on minor game update on February 23, 2025.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Open Face Chinese Poker, see &#039;&#039;&#039;[[Tips openfacechinesepoker|Tips_Open Face Chinese Poker]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Open Face Chinese Poker can be abbreviated as OFCP. The goal of the game is to achieve more points than your opponent(s) by winning more hands also known as rows and/or by collecting royalties on premium hands without fouling. &lt;br /&gt;
Each player plays cards across three hands, the top, middle, and bottom, such that at the end there are 3 cards in the top, 5 in the middle and 5 in the bottom; 13 total in the completed hand, legal or not. &lt;br /&gt;
&lt;br /&gt;
== Hand Rankings ==&lt;br /&gt;
The best front hand is three aces. Straights, flushes, and straight flushes are not legal front hands.&lt;br /&gt;
&lt;br /&gt;
A&amp;gt;K&amp;gt;Q&amp;gt;J&amp;gt;10&amp;gt;9&amp;gt;8&amp;gt;7&amp;gt;6&amp;gt;5&amp;gt;4&amp;gt;3&amp;gt;2.&lt;br /&gt;
&lt;br /&gt;
For the convenience of writing, 10 will be written as T below.&lt;br /&gt;
&lt;br /&gt;
High card (K9652): lowest possible hand. In ties, you take the value of the highest card, then the second highest...&lt;br /&gt;
&lt;br /&gt;
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652&amp;gt;99AKQ)&lt;br /&gt;
&lt;br /&gt;
Two Pair (KK662): two pairs. In ties the highest pair wins (AA662&amp;gt;JJ773)&lt;br /&gt;
&lt;br /&gt;
3 of a Kind (KKK52): also called triplet. three identical cards. In ties you compare this trio first&lt;br /&gt;
&lt;br /&gt;
Straight (K9JQT): five consecutive cards. In ties you compare the highest card (AKQJT&amp;gt;JT987&amp;gt;T9876&amp;gt;5432A)&lt;br /&gt;
&lt;br /&gt;
Flush: five cards of the same suit. In ties you compare the highest card&lt;br /&gt;
&lt;br /&gt;
Full House (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322&amp;gt;222AA)(666TT&amp;gt;66622)&lt;br /&gt;
&lt;br /&gt;
4 of a Kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334&amp;gt;2222A)&lt;br /&gt;
&lt;br /&gt;
Straight Flush: flush + straight.&lt;br /&gt;
&lt;br /&gt;
Royal Flush: Ace high Straight Flush, in other words, AKQJT in the same suit.&lt;br /&gt;
&lt;br /&gt;
== Deal and Play ==&lt;br /&gt;
One player is designated dealer and deals 5 cards to each player, one at a time face down. The player to dealer&#039;s left now sets his or her 5 cards, placing them face up on the table, assigning each card to the front, middle or back hand. The other players do the same, in turn, ending with the dealer.&lt;br /&gt;
&lt;br /&gt;
Once all players have set their first 5 cards, play continues clockwise, starting with the player on the dealer&#039;s left. Each player in turn draws the top card of the stock, exposes it, and adds it to one of his or her three hands. Once played, cards cannot be moved from one hand to another, and when a hand has its full complement of cards (5 in the back or middle, 3 in the front), no more can be added. When everyone has 13 cards, the hands are compared and scored.&lt;br /&gt;
&lt;br /&gt;
The deal moves to the left after each hand.&lt;br /&gt;
&lt;br /&gt;
== Fouling/mis-setting ==&lt;br /&gt;
 At the end of each round, you check the hand requirement for all players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) don’t meet them, the hand is considered fouled/mis-set and has zero hand ranking.&lt;br /&gt;
So if no players meet them, all players will score 0 for the round.&lt;br /&gt;
&lt;br /&gt;
== Variation: Pineapple ==&lt;br /&gt;
 In Pineapple OFCP, instead of one card per round per player as in Original OFCP, each player is dealt three cards per round, playing two and discarding one. Recently, Pineapple OFCP is more popular than Original OFCP. Pineapple is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting option for OFCP in Board Game Arena. &lt;br /&gt;
&lt;br /&gt;
== Variation: 2-7 Lowball Middle ==&lt;br /&gt;
2-7 lowball middle is an option that can be selected before the game starts. If you use this option, then:&lt;br /&gt;
&lt;br /&gt;
The middle hand adopts 2-7 lowball poker hand ranks. For hands to be valid, The bottom hand must be stronger than or equal to the top hand and the middle hand cannot be higher than 10 high.&lt;br /&gt;
&lt;br /&gt;
In other words, in the middle hand:&lt;br /&gt;
&lt;br /&gt;
You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
We want the middle hand to be as weak as possible, not as strong as possible.&lt;br /&gt;
&lt;br /&gt;
Whether to use Variation: 2-7 Lowball Middle and whether to use Variation: Pineapple are options that can be set independently.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
For each line, top/middle/bottom, we compare the hand rank for each pair of players. The highest hand wins 1 point, plus the royalties of the hand, minus the royalties of the other player.&lt;br /&gt;
&lt;br /&gt;
If one player defeats another on all three lines, he/she gets a bonus of +3 points.&lt;br /&gt;
&lt;br /&gt;
The defeated player loses points equal to the gain of the other player.  If one player loses all their 100 starting points, they lose immediately.&lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, top/bottom remain the same, stronger is better. In the middle hand, weaker hands are better. Weak hands beat strong hands.&lt;br /&gt;
&lt;br /&gt;
== Fantasyland ==&lt;br /&gt;
After normal scoring is complete, if any player has a pair of queens or better in the top line, they enter in fantasyland which is a bonus round where they receive 14 cards (13 cards in Original OFCP) and arrange them as they want. Remaining cards after completing a 13-card hand are discarded. On a fantasyland round, the other players play and points are scored as usual.  &lt;br /&gt;
&lt;br /&gt;
The requirement to stay in fantasyland is higher. If in Original OFCP, 3 of a kind/full-house/4 of a kind, for top/middle/bottom respectively. If in Pineapple OFCP, 3 of a kind/4 of a kind, for top/bottom respectively. In Pineapple games, a full house in middle hand does not repeat Fantasyland. &lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, build KK or better in the top row and/or 75432(not the same suit) in the middle row to enter Fantasyland. To stay in Fantasyland, 3 of a kind in the top hand or 4 of a kind or higher in the bottom hand is required. &lt;br /&gt;
&lt;br /&gt;
== Progressive Fantasyland ==&lt;br /&gt;
Players receive one additional card for each hand rank above QQ when they enter Fantasyland (3 additional cards maximum). Remaining cards after completing a 13-card hand are discarded.  &lt;br /&gt;
&lt;br /&gt;
In Progressive Fantasyland Pineapple OFCP, in the top row: 14 cards for QQ, 15 cards for KK, 16 cards for AA and 17 cards for triplets(3 of a Kind). The player keeps 13 cards, discarding the remainder before setting the hands. &lt;br /&gt;
&lt;br /&gt;
In 2-7 lowball middle, the condition changes into building KK or better in the top row and 75432 in the middle row with the same hand. &lt;br /&gt;
&lt;br /&gt;
== Royalties ==&lt;br /&gt;
If fouled/mis-set, no Royalties.&lt;br /&gt;
&lt;br /&gt;
=== Front/Top ===&lt;br /&gt;
66	1 /&lt;br /&gt;
77	2 /&lt;br /&gt;
88	3 /&lt;br /&gt;
99	4 /&lt;br /&gt;
10 10	5 /&lt;br /&gt;
JJ	6 /&lt;br /&gt;
QQ	7 /&lt;br /&gt;
KK	8 /&lt;br /&gt;
AA	9 /&lt;br /&gt;
&lt;br /&gt;
222	10 /&lt;br /&gt;
333	11 /&lt;br /&gt;
444	12 /&lt;br /&gt;
555	13 /&lt;br /&gt;
666	14 /&lt;br /&gt;
777	15 /&lt;br /&gt;
888	16 /&lt;br /&gt;
999	17 /&lt;br /&gt;
10 10 10	18 /&lt;br /&gt;
JJJ	19 /&lt;br /&gt;
QQQ	20 /&lt;br /&gt;
KKK	21 /&lt;br /&gt;
AAA	22&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is NOT USED) ===&lt;br /&gt;
Three of a kind	2&lt;br /&gt;
&lt;br /&gt;
Straight	4&lt;br /&gt;
&lt;br /&gt;
Flush	8&lt;br /&gt;
&lt;br /&gt;
Full house	12&lt;br /&gt;
&lt;br /&gt;
Four of a kind	20&lt;br /&gt;
&lt;br /&gt;
Straight flush	30&lt;br /&gt;
&lt;br /&gt;
Royal flush	50&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is USED) ===&lt;br /&gt;
9 high 	1 (the highest number among the 5 cards is 9, the following is similar)&lt;br /&gt;
&lt;br /&gt;
8 high	2&lt;br /&gt;
&lt;br /&gt;
7 high	4&lt;br /&gt;
&lt;br /&gt;
75432	8 (not the same suit)&lt;br /&gt;
&lt;br /&gt;
=== Bottom/Back ===&lt;br /&gt;
Straight	2&lt;br /&gt;
&lt;br /&gt;
Flush	4&lt;br /&gt;
&lt;br /&gt;
Full house	6&lt;br /&gt;
&lt;br /&gt;
Four of a kind	10&lt;br /&gt;
&lt;br /&gt;
Straight flush	15&lt;br /&gt;
&lt;br /&gt;
Royal flush	25&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=23835</id>
		<title>Gamehelpopenfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=23835"/>
		<updated>2025-01-27T03:26:49Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Open Face Chinese Poker, see &#039;&#039;&#039;[[Tips openfacechinesepoker|Tips_Open Face Chinese Poker]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Open Face Chinese Poker can be abbreviated as OFCP. The goal of the game is to achieve more points than your opponent(s) by winning more hands also known as rows and/or by collecting royalties on premium hands without fouling. &lt;br /&gt;
Each player plays cards across three hands, the top, middle, and bottom, such that at the end there are 3 cards in the top, 5 in the middle and 5 in the bottom; 13 total in the completed hand, legal or not. &lt;br /&gt;
&lt;br /&gt;
== Hand Rankings ==&lt;br /&gt;
The best front hand is three aces. Straights, flushes, and straight flushes are not legal front hands.&lt;br /&gt;
&lt;br /&gt;
A&amp;gt;K&amp;gt;Q&amp;gt;J&amp;gt;10&amp;gt;9&amp;gt;8&amp;gt;7&amp;gt;6&amp;gt;5&amp;gt;4&amp;gt;3&amp;gt;2.&lt;br /&gt;
&lt;br /&gt;
For the convenience of writing, 10 will be written as T below.&lt;br /&gt;
&lt;br /&gt;
High card (K9652): lowest possible hand. In ties, you take the value of the highest card, then the second highest...&lt;br /&gt;
&lt;br /&gt;
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652&amp;gt;99AKQ)&lt;br /&gt;
&lt;br /&gt;
Two Pair (KK662): two pairs. In ties the highest pair wins (AA662&amp;gt;JJ773)&lt;br /&gt;
&lt;br /&gt;
3 of a Kind (KKK52): also called triplet. three identical cards. In ties you compare this trio first&lt;br /&gt;
&lt;br /&gt;
Straight (K9JQT): five consecutive cards. In ties you compare the highest card (AKQJT&amp;gt;JT987&amp;gt;T9876&amp;gt;5432A)&lt;br /&gt;
&lt;br /&gt;
Flush: five cards of the same suit. In ties you compare the highest card&lt;br /&gt;
&lt;br /&gt;
Full House (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322&amp;gt;222AA)(666TT&amp;gt;66622)&lt;br /&gt;
&lt;br /&gt;
4 of a Kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334&amp;gt;2222A)&lt;br /&gt;
&lt;br /&gt;
Straight Flush: flush + straight.&lt;br /&gt;
&lt;br /&gt;
Royal Flush: Ace high Straight Flush, in other words, AKQJT in the same suit.&lt;br /&gt;
&lt;br /&gt;
== Deal and Play ==&lt;br /&gt;
One player is designated dealer and deals 5 cards to each player, one at a time face down. The player to dealer&#039;s left now sets his or her 5 cards, placing them face up on the table, assigning each card to the front, middle or back hand. The other players do the same, in turn, ending with the dealer.&lt;br /&gt;
&lt;br /&gt;
Once all players have set their first 5 cards, play continues clockwise, starting with the player on the dealer&#039;s left. Each player in turn draws the top card of the stock, exposes it, and adds it to one of his or her three hands. Once played, cards cannot be moved from one hand to another, and when a hand has its full complement of cards (5 in the back or middle, 3 in the front), no more can be added. When everyone has 13 cards, the hands are compared and scored.&lt;br /&gt;
&lt;br /&gt;
The deal moves to the left after each hand.&lt;br /&gt;
&lt;br /&gt;
== Fouling/mis-setting ==&lt;br /&gt;
 At the end of each round, you check the hand requirement for all players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) don’t meet them, the hand is considered fouled/mis-set and has zero hand ranking.&lt;br /&gt;
So if no players meet them, all players will score 0 for the round.&lt;br /&gt;
&lt;br /&gt;
== Variation: Pineapple ==&lt;br /&gt;
 In Pineapple OFCP, instead of one card per round per player as in Original OFCP, each player is dealt three cards per round, playing two and discarding one. Recently, Pineapple OFCP is more popular than Original OFCP. Pineapple is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting option for OFCP in Board Game Arena. &lt;br /&gt;
&lt;br /&gt;
== Variation: 2-7 Lowball Middle ==&lt;br /&gt;
2-7 lowball middle is an option that can be selected before the game starts. If you use this option, then:&lt;br /&gt;
&lt;br /&gt;
The middle hand adopts 2-7 lowball poker hand ranks. For hands to be valid, The bottom hand must be stronger than or equal to the top hand and the middle hand cannot be higher than 10 high.&lt;br /&gt;
&lt;br /&gt;
In other words, in the middle hand:&lt;br /&gt;
&lt;br /&gt;
You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
We want the middle hand to be as weak as possible, not as strong as possible.&lt;br /&gt;
&lt;br /&gt;
Whether to use Variation: 2-7 Lowball Middle and whether to use Variation: Pineapple are options that can be set independently.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
For each line, top/middle/bottom, we compare the hand rank for each pair of players. The highest hand wins 1 point, plus the royalties of the hand, minus the royalties of the other player.&lt;br /&gt;
&lt;br /&gt;
If one player defeats another on all three lines, he/she gets a bonus of +3 points.&lt;br /&gt;
&lt;br /&gt;
The defeated player loses points equal to the gain of the other player.  If one player loses all their 100 starting points, they lose immediately.&lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, top/bottom remain the same, stronger is better. In the middle hand, weaker hands are better. Weak hands beat strong hands.&lt;br /&gt;
&lt;br /&gt;
== Fantasyland ==&lt;br /&gt;
After normal scoring is complete, if any player has a pair of queens or better in the top line, they enter in fantasyland which is a bonus round where they receive 14 cards (13 cards in Original OFCP) and arrange them as they want. Remaining cards after completing a 13-card hand are discarded. On a fantasyland round, the other players play and points are scored as usual. The requirement to stay in fantasyland is higher, 3 of a kind/full-house/4 of a kind, for top/middle/bottom respectively. &lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, build KK or better in the top row and/or 75432(not the same suit) in the middle row to enter Fantasyland. To stay in Fantasyland, 3 of a kind in the top hand or 4 of a kind or higher in the bottom hand is required. &lt;br /&gt;
&lt;br /&gt;
== Progressive Fantasyland ==&lt;br /&gt;
Players receive one additional card for each hand rank above QQ when they enter Fantasyland (3 additional cards maximum). Remaining cards after completing a 13-card hand are discarded.  &lt;br /&gt;
&lt;br /&gt;
In Progressive Fantasyland Pineapple OFCP, in the top row: 14 cards for QQ, 15 cards for KK, 16 cards for AA and 17 cards for triplets(3 of a Kind). The player keeps 13 cards, discarding the remainder before setting the hands. &lt;br /&gt;
&lt;br /&gt;
In 2-7 lowball middle, the condition changes into building KK or better in the top row and 75432 in the middle row with the same hand. &lt;br /&gt;
&lt;br /&gt;
== Royalties ==&lt;br /&gt;
If fouled/mis-set, no Royalties.&lt;br /&gt;
&lt;br /&gt;
=== Front/Top ===&lt;br /&gt;
66	1 /&lt;br /&gt;
77	2 /&lt;br /&gt;
88	3 /&lt;br /&gt;
99	4 /&lt;br /&gt;
10 10	5 /&lt;br /&gt;
JJ	6 /&lt;br /&gt;
QQ	7 /&lt;br /&gt;
KK	8 /&lt;br /&gt;
AA	9 /&lt;br /&gt;
&lt;br /&gt;
222	10 /&lt;br /&gt;
333	11 /&lt;br /&gt;
444	12 /&lt;br /&gt;
555	13 /&lt;br /&gt;
666	14 /&lt;br /&gt;
777	15 /&lt;br /&gt;
888	16 /&lt;br /&gt;
999	17 /&lt;br /&gt;
10 10 10	18 /&lt;br /&gt;
JJJ	19 /&lt;br /&gt;
QQQ	20 /&lt;br /&gt;
KKK	21 /&lt;br /&gt;
AAA	22&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is NOT USED) ===&lt;br /&gt;
Three of a kind	2&lt;br /&gt;
&lt;br /&gt;
Straight	4&lt;br /&gt;
&lt;br /&gt;
Flush	8&lt;br /&gt;
&lt;br /&gt;
Full house	12&lt;br /&gt;
&lt;br /&gt;
Four of a kind	20&lt;br /&gt;
&lt;br /&gt;
Straight flush	30&lt;br /&gt;
&lt;br /&gt;
Royal flush	50&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is USED) ===&lt;br /&gt;
9 high 	1 (the highest number among the 5 cards is 9, the following is similar)&lt;br /&gt;
&lt;br /&gt;
8 high	2&lt;br /&gt;
&lt;br /&gt;
7 high	4&lt;br /&gt;
&lt;br /&gt;
75432	8 (not the same suit)&lt;br /&gt;
&lt;br /&gt;
=== Bottom/Back ===&lt;br /&gt;
Straight	2&lt;br /&gt;
&lt;br /&gt;
Flush	4&lt;br /&gt;
&lt;br /&gt;
Full house	6&lt;br /&gt;
&lt;br /&gt;
Four of a kind	10&lt;br /&gt;
&lt;br /&gt;
Straight flush	15&lt;br /&gt;
&lt;br /&gt;
Royal flush	25&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=23353</id>
		<title>Tips thermopyles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=23353"/>
		<updated>2024-11-27T23:21:42Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are not short of cards but your teammates are, remember to leave the cards for your teammates.&lt;br /&gt;
&lt;br /&gt;
Make all of your battles on spaces 3 and 6 where you get free support (1 extra dice).&lt;br /&gt;
So immediately retreat to 3. &lt;br /&gt;
&lt;br /&gt;
If this is a single player game, later when you have just 2 cards retreat all the way to 6 and get a full hand of 5 cards. If this is a co-op game, you don&#039;t necessarily need to wait until you have two cards left before retreating.&lt;br /&gt;
&lt;br /&gt;
For some of the your lower cards, 10&#039;s and 11&#039;s for example can be used as &#039;take a chance fodder&#039;, for example if you have enemies 15, 16 then throw down the 10 in the hope for getting a 5 or 6 on the free die.&lt;br /&gt;
&lt;br /&gt;
You can make a judgment call on whether you can go all in to annihilate the opponents and finish the game quicker by getting 12 in the graveyard, otherwise you will need to play conservatively by not always using your good cards. Use the &#039;take a chance fodder&#039; tactic whenever possible.&lt;br /&gt;
&lt;br /&gt;
Use the number of cards in the various piles to better understand your position and chances.&lt;br /&gt;
&lt;br /&gt;
If you have a large difference of defence values, say 14 in 1st place, and a 22 in the 2nd slot. Use a small card (say 12) to initially get rid of the 14 in 1st place. Then say the next army comes in as a 21. So now there is 22 and 21 to attack, when you play your high value 20 card you will be doing so with maximum effect (taking out 2 large armies rather than just 1).&lt;br /&gt;
&lt;br /&gt;
When deciding if to use dice, or to choose a 2nd die, remember that the expected value from a 6-sided die is 3.5. Therefore you assume that you can get a roll of 3 or better from each die.  If you aren’t rolling to get a four or better occasionally, you’ll seldom win Thermopyles.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=23352</id>
		<title>Tips thermopyles</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_thermopyles&amp;diff=23352"/>
		<updated>2024-11-27T23:15:47Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you are not short of cards but your teammates are, remember to leave the cards for your teammates.&lt;br /&gt;
&lt;br /&gt;
Make all of your battles on spaces 3 and 6 where you get free support (1 extra dice).&lt;br /&gt;
So immediately retreat to 3. Later when you have just 2 cards retreat all the way to 6 and get a full hand of 5 cards.&lt;br /&gt;
&lt;br /&gt;
For some of the your lower cards, 10&#039;s and 11&#039;s for example can be used as &#039;take a chance fodder&#039;, for example if you have enemies 15, 16 then throw down the 10 in the hope for getting a 5 or 6 on the free die.&lt;br /&gt;
&lt;br /&gt;
You can make a judgment call on whether you can go all in to annihilate the opponents and finish the game quicker by getting 12 in the graveyard, otherwise you will need to play conservatively by not always using your good cards. Use the &#039;take a chance fodder&#039; tactic whenever possible.&lt;br /&gt;
&lt;br /&gt;
Use the number of cards in the various piles to better understand your position and chances.&lt;br /&gt;
&lt;br /&gt;
If you have a large difference of defence values, say 14 in 1st place, and a 22 in the 2nd slot. Use a small card (say 12) to initially get rid of the 14 in 1st place. Then say the next army comes in as a 21. So now there is 22 and 21 to attack, when you play your high value 20 card you will be doing so with maximum effect (taking out 2 large armies rather than just 1).&lt;br /&gt;
&lt;br /&gt;
When deciding if to use dice, or to choose a 2nd die, remember that the expected value from a 6-sided die is 3.5. Therefore you assume that you can get a roll of 3 or better from each die.  If you aren’t rolling to get a four or better occasionally, you’ll seldom win Thermopyles.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=23261</id>
		<title>Gamehelpopenfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=23261"/>
		<updated>2024-11-19T07:14:32Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Open Face Chinese Poker, see &#039;&#039;&#039;[[Tips openfacechinesepoker|Tips_Open Face Chinese Poker]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Open Face Chinese Poker can be abbreviated as OFCP. The goal of the game is to achieve more points than your opponent(s) by winning more hands also known as rows and/or by collecting royalties on premium hands without fouling. &lt;br /&gt;
Each player plays cards across three hands, the top, middle, and bottom, such that at the end there are 3 cards in the top, 5 in the middle and 5 in the bottom; 13 total in the completed hand, legal or not. &lt;br /&gt;
&lt;br /&gt;
== Hand Rankings ==&lt;br /&gt;
The best front hand is three aces. Straights, flushes, and straight flushes are not legal front hands.&lt;br /&gt;
&lt;br /&gt;
A&amp;gt;K&amp;gt;Q&amp;gt;J&amp;gt;10&amp;gt;9&amp;gt;8&amp;gt;7&amp;gt;6&amp;gt;5&amp;gt;4&amp;gt;3&amp;gt;2.&lt;br /&gt;
&lt;br /&gt;
For the convenience of writing, 10 will be written as T below.&lt;br /&gt;
&lt;br /&gt;
High card (K9652): lowest possible hand. In ties, you take the value of the highest card, then the second highest...&lt;br /&gt;
&lt;br /&gt;
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652&amp;gt;99AKQ)&lt;br /&gt;
&lt;br /&gt;
Two Pair (KK662): two pairs. In ties the highest pair wins (AA662&amp;gt;JJ773)&lt;br /&gt;
&lt;br /&gt;
3 of a Kind (KKK52): also called triplet. three identical cards. In ties you compare this trio first&lt;br /&gt;
&lt;br /&gt;
Straight (K9JQT): five consecutive cards. In ties you compare the highest card (AKQJT9&amp;gt;JT987&amp;gt;T9876&amp;gt;5432A)&lt;br /&gt;
&lt;br /&gt;
Flush: five cards of the same suit. In ties you compare the highest card&lt;br /&gt;
&lt;br /&gt;
Full House (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322&amp;gt;222AA)(666TT&amp;gt;66622)&lt;br /&gt;
&lt;br /&gt;
4 of a Kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334&amp;gt;2222A)&lt;br /&gt;
&lt;br /&gt;
Straight Flush: flush + straight.&lt;br /&gt;
&lt;br /&gt;
Royal Flush: Ace high Straight Flush, in other words, AKQJT in the same suit.&lt;br /&gt;
&lt;br /&gt;
== Deal and Play ==&lt;br /&gt;
One player is designated dealer and deals 5 cards to each player, one at a time face down. The player to dealer&#039;s left now sets his or her 5 cards, placing them face up on the table, assigning each card to the front, middle or back hand. The other players do the same, in turn, ending with the dealer.&lt;br /&gt;
&lt;br /&gt;
Once all players have set their first 5 cards, play continues clockwise, starting with the player on the dealer&#039;s left. Each player in turn draws the top card of the stock, exposes it, and adds it to one of his or her three hands. Once played, cards cannot be moved from one hand to another, and when a hand has its full complement of cards (5 in the back or middle, 3 in the front), no more can be added. When everyone has 13 cards, the hands are compared and scored.&lt;br /&gt;
&lt;br /&gt;
The deal moves to the left after each hand.&lt;br /&gt;
&lt;br /&gt;
== Fouling/mis-setting ==&lt;br /&gt;
 At the end of each round, you check the hand requirement for all players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) don’t meet them, the hand is considered fouled/mis-set and has zero hand ranking.&lt;br /&gt;
So if no players meet them, all players will score 0 for the round.&lt;br /&gt;
&lt;br /&gt;
== Variation: Pineapple ==&lt;br /&gt;
 In Pineapple OFCP, instead of one card per round per player as in Original OFCP, each player is dealt three cards per round, playing two and discarding one. Recently, Pineapple OFCP is more popular than Original OFCP. Pineapple is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting option for OFCP in Board Game Arena. &lt;br /&gt;
&lt;br /&gt;
== Variation: 2-7 Lowball Middle ==&lt;br /&gt;
2-7 lowball middle is an option that can be selected before the game starts. If you use this option, then:&lt;br /&gt;
&lt;br /&gt;
The middle hand adopts 2-7 lowball poker hand ranks. For hands to be valid, The bottom hand must be stronger than or equal to the top hand and the middle hand cannot be higher than 10 high.&lt;br /&gt;
&lt;br /&gt;
In other words, in the middle hand:&lt;br /&gt;
&lt;br /&gt;
You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
We want the middle hand to be as weak as possible, not as strong as possible.&lt;br /&gt;
&lt;br /&gt;
Whether to use Variation: 2-7 Lowball Middle and whether to use Variation: Pineapple are options that can be set independently.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
For each line, top/middle/bottom, we compare the hand rank for each pair of players. The highest hand wins 1 point, plus the royalties of the hand, minus the royalties of the other player.&lt;br /&gt;
&lt;br /&gt;
If one player defeats another on all three lines, he/she gets a bonus of +3 points.&lt;br /&gt;
&lt;br /&gt;
The defeated player loses points equal to the gain of the other player.  If one player loses all their 100 starting points, they lose immediately.&lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, top/bottom remain the same, stronger is better. In the middle hand, weaker hands are better. Weak hands beat strong hands.&lt;br /&gt;
&lt;br /&gt;
== Fantasyland ==&lt;br /&gt;
After normal scoring is complete, if any player has a pair of queens or better in the top line, they enter in fantasyland which is a bonus round where they receive 14 cards (13 cards in Original OFCP) and arrange them as they want. Remaining cards after completing a 13-card hand are discarded. On a fantasyland round, the other players play and points are scored as usual. The requirement to stay in fantasyland is higher, 3 of a kind/full-house/4 of a kind, for top/middle/bottom respectively. &lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, build KK or better in the top row and/or 75432(not the same suit) in the middle row to enter Fantasyland. To stay in Fantasyland, 3 of a kind in the top hand or 4 of a kind or higher in the bottom hand is required. &lt;br /&gt;
&lt;br /&gt;
== Progressive Fantasyland ==&lt;br /&gt;
Players receive one additional card for each hand rank above QQ when they enter Fantasyland (3 additional cards maximum). Remaining cards after completing a 13-card hand are discarded.  &lt;br /&gt;
&lt;br /&gt;
In Progressive Fantasyland Pineapple OFCP, in the top row: 14 cards for QQ, 15 cards for KK, 16 cards for AA and 17 cards for triplets(3 of a Kind). The player keeps 13 cards, discarding the remainder before setting the hands. &lt;br /&gt;
&lt;br /&gt;
In 2-7 lowball middle, the condition changes into building KK or better in the top row and 75432 in the middle row with the same hand. &lt;br /&gt;
&lt;br /&gt;
== Royalties ==&lt;br /&gt;
If fouled/mis-set, no Royalties.&lt;br /&gt;
&lt;br /&gt;
=== Front/Top ===&lt;br /&gt;
66	1 /&lt;br /&gt;
77	2 /&lt;br /&gt;
88	3 /&lt;br /&gt;
99	4 /&lt;br /&gt;
10 10	5 /&lt;br /&gt;
JJ	6 /&lt;br /&gt;
QQ	7 /&lt;br /&gt;
KK	8 /&lt;br /&gt;
AA	9 /&lt;br /&gt;
&lt;br /&gt;
222	10 /&lt;br /&gt;
333	11 /&lt;br /&gt;
444	12 /&lt;br /&gt;
555	13 /&lt;br /&gt;
666	14 /&lt;br /&gt;
777	15 /&lt;br /&gt;
888	16 /&lt;br /&gt;
999	17 /&lt;br /&gt;
10 10 10	18 /&lt;br /&gt;
JJJ	19 /&lt;br /&gt;
QQQ	20 /&lt;br /&gt;
KKK	21 /&lt;br /&gt;
AAA	22&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is NOT USED) ===&lt;br /&gt;
Three of a kind	2&lt;br /&gt;
&lt;br /&gt;
Straight	4&lt;br /&gt;
&lt;br /&gt;
Flush	8&lt;br /&gt;
&lt;br /&gt;
Full house	12&lt;br /&gt;
&lt;br /&gt;
Four of a kind	20&lt;br /&gt;
&lt;br /&gt;
Straight flush	30&lt;br /&gt;
&lt;br /&gt;
Royal flush	50&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is USED) ===&lt;br /&gt;
9 high 	1 (the highest number among the 5 cards is 9, the following is similar)&lt;br /&gt;
&lt;br /&gt;
8 high	2&lt;br /&gt;
&lt;br /&gt;
7 high	4&lt;br /&gt;
&lt;br /&gt;
75432	8 (not the same suit)&lt;br /&gt;
&lt;br /&gt;
=== Bottom/Back ===&lt;br /&gt;
Straight	2&lt;br /&gt;
&lt;br /&gt;
Flush	4&lt;br /&gt;
&lt;br /&gt;
Full house	6&lt;br /&gt;
&lt;br /&gt;
Four of a kind	10&lt;br /&gt;
&lt;br /&gt;
Straight flush	15&lt;br /&gt;
&lt;br /&gt;
Royal flush	25&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tablut&amp;diff=23253</id>
		<title>Tips tablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tablut&amp;diff=23253"/>
		<updated>2024-11-15T17:01:08Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of Tablut, see &#039;&#039;&#039;[[Gamehelptablut|GameHelpTablut]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== King exits on the corner ==&lt;br /&gt;
Whether you are black or white, do remember that even if the king reaches the square immediately next to the corner, the king can still be captured by two black pawns next to him.&lt;br /&gt;
&lt;br /&gt;
Try to control row 2, row 8, column B, and column H. This is important for both Black and White.&lt;br /&gt;
&lt;br /&gt;
== Variant: King exits on the rim(edge) ==&lt;br /&gt;
Try to control row 3, row 7, column C, and column G. This is important for both Black and White.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=23252</id>
		<title>Gamehelpopenfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=23252"/>
		<updated>2024-11-15T16:59:06Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Added some detailed explanations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Open Face Chinese Poker, see &#039;&#039;&#039;[[Tips openfacechinesepoker|Tips_Open Face Chinese Poker]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Open Face Chinese Poker can be abbreviated as OFCP. The goal of the game is to achieve more points than your opponent(s) by winning more hands also known as rows and/or by collecting royalties on premium hands without fouling. &lt;br /&gt;
Each player plays cards across three hands, the top, middle, and bottom, such that at the end there are 3 cards in the top, 5 in the middle and 5 in the bottom; 13 total in the completed hand, legal or not. &lt;br /&gt;
&lt;br /&gt;
== Hand Rankings ==&lt;br /&gt;
The best front hand is three aces. Straights, flushes, and straight flushes are not legal front hands.&lt;br /&gt;
&lt;br /&gt;
A&amp;gt;K&amp;gt;Q&amp;gt;J&amp;gt;10&amp;gt;9&amp;gt;8&amp;gt;7&amp;gt;6&amp;gt;5&amp;gt;4&amp;gt;3&amp;gt;2.&lt;br /&gt;
&lt;br /&gt;
For the convenience of writing, 10 will be written as T below.&lt;br /&gt;
&lt;br /&gt;
High card (K9652): lowest possible hand. In ties, you take the value of the highest card, then the second highest...&lt;br /&gt;
&lt;br /&gt;
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652&amp;gt;99AKQ)&lt;br /&gt;
&lt;br /&gt;
Two Pair (KK662): two pairs. In ties the highest pair wins (AA662&amp;gt;JJ773)&lt;br /&gt;
&lt;br /&gt;
3 of a Kind (KKK52): also called triplet. three identical cards. In ties you compare this trio first&lt;br /&gt;
&lt;br /&gt;
Straight (K9JQT): five consecutive cards. In ties you compare the highest card (AKQJT9&amp;gt;JT987&amp;gt;T9876&amp;gt;5432A)&lt;br /&gt;
&lt;br /&gt;
Flush: five cards of the same suit. In ties you compare the highest card&lt;br /&gt;
&lt;br /&gt;
Full House (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322&amp;gt;222AA)(666TT&amp;gt;66622)&lt;br /&gt;
&lt;br /&gt;
4 of a Kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334&amp;gt;2222A)&lt;br /&gt;
&lt;br /&gt;
Straight Flush: flush + straight.&lt;br /&gt;
&lt;br /&gt;
Royal Flush: Ace high Straight Flush, in other words, AKQJT in the same suit.&lt;br /&gt;
&lt;br /&gt;
== Deal and Play ==&lt;br /&gt;
One player is designated dealer and deals 5 cards to each player, one at a time face down. The player to dealer&#039;s left now sets his or her 5 cards, placing them face up on the table, assigning each card to the front, middle or back hand. The other players do the same, in turn, ending with the dealer.&lt;br /&gt;
&lt;br /&gt;
Once all players have set their first 5 cards, play continues clockwise, starting with the player on the dealer&#039;s left. Each player in turn draws the top card of the stock, exposes it, and adds it to one of his or her three hands. Once played, cards cannot be moved from one hand to another, and when a hand has its full complement of cards (5 in the back or middle, 3 in the front), no more can be added. When everyone has 13 cards, the hands are compared and scored.&lt;br /&gt;
&lt;br /&gt;
The deal moves to the left after each hand.&lt;br /&gt;
&lt;br /&gt;
== Fouling/mis-setting ==&lt;br /&gt;
 At the end of each round, you check the hand requirement for all players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) don’t meet them, the hand is considered fouled/mis-set and has zero hand ranking.&lt;br /&gt;
So if no players meet them, all players will score 0 for the round.&lt;br /&gt;
&lt;br /&gt;
== Variation: Pineapple ==&lt;br /&gt;
 In Pineapple OFCP, instead of one card per round per player as in Original OFCP, each player is dealt three cards per round, playing two and discarding one. Recently, Pineapple OFCP is more popular than Original OFCP. Pineapple is the default setting option for OFCP in Board Game Arena. &lt;br /&gt;
&lt;br /&gt;
== Variation: 2-7 Lowball Middle ==&lt;br /&gt;
2-7 lowball middle is an option that can be selected before the game starts. If you use this option, then:&lt;br /&gt;
&lt;br /&gt;
The middle hand adopts 2-7 lowball poker hand ranks. For hands to be valid, The bottom hand must be stronger than or equal to the top hand and the middle hand cannot be higher than 10 high.&lt;br /&gt;
&lt;br /&gt;
In other words, in the middle hand:&lt;br /&gt;
&lt;br /&gt;
You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
We want the middle hand to be as weak as possible, not as strong as possible.&lt;br /&gt;
&lt;br /&gt;
Whether to use Variation: 2-7 Lowball Middle and whether to use Variation: Pineapple are options that can be set independently.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
For each line, top/middle/bottom, we compare the hand rank for each pair of players. The highest hand wins 1 point, plus the royalties of the hand, minus the royalties of the other player.&lt;br /&gt;
&lt;br /&gt;
If one player defeats another on all three lines, he/she gets a bonus of +3 points.&lt;br /&gt;
&lt;br /&gt;
The defeated player loses points equal to the gain of the other player.  If one player loses all their 100 starting points, they lose immediately.&lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, top/bottom remain the same, stronger is better. In the middle hand, weaker hands are better. Weak hands beat strong hands.&lt;br /&gt;
&lt;br /&gt;
== Fantasyland ==&lt;br /&gt;
After normal scoring is complete, if any player has a pair of queens or better in the top line, they enter in fantasyland which is a bonus round where they receive 14 cards (13 cards in Original OFCP) and arrange them as they want. Remaining cards after completing a 13-card hand are discarded. On a fantasyland round, the other players play and points are scored as usual. The requirement to stay in fantasyland is higher, 3 of a kind/full-house/4 of a kind, for top/middle/bottom respectively. &lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, build KK or better in the top row and/or 75432(not the same suit) in the middle row to enter Fantasyland. To stay in Fantasyland, 3 of a kind in the top hand or 4 of a kind or higher in the bottom hand is required. &lt;br /&gt;
&lt;br /&gt;
== Progressive Fantasyland ==&lt;br /&gt;
Players receive one additional card for each hand rank above QQ when they enter Fantasyland (3 additional cards maximum). Remaining cards after completing a 13-card hand are discarded.  &lt;br /&gt;
&lt;br /&gt;
In Progressive Fantasyland Pineapple OFCP, in the top row: 14 cards for QQ, 15 cards for KK, 16 cards for AA and 17 cards for triplets(3 of a Kind). The player keeps 13 cards, discarding the remainder before setting the hands. &lt;br /&gt;
&lt;br /&gt;
In 2-7 lowball middle, the condition changes into building KK or better in the top row and 75432 in the middle row with the same hand. &lt;br /&gt;
&lt;br /&gt;
== Royalties ==&lt;br /&gt;
If fouled/mis-set, no Royalties.&lt;br /&gt;
&lt;br /&gt;
=== Front/Top ===&lt;br /&gt;
66	1 /&lt;br /&gt;
77	2 /&lt;br /&gt;
88	3 /&lt;br /&gt;
99	4 /&lt;br /&gt;
10 10	5 /&lt;br /&gt;
JJ	6 /&lt;br /&gt;
QQ	7 /&lt;br /&gt;
KK	8 /&lt;br /&gt;
AA	9 /&lt;br /&gt;
&lt;br /&gt;
222	10 /&lt;br /&gt;
333	11 /&lt;br /&gt;
444	12 /&lt;br /&gt;
555	13 /&lt;br /&gt;
666	14 /&lt;br /&gt;
777	15 /&lt;br /&gt;
888	16 /&lt;br /&gt;
999	17 /&lt;br /&gt;
10 10 10	18 /&lt;br /&gt;
JJJ	19 /&lt;br /&gt;
QQQ	20 /&lt;br /&gt;
KKK	21 /&lt;br /&gt;
AAA	22&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is NOT USED) ===&lt;br /&gt;
Three of a kind	2&lt;br /&gt;
&lt;br /&gt;
Straight	4&lt;br /&gt;
&lt;br /&gt;
Flush	8&lt;br /&gt;
&lt;br /&gt;
Full house	12&lt;br /&gt;
&lt;br /&gt;
Four of a kind	20&lt;br /&gt;
&lt;br /&gt;
Straight flush	30&lt;br /&gt;
&lt;br /&gt;
Royal flush	50&lt;br /&gt;
&lt;br /&gt;
=== Middle (when variation: 2-7 lowball middle is USED) ===&lt;br /&gt;
9 high 	1 (the highest number among the 5 cards is 9, the following is similar)&lt;br /&gt;
&lt;br /&gt;
8 high	2&lt;br /&gt;
&lt;br /&gt;
7 high	4&lt;br /&gt;
&lt;br /&gt;
75432	8 (not the same suit)&lt;br /&gt;
&lt;br /&gt;
=== Bottom/Back ===&lt;br /&gt;
Straight	2&lt;br /&gt;
&lt;br /&gt;
Flush	4&lt;br /&gt;
&lt;br /&gt;
Full house	6&lt;br /&gt;
&lt;br /&gt;
Four of a kind	10&lt;br /&gt;
&lt;br /&gt;
Straight flush	15&lt;br /&gt;
&lt;br /&gt;
Royal flush	25&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=23251</id>
		<title>Tips openfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=23251"/>
		<updated>2024-11-15T16:51:09Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of Open Face Chinese Poker, see &#039;&#039;&#039;[[Gamehelpopenfacechinesepoker|GameHelpOpenFaceChinesePoker]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== When Variation: 2-7 Lowball Middle is NOT USED ==&lt;br /&gt;
We assumes that Variation: 2-7 Lowball Middle is not used. Suggestions for games using Variation: 2-7 Lowball Middle are at the end.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, instead of Pineapple OFCP, you need to be more cautious and make sure your hand is valid, because you don&#039;t have the choice of which card to play. But if the game uses the Pineapple option, you can take moderate risks and pursue better hands.Try to go for a 5-cards combinaison in the third line. That can be with an early pair (to transform into a full / three of a kind), some consecutives cards (to transform into straight / pair), or some cards of same color (to transform into a flush / pair).&lt;br /&gt;
In the middle line, try to do either two pairs, or an high pair. You can put an early ace on it.&lt;br /&gt;
In the top line, put your Q/K (to enter in fantasyland), and A if you already got a pair in the middle line.&lt;br /&gt;
&lt;br /&gt;
You can put a medium pair of J/T/9/8 in top to get some juicy extra points.&lt;br /&gt;
&lt;br /&gt;
Paying attention to your opponent can be really good sometimes.&lt;br /&gt;
If you see he is going for very strong combinaisons, you have the option to just forget everything you was doing, and just try to survive. If he doesn&#039;t succed, you will gain +6 points from it.&lt;br /&gt;
If you see he is going for a straight, then going for a flush has more value.&lt;br /&gt;
If he has a pair of 7, going for a pair of 8 or more on that same line has more value.&lt;br /&gt;
&lt;br /&gt;
== When Variation: 2-7 Lowball Middle is USED ==&lt;br /&gt;
Always remember, in the middle hand: You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
So you need to leave a little margin of error to ensure that the hand in the middle hand is legal. How much margin of error you need to leave depends on whether the option Variation: Pineapple is used in this game.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, Variation: 2-7 Lowball Middle game without the Pineapple option, you need to be very careful and have a lot of margin of error to ensure that the hand in the middle hand is legal. If you don&#039;t want to take risks, you can put all the cards from 2 to 10 in the middle hand first, and be careful not to form pairs or flushes. Because after the first 5 cards, you can only receive one certain card each round, and you have no choice. Many times, if you are not careful enough, you can only watch the illegal hand pattern and lose the game helplessly. Of course, you can also take risks, depending on your play style. &lt;br /&gt;
&lt;br /&gt;
If you enable the option Variation: Pineapple, you can take appropriate risks. But still don&#039;t forget to make sure the hand in the middle hand is legal.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23250</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23250"/>
		<updated>2024-11-15T16:50:28Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Tablut, see &#039;&#039;&#039;[[Tips tablut|Tips_Tablut]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|600x600px|none]]&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
== Moves ==&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
== Throne ==&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
== Captures ==&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A corner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
[[File:Tablut Capture.jpg|none|thumb|400x400px]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
== Variant: King exits on the rim ==&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
[[File:Tablut Initial Edge.jpg|none|thumb|603x603px]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the &#039;&#039;&#039;fortress&#039;&#039;&#039; and the king starts on the &#039;&#039;&#039;throne&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In this variant, a corner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tablut&amp;diff=23249</id>
		<title>Tips tablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tablut&amp;diff=23249"/>
		<updated>2024-11-15T16:49:00Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of Tablut, see &#039;&#039;&#039;[[Gamehelptablut|GameHelpTablut]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== King exits on the corner： ==&lt;br /&gt;
Whether you are black or white, do remember that even if the king reaches the square immediately next to the corner, the king can still be captured by two black pawns next to him.&lt;br /&gt;
&lt;br /&gt;
Try to control row 2, row 8, column B, and column H. This is important for both Black and White.&lt;br /&gt;
&lt;br /&gt;
== Variant: King exits on the rim(edge): ==&lt;br /&gt;
Try to control row 3, row 7, column C, and column G. This is important for both Black and White.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=23248</id>
		<title>Tips openfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=23248"/>
		<updated>2024-11-15T16:46:59Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of Open Face Chinese Poker, see &#039;&#039;&#039;[[Gamehelpopenfacechinesepoker|GameHelpOpenFaceChinesePoker]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== When Variation: 2-7 Lowball Middle is NOT USED ===&lt;br /&gt;
We assumes that Variation: 2-7 Lowball Middle is not used. Suggestions for games using Variation: 2-7 Lowball Middle are at the end.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, instead of Pineapple OFCP, you need to be more cautious and make sure your hand is valid, because you don&#039;t have the choice of which card to play. But if the game uses the Pineapple option, you can take moderate risks and pursue better hands.Try to go for a 5-cards combinaison in the third line. That can be with an early pair (to transform into a full / three of a kind), some consecutives cards (to transform into straight / pair), or some cards of same color (to transform into a flush / pair).&lt;br /&gt;
In the middle line, try to do either two pairs, or an high pair. You can put an early ace on it.&lt;br /&gt;
In the top line, put your Q/K (to enter in fantasyland), and A if you already got a pair in the middle line.&lt;br /&gt;
&lt;br /&gt;
You can put a medium pair of J/T/9/8 in top to get some juicy extra points.&lt;br /&gt;
&lt;br /&gt;
Paying attention to your opponent can be really good sometimes.&lt;br /&gt;
If you see he is going for very strong combinaisons, you have the option to just forget everything you was doing, and just try to survive. If he doesn&#039;t succed, you will gain +6 points from it.&lt;br /&gt;
If you see he is going for a straight, then going for a flush has more value.&lt;br /&gt;
If he has a pair of 7, going for a pair of 8 or more on that same line has more value.&lt;br /&gt;
=== When Variation: 2-7 Lowball Middle is USED ===&lt;br /&gt;
Always remember, in the middle hand: You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
So you need to leave a little margin of error to ensure that the hand in the middle hand is legal. How much margin of error you need to leave depends on whether the option Variation: Pineapple is used in this game.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, Variation: 2-7 Lowball Middle game without the Pineapple option, you need to be very careful and have a lot of margin of error to ensure that the hand in the middle hand is legal. If you don&#039;t want to take risks, you can put all the cards from 2 to 10 in the middle hand first, and be careful not to form pairs or flushes. Because after the first 5 cards, you can only receive one certain card each round, and you have no choice. Many times, if you are not careful enough, you can only watch the illegal hand pattern and lose the game helplessly. Of course, you can also take risks, depending on your play style. &lt;br /&gt;
&lt;br /&gt;
If you enable the option Variation: Pineapple, you can take appropriate risks. But still don&#039;t forget to make sure the hand in the middle hand is legal.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=23247</id>
		<title>Gamehelpopenfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=23247"/>
		<updated>2024-11-15T16:30:17Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Open Face Chinese Poker, see &#039;&#039;&#039;[[Tips openfacechinesepoker|Tips_Open Face Chinese Poker]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
Open Face Chinese Poker can be abbreviated as OFCP. The goal of the game is to achieve more points than your opponent(s) by winning more hands also known as rows and/or by collecting royalties on premium hands without fouling. &lt;br /&gt;
Each player plays cards across three hands, the top, middle, and bottom, such that at the end there are 3 cards in the top, 5 in the middle and 5 in the bottom; 13 total in the completed hand, legal or not. &lt;br /&gt;
&lt;br /&gt;
=== Hand Rankings ===&lt;br /&gt;
The best front hand is three aces. Straights, flushes, and straight flushes are not legal front hands.&lt;br /&gt;
&lt;br /&gt;
A&amp;gt;K&amp;gt;Q&amp;gt;J&amp;gt;T&amp;gt;9&amp;gt;8&amp;gt;7&amp;gt;6&amp;gt;5&amp;gt;4&amp;gt;3&amp;gt;2.&lt;br /&gt;
&lt;br /&gt;
High card (K9652): lowest possible hand. In ties, you take the value of the highest card, then the second highest...&lt;br /&gt;
&lt;br /&gt;
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652&amp;gt;99AKQ)&lt;br /&gt;
&lt;br /&gt;
Two Pair (KK662): two pairs. In ties the highest pair wins (AA662&amp;gt;JJ773)&lt;br /&gt;
&lt;br /&gt;
3 of a Kind (KKK52): also called triplet. three identical cards. In ties you compare this trio first&lt;br /&gt;
&lt;br /&gt;
Straight (K9JQT): five consecutive cards. In ties you compare the highest card (AKQJT9&amp;gt;JT987&amp;gt;T9876&amp;gt;5432A)&lt;br /&gt;
&lt;br /&gt;
Flush: five cards of the same suit. In ties you compare the highest card&lt;br /&gt;
&lt;br /&gt;
Full House (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322&amp;gt;222AA)(666TT&amp;gt;66622)&lt;br /&gt;
&lt;br /&gt;
4 of a Kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334&amp;gt;2222A)&lt;br /&gt;
&lt;br /&gt;
Straight Flush: flush + straight&lt;br /&gt;
&lt;br /&gt;
Royal Flush: Ace high Straight Flush&lt;br /&gt;
&lt;br /&gt;
=== Deal and Play ===&lt;br /&gt;
One player is designated dealer and deals 5 cards to each player, one at a time face down. The player to dealer&#039;s left now sets his or her 5 cards, placing them face up on the table, assigning each card to the front, middle or back hand. The other players do the same, in turn, ending with the dealer.&lt;br /&gt;
&lt;br /&gt;
Once all players have set their first 5 cards, play continues clockwise, starting with the player on the dealer&#039;s left. Each player in turn draws the top card of the stock, exposes it, and adds it to one of his or her three hands. Once played, cards cannot be moved from one hand to another, and when a hand has its full complement of cards (5 in the back or middle, 3 in the front), no more can be added. When everyone has 13 cards, the hands are compared and scored.&lt;br /&gt;
&lt;br /&gt;
The deal moves to the left after each hand.&lt;br /&gt;
&lt;br /&gt;
=== Fouling/mis-setting ===&lt;br /&gt;
 At the end of each round, you check the hand requirement for all players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) don’t meet them, the hand is considered fouled/mis-set and has zero hand ranking.&lt;br /&gt;
So if no players meet them, all players will score 0 for the round.&lt;br /&gt;
&lt;br /&gt;
=== Variation: Pineapple ===&lt;br /&gt;
 In Pineapple OFCP, instead of one card per round per player as in Original OFCP, each player is dealt three cards per round, playing two and discarding one. Recently, Pineapple OFCP is more popular than Original OFCP. Pineapple is the default setting option for OFCP in Board Game Arena. &lt;br /&gt;
&lt;br /&gt;
=== Variation: 2-7 Lowball Middle ===&lt;br /&gt;
2-7 lowball middle is an option that can be selected before the game starts. If you use this option, then:&lt;br /&gt;
&lt;br /&gt;
The middle hand adopts 2-7 lowball poker hand ranks. For hands to be valid, The bottom hand must be stronger than or equal to the top hand and the middle hand cannot be higher than 10 high.&lt;br /&gt;
&lt;br /&gt;
In other words, in the middle hand:&lt;br /&gt;
&lt;br /&gt;
You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
We want the middle hand to be as weak as possible, not as strong as possible.&lt;br /&gt;
&lt;br /&gt;
Whether to use Variation: 2-7 Lowball Middle and whether to use Variation: Pineapple are options that can be set independently.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
For each line, top/middle/bottom, we compare the hand rank for each pair of players. The highest hand wins 1 point, plus the royalties of the hand, minus the royalties of the other player.&lt;br /&gt;
&lt;br /&gt;
If one player defeats another on all three lines, he/she gets a bonus of +3 points.&lt;br /&gt;
&lt;br /&gt;
The defeated player loses points equal to the gain of the other player.  If one player loses all their 100 starting points, they lose immediately.&lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, top/bottom remain the same, stronger is better. In the middle hand, weaker hands are better. Weak hands beat strong hands.&lt;br /&gt;
&lt;br /&gt;
=== Fantasyland===&lt;br /&gt;
After normal scoring is complete, if any player has a pair of queens or better in the top line, they enter in fantasyland which is a bonus round where they receive 14 cards (13 cards in Original OFCP) and arrange them as they want. Remaining cards after completing a 13-card hand are discarded. On a fantasyland round, the other players play and points are scored as usual. The requirement to stay in fantasyland is higher, 3 of a kind/full-house/4 of a kind, for top/middle/bottom respectively. &lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, build KK or better in the top row and/or 75432(not the same suit) in the middle row to enter Fantasyland. To stay in Fantasyland, 3 of a kind in the top hand or 4 of a kind or higher in the bottom hand is required. &lt;br /&gt;
&lt;br /&gt;
===Progressive Fantasyland=== &lt;br /&gt;
Players receive one additional card for each hand rank above QQ when they enter Fantasyland (3 additional cards maximum). Remaining cards after completing a 13-card hand are discarded.  &lt;br /&gt;
&lt;br /&gt;
In Progressive Fantasyland Pineapple OFCP, in the top row: 14 cards for QQ, 15 cards for KK, 16 cards for AA and 17 cards for triplets(3 of a Kind). The player keeps 13 cards, discarding the remainder before setting the hands. &lt;br /&gt;
&lt;br /&gt;
In 2-7 lowball middle, the condition changes into building KK or better in the top row and 75432 in the middle row with the same hand. &lt;br /&gt;
&lt;br /&gt;
===Royalties===&lt;br /&gt;
If fouled/mis-set, no Royalties.&lt;br /&gt;
&lt;br /&gt;
====Front/Top====&lt;br /&gt;
&lt;br /&gt;
66	1 /&lt;br /&gt;
77	2 /&lt;br /&gt;
88	3 /&lt;br /&gt;
99	4 /&lt;br /&gt;
TT	5 /&lt;br /&gt;
JJ	6 /&lt;br /&gt;
QQ	7 /&lt;br /&gt;
KK	8 /&lt;br /&gt;
AA	9 /&lt;br /&gt;
&lt;br /&gt;
222	10 /&lt;br /&gt;
333	11 /&lt;br /&gt;
444	12 /&lt;br /&gt;
555	13 /&lt;br /&gt;
666	14 /&lt;br /&gt;
777	15 /&lt;br /&gt;
888	16 /&lt;br /&gt;
999	17 /&lt;br /&gt;
TTT	18 /&lt;br /&gt;
JJJ	19 /&lt;br /&gt;
QQQ	20 /&lt;br /&gt;
KKK	21 /&lt;br /&gt;
AAA	22&lt;br /&gt;
&lt;br /&gt;
====Middle (when variation: 2-7 lowball middle is NOT USED)====&lt;br /&gt;
&lt;br /&gt;
Three of a kind	2&lt;br /&gt;
&lt;br /&gt;
Straight	4&lt;br /&gt;
&lt;br /&gt;
Flush	8&lt;br /&gt;
&lt;br /&gt;
Full house	12&lt;br /&gt;
&lt;br /&gt;
Four of a kind	20&lt;br /&gt;
&lt;br /&gt;
Straight flush	30&lt;br /&gt;
&lt;br /&gt;
Royal flush	50&lt;br /&gt;
&lt;br /&gt;
====Middle (when variation: 2-7 lowball middle is USED)====&lt;br /&gt;
9 high (the highest number among the 5 cards is 9, the following is similar)	1&lt;br /&gt;
&lt;br /&gt;
8 high	2&lt;br /&gt;
&lt;br /&gt;
7 high	4&lt;br /&gt;
&lt;br /&gt;
75432(not the same suit)	8&lt;br /&gt;
&lt;br /&gt;
==== Bottom/Back ====&lt;br /&gt;
Straight	2&lt;br /&gt;
&lt;br /&gt;
Flush	4&lt;br /&gt;
&lt;br /&gt;
Full house	6&lt;br /&gt;
&lt;br /&gt;
Four of a kind	10&lt;br /&gt;
&lt;br /&gt;
Straight flush	15&lt;br /&gt;
&lt;br /&gt;
Royal flush	25&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23246</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23246"/>
		<updated>2024-11-15T16:27:30Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For tips on how to play Tablut, see &#039;&#039;&#039;[[Tips tablut|Tips_Tablut]] .&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|600x600px|none]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A corner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
[[File:Tablut Capture.jpg|none|thumb|400x400px]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
[[File:Tablut Initial Edge.jpg|none|thumb|603x603px]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the &#039;&#039;&#039;fortress&#039;&#039;&#039; and the king starts on the &#039;&#039;&#039;throne&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In this variant, a corner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tablut&amp;diff=23244</id>
		<title>Tips tablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tablut&amp;diff=23244"/>
		<updated>2024-11-15T15:46:35Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== King exits on the corner： ===&lt;br /&gt;
Whether you are black or white, do remember that even if the king reaches the square immediately next to the corner, the king can still be captured by two black pawns next to him.&lt;br /&gt;
&lt;br /&gt;
Try to control row 2, row 8, column B, and column H. This is important for both Black and White.&lt;br /&gt;
&lt;br /&gt;
=== Variant: King exits on the rim(edge): ===&lt;br /&gt;
Try to control row 3, row 7, column C, and column G. This is important for both Black and White.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tablut&amp;diff=23243</id>
		<title>Tips tablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tablut&amp;diff=23243"/>
		<updated>2024-11-15T15:44:43Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Create Tablut Tips.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== King exits on the corner： ===&lt;br /&gt;
Whether you are black or white, do remember that even if the king reaches the square immediately next to the corner, the king can still be captured by two black pawns next to him.&lt;br /&gt;
Try to control row 2, row 8, column B, and column H. This is important for both Black and White.&lt;br /&gt;
&lt;br /&gt;
=== Variant: King exits on the rim(edge): ===&lt;br /&gt;
Try to control row 3, row 7, column C, and column G. This is important for both Black and White.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23242</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23242"/>
		<updated>2024-11-15T15:20:05Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Correcting spelling mistakes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|600x600px|none]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A corner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
[[File:Tablut Capture.jpg|none|thumb|400x400px]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
[[File:Tablut Initial Edge.jpg|none|thumb|603x603px]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the &#039;&#039;&#039;fortress&#039;&#039;&#039; and the king starts on the &#039;&#039;&#039;throne&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In this variant, a corner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23241</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23241"/>
		<updated>2024-11-15T15:11:17Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|600x600px|none]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
[[File:Tablut Capture.jpg|none|thumb|400x400px]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
[[File:Tablut Initial Edge.jpg|none|thumb|603x603px]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the &#039;&#039;&#039;fortress&#039;&#039;&#039; and the king starts on the &#039;&#039;&#039;throne&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
In this variant, a coner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23240</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23240"/>
		<updated>2024-11-15T15:09:32Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Reworked the images to make them easier to understand.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|600x600px|none]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
[[File:Tablut Capture.jpg|none|thumb|400x400px]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;&amp;lt;big&amp;gt;default&amp;lt;/big&amp;gt;&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
[[File:Tablut Initial Edge.jpg|none|thumb|603x603px]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the fortress and the king starts on the throne. &lt;br /&gt;
&lt;br /&gt;
In this variant, a coner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Tablut_Initial_Edge.jpg&amp;diff=23239</id>
		<title>File:Tablut Initial Edge.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Tablut_Initial_Edge.jpg&amp;diff=23239"/>
		<updated>2024-11-15T15:06:42Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tablut Initial Edge&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Tablut_Capture.jpg&amp;diff=23238</id>
		<title>File:Tablut Capture.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Tablut_Capture.jpg&amp;diff=23238"/>
		<updated>2024-11-15T14:59:14Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tablut Capture&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23237</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23237"/>
		<updated>2024-11-15T14:44:38Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|600x600px|center]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:KingCapture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;default&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the fortress and the king starts on the throne. &lt;br /&gt;
&lt;br /&gt;
In this variant, a coner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23236</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23236"/>
		<updated>2024-11-15T14:43:29Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|600x600px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:KingCapture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;default&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the fortress and the king starts on the throne. &lt;br /&gt;
&lt;br /&gt;
In this variant, a coner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23235</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23235"/>
		<updated>2024-11-15T14:42:37Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|left|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:KingCapture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;default&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the fortress and the king starts on the throne. &lt;br /&gt;
&lt;br /&gt;
In this variant, a coner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23234</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23234"/>
		<updated>2024-11-15T14:41:01Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|left|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:KingCapture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;default&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the fortress and the king starts on the throne. &lt;br /&gt;
&lt;br /&gt;
In this variant, a coner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23233</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23233"/>
		<updated>2024-11-15T14:40:10Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb|left|600x600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:KingCapture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;default&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the fortress and the king starts on the throne. &lt;br /&gt;
&lt;br /&gt;
In this variant, a coner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23232</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=23232"/>
		<updated>2024-11-15T14:31:19Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut Initial Setup.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:KingCapture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the &#039;&#039;&#039;default&#039;&#039;&#039; setting of BGA.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim. All the Muscovites (black pawns) start on the fortress and the king starts on the throne. &lt;br /&gt;
&lt;br /&gt;
In this variant, a coner can&#039;t be used like a enemy to capture a pawn. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=File:Tablut_Initial_Setup.jpg&amp;diff=23231</id>
		<title>File:Tablut Initial Setup.jpg</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=File:Tablut_Initial_Setup.jpg&amp;diff=23231"/>
		<updated>2024-11-15T14:27:49Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tablut Initial Setup&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=22973</id>
		<title>Gamehelptablut</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptablut&amp;diff=22973"/>
		<updated>2024-10-09T15:38:33Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: A lot of detailed additions have been made to Variant: King exits on the rim, or it can be called, king escapes from the borders.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Description =&lt;br /&gt;
Tablut is an abstract tactical game for 2 players.&lt;br /&gt;
&lt;br /&gt;
Original Rules: [[http://www.stmoroky.com/games/tablut/tabrules.htm]]&lt;br /&gt;
&lt;br /&gt;
It is played on a 9 per 9 tiled board. There are 16 black pawns, called Muscovites, 8 white pawns, the Swedes, and a special white pawn, the Swedish king.&lt;br /&gt;
&lt;br /&gt;
Players take turns, moving a single pawn of their color each time.&lt;br /&gt;
&lt;br /&gt;
The initial setup looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_board_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
= Objective of the game =&lt;br /&gt;
For the player with the black pawns, the Muscovites, the goal is to encircle the king in order to capture them.&lt;br /&gt;
&lt;br /&gt;
For the player with the white pawns, the Swedes, the goal is to bring the king on any tile of the corner of the board.&lt;br /&gt;
&lt;br /&gt;
= Moves =&lt;br /&gt;
All pawns move like the tower in chess: horizontally or vertically of any number of tiles.&lt;br /&gt;
&lt;br /&gt;
= Throne =&lt;br /&gt;
The king starting positions is &#039;&#039;&#039;throne&#039;&#039;&#039;:&lt;br /&gt;
Only the king may occupy the throne and the corner squares.&lt;br /&gt;
 &lt;br /&gt;
Other pieces may pass through the throne when it is unoccupied, but may not stop there.&lt;br /&gt;
&lt;br /&gt;
= Captures =&lt;br /&gt;
A pawn is captured, and hence removed from the board, when surrounded by 2 enemy pawns on opposite neighbour tiles :&lt;br /&gt;
&lt;br /&gt;
[[File:Tablut_soldier_capture.png]]&lt;br /&gt;
&lt;br /&gt;
A coner can be used like a enemy to capture a pawn.&lt;br /&gt;
However, a pawn willingly moving between 2 enemy pawns does not get captured.&lt;br /&gt;
&lt;br /&gt;
The king is special in regard to capture: 2 Muscovites are not enough to eliminate him,&lt;br /&gt;
he must be encircled on all his 4 neighbour tiles, or with 3 Muscovites and throne or Edge or with 2 Muscovites, one Edge and a corner.&lt;br /&gt;
&lt;br /&gt;
[[File:KingCapture.png]]&lt;br /&gt;
&lt;br /&gt;
The king may not participate in captures.&lt;br /&gt;
&lt;br /&gt;
= Variant: King exits on the rim =&lt;br /&gt;
Like all tafl games, tablut has many variants. Variant: King exits on the rim, or it can be called, king escapes from the borders ,now is the default setting of BGA.&lt;br /&gt;
&lt;br /&gt;
In this variant, the goal of the king is now to reach any square on the rim.&lt;br /&gt;
All the Muscovites (black pawns) start on the fortress and the king starts on the throne. &lt;br /&gt;
&lt;br /&gt;
The Muscovites can get out of the fortress squares but never get back in again. Any pawns outside the fortress squares cannot occupy or cross the fortress squares. &lt;br /&gt;
&lt;br /&gt;
After the king leaves the throne, he can return to it or pass through it. No pawns other than the king can occupy the throne or pass through it. &lt;br /&gt;
&lt;br /&gt;
(If the setting is king escapes from the corners, all pawns can pass through the throne, but if the setting is king escapes from the borders, only the king can pass through the throne. )&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=21417</id>
		<title>Tips openfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=21417"/>
		<updated>2024-06-01T03:05:15Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== When Variation: 2-7 Lowball Middle is NOT USED ===&lt;br /&gt;
We assumes that Variation: 2-7 Lowball Middle is not used. Suggestions for games using Variation: 2-7 Lowball Middle are at the end.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, instead of Pineapple OFCP, you need to be more cautious and make sure your hand is valid, because you don&#039;t have the choice of which card to play. But if the game uses the Pineapple option, you can take moderate risks and pursue better hands.Try to go for a 5-cards combinaison in the third line. That can be with an early pair (to transform into a full / three of a kind), some consecutives cards (to transform into straight / pair), or some cards of same color (to transform into a flush / pair).&lt;br /&gt;
In the middle line, try to do either two pairs, or an high pair. You can put an early ace on it.&lt;br /&gt;
In the top line, put your Q/K (to enter in fantasyland), and A if you already got a pair in the middle line.&lt;br /&gt;
&lt;br /&gt;
You can put a medium pair of J/T/9/8 in top to get some juicy extra points.&lt;br /&gt;
&lt;br /&gt;
Paying attention to your opponent can be really good sometimes.&lt;br /&gt;
If you see he is going for very strong combinaisons, you have the option to just forget everything you was doing, and just try to survive. If he doesn&#039;t succed, you will gain +6 points from it.&lt;br /&gt;
If you see he is going for a straight, then going for a flush has more value.&lt;br /&gt;
If he has a pair of 7, going for a pair of 8 or more on that same line has more value.&lt;br /&gt;
=== When Variation: 2-7 Lowball Middle is USED ===&lt;br /&gt;
Always remember, in the middle hand: You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
So you need to leave a little margin of error to ensure that the hand in the middle hand is legal. How much margin of error you need to leave depends on whether the option Variation: Pineapple is used in this game.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, Variation: 2-7 Lowball Middle game without the Pineapple option, you need to be very careful and have a lot of margin of error to ensure that the hand in the middle hand is legal. If you don&#039;t want to take risks, you can put all the cards from 2 to 10 in the middle hand first, and be careful not to form pairs or flushes. Because after the first 5 cards, you can only receive one certain card each round, and you have no choice. Many times, if you are not careful enough, you can only watch the illegal hand pattern and lose the game helplessly. Of course, you can also take risks, depending on your play style. &lt;br /&gt;
&lt;br /&gt;
If you enable the option Variation: Pineapple, you can take appropriate risks. But still don&#039;t forget to make sure the hand in the middle hand is legal.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=21416</id>
		<title>Tips openfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=21416"/>
		<updated>2024-06-01T03:00:17Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== When Variation: 2-7 Lowball Middle is NOT USED ===&lt;br /&gt;
We assumes that Variation: 2-7 Lowball Middle is not used. Suggestions for games using Variation: 2-7 Lowball Middle are at the end.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, instead of Pineapple OFCP, you need to be more cautious and make sure your hand is valid, because you don&#039;t have the choice of which card to play. But if the game uses the Pineapple option, you can take moderate risks and pursue better hands.Try to go for a 5-cards combinaison in the third line. That can be with an early pair (to transform into a full / three of a kind), some consecutives cards (to transform into straight / pair), or some cards of same color (to transform into a flush / pair).&lt;br /&gt;
In the middle line, try to do either two pairs, or an high pair. You can put an early ace on it.&lt;br /&gt;
In the top line, put your Q/K (to enter in fantasyland), and A if you already got a pair in the middle line.&lt;br /&gt;
&lt;br /&gt;
You can put a medium pair of J/T/9/8 in top to get some juicy extra points.&lt;br /&gt;
&lt;br /&gt;
Paying attention to your opponent can be really good sometimes.&lt;br /&gt;
If you see he is going for very strong combinaisons, you have the option to just forget everything you was doing, and just try to survive. If he doesn&#039;t succed, you will gain +6 points from it.&lt;br /&gt;
If you see he is going for a straight, then going for a flush has more value.&lt;br /&gt;
If he has a pair of 7, going for a pair of 8 or more on that same line has more value.&lt;br /&gt;
=== When Variation: 2-7 Lowball Middle is USED ===&lt;br /&gt;
Always remember, in the middle hand: You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
So you need to leave a little margin of error to ensure that the hand in the middle hand is legal. How much margin of error you need to leave depends on whether the option Variation: Pineapple is turned on in this game.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, Variation: 2-7 Lowball Middle game without the Pineapple option, you need to be very careful and have a lot of margin of error to ensure that the hand in the middle hand is legal. If you don&#039;t want to take risks, you can put all the cards from 2 to 10 in the middle hand first, and be careful not to form pairs or flushes. Because after the first 5 cards, you can only receive one certain card each round, and you have no choice. Many times, if you are not careful enough, you can only watch the illegal hand pattern and lose the game helplessly. Of course, you can also take risks, depending on your play style. &lt;br /&gt;
&lt;br /&gt;
If you enable the option Variation: Pineapple, you can take appropriate risks. But still don&#039;t forget to make sure the hand in the middle hand is legal.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=21415</id>
		<title>Tips openfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=21415"/>
		<updated>2024-06-01T02:52:53Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Pretty minor change, removes unnecessary line breaks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== When Variation: 2-7 Lowball Middle is NOT USED ===&lt;br /&gt;
We assumes that Variation: 2-7 Lowball Middle is not used. Suggestions for games using Variation: 2-7 Lowball Middle are at the end.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, instead of Pineapple OFCP, you need to be more cautious and make sure your hand is valid, because you don&#039;t have the choice of which card to play. But if the game uses the Pineapple option, you can take moderate risks and pursue better hands.Try to go for a 5-cards combinaison in the third line. That can be with an early pair (to transform into a full / three of a kind), some consecutives cards (to transform into straight / pair), or some cards of same color (to transform into a flush / pair).&lt;br /&gt;
In the middle line, try to do either two pairs, or an high pair. You can put an early ace on it.&lt;br /&gt;
In the top line, put your Q/K (to enter in fantasyland), and A if you already got a pair in the middle line.&lt;br /&gt;
&lt;br /&gt;
You can put a medium pair of J/T/9/8 in top to get some juicy extra points.Paying attention to your opponent can be really good sometimes.&lt;br /&gt;
If you see he is going for very strong combinaisons, you have the option to just forget everything you was doing, and just try to survive. If he doesn&#039;t succed, you will gain +6 points from it.&lt;br /&gt;
If you see he is going for a straight, then going for a flush has more value.&lt;br /&gt;
If he has a pair of 7, going for a pair of 8 or more on that same line has more value.&lt;br /&gt;
=== When Variation: 2-7 Lowball Middle is USED ===&lt;br /&gt;
Always remember, in the middle hand: You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
So you need to leave a little margin of error to ensure that the hand in the middle hand is legal. How much margin of error you need to leave depends on whether the option Variation: Pineapple is turned on in this game.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, Variation: 2-7 Lowball Middle game without the Pineapple option, you need to be very careful and have a lot of margin of error to ensure that the hand in the middle hand is legal. If you don&#039;t want to take risks, you can put all the cards from 2 to 10 in the middle hand first, and be careful not to form pairs or flushes. Because after the first 5 cards, you can only receive one certain card each round, and you have no choice. Many times, if you are not careful enough, you can only watch the illegal hand pattern and lose the game helplessly. Of course, you can also take risks, depending on your play style. &lt;br /&gt;
&lt;br /&gt;
If you enable the option Variation: Pineapple, you can take appropriate risks. But still don&#039;t forget to make sure the hand in the middle hand is legal.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=21414</id>
		<title>Tips openfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_openfacechinesepoker&amp;diff=21414"/>
		<updated>2024-05-31T22:51:35Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: Provides more detailed game tips. Added game tips for Variation: 2-7 Lowball Middle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== When Variation: 2-7 Lowball Middle is NOT USED ===&lt;br /&gt;
We assumes that Variation: 2-7 Lowball Middle is not used. Suggestions for games using Variation: 2-7 Lowball Middle are at the end.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, instead of Pineapple OFCP, you need to be more cautious and make sure your hand is valid, because you don&#039;t have the choice of which card to play. But if the game uses the Pineapple option, you can take moderate risks and pursue better hands.Try to go for a 5-cards combinaison in the third line. That can be with an early pair (to transform into a full / three of a kind), some consecutives cards (to transform into straight / pair), or some cards of same color (to transform into a flush / pair).&lt;br /&gt;
In the middle line, try to do either two pairs, or an high pair. You can put an early ace on it.&lt;br /&gt;
In the top line, put your Q/K (to enter in fantasyland), and A if you already got a pair in the middle line.&lt;br /&gt;
&lt;br /&gt;
You can put a medium pair of J/T/9/8 in top to get some juicy extra points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paying attention to your opponent can be really good sometimes.&lt;br /&gt;
If you see he is going for very strong combinaisons, you have the option to just forget everything you was doing, and just try to survive. If he doesn&#039;t succed, you will gain +6 points from it.&lt;br /&gt;
If you see he is going for a straight, then going for a flush has more value.&lt;br /&gt;
If he has a pair of 7, going for a pair of 8 or more on that same line has more value.&lt;br /&gt;
&lt;br /&gt;
=== When Variation: 2-7 Lowball Middle is USED ===&lt;br /&gt;
Always remember, in the middle hand: You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
So you need to leave a little margin of error to ensure that the hand in the middle hand is legal. How much margin of error you need to leave depends on whether the option Variation: Pineapple is turned on in this game.&lt;br /&gt;
&lt;br /&gt;
If you are playing Original OFCP, Variation: 2-7 Lowball Middle &lt;br /&gt;
&lt;br /&gt;
game without the Pineapple option, you need to be very careful and have a lot of margin of error to ensure that the hand in the middle hand is legal. If you don&#039;t want to take risks, you can put all the cards from 2 to 10 in the middle hand first, and be careful not to form pairs or flushes. Because after the first 5 cards, you can only receive one certain card each round, and you have no choice. Many times, if you are not careful enough, you can only watch the illegal hand pattern and lose the game helplessly. Of course, you can also take risks, depending on your play style.&lt;br /&gt;
&lt;br /&gt;
If you enable the option Variation: Pineapple, you can take appropriate risks. But still don&#039;t forget to make sure the hand in the middle hand is legal.&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=21413</id>
		<title>Gamehelpopenfacechinesepoker</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpopenfacechinesepoker&amp;diff=21413"/>
		<updated>2024-05-31T21:59:04Z</updated>

		<summary type="html">&lt;p&gt;NuoNuo: The original rules of this page were not well written. I made a lot of revisions while following the rules completely. I am an experienced player who has played many rounds of this game. In particular, the original rules barely introduced Variation: 2-7 Lowball Middle. I added a detailed supplement to introduce this variation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
Open Face Chinese Poker can be abbreviated as OFCP. The goal of the game is to achieve more points than your opponent(s) by winning more hands also known as rows and/or by collecting royalties on premium hands without fouling. &lt;br /&gt;
Each player plays cards across three hands, the top, middle, and bottom, such that at the end there are 3 cards in the top, 5 in the middle and 5 in the bottom; 13 total in the completed hand, legal or not. &lt;br /&gt;
&lt;br /&gt;
=== Hand Rankings ===&lt;br /&gt;
The best front hand is three aces. Straights, flushes, and straight flushes are not legal front hands.&lt;br /&gt;
&lt;br /&gt;
A&amp;gt;K&amp;gt;Q&amp;gt;J&amp;gt;T&amp;gt;9&amp;gt;8&amp;gt;7&amp;gt;6&amp;gt;5&amp;gt;4&amp;gt;3&amp;gt;2.&lt;br /&gt;
&lt;br /&gt;
High card (K9652): lowest possible hand. In ties, you take the value of the highest card, then the second highest...&lt;br /&gt;
&lt;br /&gt;
Pair (KK652): two identical cards. In ties, you compare first the value of the pair (TT652&amp;gt;99AKQ)&lt;br /&gt;
&lt;br /&gt;
Two Pair (KK662): two pairs. In ties the highest pair wins (AA662&amp;gt;JJ773)&lt;br /&gt;
&lt;br /&gt;
3 of a Kind (KKK52): also called triplet. three identical cards. In ties you compare this trio first&lt;br /&gt;
&lt;br /&gt;
Straight (K9JQT): five consecutive cards. In ties you compare the highest card (AKQJT9&amp;gt;JT987&amp;gt;T9876&amp;gt;5432A)&lt;br /&gt;
&lt;br /&gt;
Flush: five cards of the same suit. In ties you compare the highest card&lt;br /&gt;
&lt;br /&gt;
Full House (KKK55): 3 of a kind + pair. In ties you compare the value of the trio first, then the pair (33322&amp;gt;222AA)(666TT&amp;gt;66622)&lt;br /&gt;
&lt;br /&gt;
4 of a Kind (KKKK2): four identical cards. In ties you compare the 4 of a kind first (33334&amp;gt;2222A)&lt;br /&gt;
&lt;br /&gt;
Straight Flush: flush + straight&lt;br /&gt;
&lt;br /&gt;
Royal Flush: Ace high Straight Flush&lt;br /&gt;
&lt;br /&gt;
=== Deal and Play ===&lt;br /&gt;
One player is designated dealer and deals 5 cards to each player, one at a time face down. The player to dealer&#039;s left now sets his or her 5 cards, placing them face up on the table, assigning each card to the front, middle or back hand. The other players do the same, in turn, ending with the dealer.&lt;br /&gt;
&lt;br /&gt;
Once all players have set their first 5 cards, play continues clockwise, starting with the player on the dealer&#039;s left. Each player in turn draws the top card of the stock, exposes it, and adds it to one of his or her three hands. Once played, cards cannot be moved from one hand to another, and when a hand has its full complement of cards (5 in the back or middle, 3 in the front), no more can be added. When everyone has 13 cards, the hands are compared and scored.&lt;br /&gt;
&lt;br /&gt;
The deal moves to the left after each hand.&lt;br /&gt;
&lt;br /&gt;
=== Fouling/mis-setting ===&lt;br /&gt;
 At the end of each round, you check the hand requirement for all players (by default Top hand ≤ Middle hand ≤ Bottom hand). If some player(s) don’t meet them, the hand is considered fouled/mis-set and has zero hand ranking.&lt;br /&gt;
So if no players meet them, all players will score 0 for the round.&lt;br /&gt;
&lt;br /&gt;
=== Variation: Pineapple ===&lt;br /&gt;
 In Pineapple OFCP, instead of one card per round per player as in Original OFCP, each player is dealt three cards per round, playing two and discarding one. Recently, Pineapple OFCP is more popular than Original OFCP. Pineapple is the default setting option for OFCP in Board Game Arena. &lt;br /&gt;
&lt;br /&gt;
=== Variation: 2-7 Lowball Middle ===&lt;br /&gt;
2-7 lowball middle is an option that can be selected before the game starts. If you use this option, then:&lt;br /&gt;
&lt;br /&gt;
The middle hand adopts 2-7 lowball poker hand ranks. For hands to be valid, The bottom hand must be stronger than or equal to the top hand and the middle hand cannot be higher than 10 high.&lt;br /&gt;
&lt;br /&gt;
In other words, in the middle hand:&lt;br /&gt;
&lt;br /&gt;
You should only put in 2 to 10, and never put in J, Q, K, A; and the 5 cards should not form a straight, flush (same suit), and no pair or better. Otherwise your hand is invalid and you will lose this hand completely.&lt;br /&gt;
&lt;br /&gt;
We want the middle hand to be as weak as possible, not as strong as possible.&lt;br /&gt;
&lt;br /&gt;
Whether to use Variation: 2-7 Lowball Middle and whether to use Variation: Pineapple are options that can be set independently.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
For each line, top/middle/bottom, we compare the hand rank for each pair of players. The highest hand wins 1 point, plus the royalties of the hand, minus the royalties of the other player.&lt;br /&gt;
&lt;br /&gt;
If one player defeats another on all three lines, he/she gets a bonus of +3 points.&lt;br /&gt;
&lt;br /&gt;
The defeated player loses points equal to the gain of the other player.  If one player loses all their 100 starting points, they lose immediately.&lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, top/bottom remain the same, stronger is better. In the middle hand, weaker hands are better. Weak hands beat strong hands.&lt;br /&gt;
&lt;br /&gt;
=== Fantasyland===&lt;br /&gt;
After normal scoring is complete, if any player has a pair of queens or better in the top line, they enter in fantasyland which is a bonus round where they receive 14 cards (13 cards in Original OFCP) and arrange them as they want. Remaining cards after completing a 13-card hand are discarded. On a fantasyland round, the other players play and points are scored as usual. The requirement to stay in fantasyland is higher, 3 of a kind/full-house/4 of a kind, for top/middle/bottom respectively. &lt;br /&gt;
&lt;br /&gt;
When using Variation: 2-7 lowball middle, build KK or better in the top row and/or 75432(not the same suit) in the middle row to enter Fantasyland. To stay in Fantasyland, 3 of a kind in the top hand or 4 of a kind or higher in the bottom hand is required. &lt;br /&gt;
&lt;br /&gt;
===Progressive Fantasyland=== &lt;br /&gt;
Players receive one additional card for each hand rank above QQ when they enter Fantasyland (3 additional cards maximum). Remaining cards after completing a 13-card hand are discarded.  &lt;br /&gt;
&lt;br /&gt;
In Progressive Fantasyland Pineapple OFCP, in the top row: 14 cards for QQ, 15 cards for KK, 16 cards for AA and 17 cards for triplets(3 of a Kind). The player keeps 13 cards, discarding the remainder before setting the hands. &lt;br /&gt;
&lt;br /&gt;
In 2-7 lowball middle, the condition changes into building KK or better in the top row and 75432 in the middle row with the same hand. &lt;br /&gt;
&lt;br /&gt;
===Royalties===&lt;br /&gt;
If fouled/mis-set, no Royalties.&lt;br /&gt;
&lt;br /&gt;
====Front/Top====&lt;br /&gt;
&lt;br /&gt;
66	1 /&lt;br /&gt;
77	2 /&lt;br /&gt;
88	3 /&lt;br /&gt;
99	4 /&lt;br /&gt;
TT	5 /&lt;br /&gt;
JJ	6 /&lt;br /&gt;
QQ	7 /&lt;br /&gt;
KK	8 /&lt;br /&gt;
AA	9 /&lt;br /&gt;
&lt;br /&gt;
222	10 /&lt;br /&gt;
333	11 /&lt;br /&gt;
444	12 /&lt;br /&gt;
555	13 /&lt;br /&gt;
666	14 /&lt;br /&gt;
777	15 /&lt;br /&gt;
888	16 /&lt;br /&gt;
999	17 /&lt;br /&gt;
TTT	18 /&lt;br /&gt;
JJJ	19 /&lt;br /&gt;
QQQ	20 /&lt;br /&gt;
KKK	21 /&lt;br /&gt;
AAA	22&lt;br /&gt;
&lt;br /&gt;
====Middle (when variation: 2-7 lowball middle is NOT USED)====&lt;br /&gt;
&lt;br /&gt;
Three of a kind	2&lt;br /&gt;
&lt;br /&gt;
Straight	4&lt;br /&gt;
&lt;br /&gt;
Flush	8&lt;br /&gt;
&lt;br /&gt;
Full house	12&lt;br /&gt;
&lt;br /&gt;
Four of a kind	20&lt;br /&gt;
&lt;br /&gt;
Straight flush	30&lt;br /&gt;
&lt;br /&gt;
Royal flush	50&lt;br /&gt;
&lt;br /&gt;
====Middle (when variation: 2-7 lowball middle is USED)====&lt;br /&gt;
9 high (the highest number among the 5 cards is 9, the following is similar)	1&lt;br /&gt;
&lt;br /&gt;
8 high	2&lt;br /&gt;
&lt;br /&gt;
7 high	4&lt;br /&gt;
&lt;br /&gt;
75432(not the same suit)	8&lt;br /&gt;
&lt;br /&gt;
==== Bottom/Back ====&lt;br /&gt;
Straight	2&lt;br /&gt;
&lt;br /&gt;
Flush	4&lt;br /&gt;
&lt;br /&gt;
Full house	6&lt;br /&gt;
&lt;br /&gt;
Four of a kind	10&lt;br /&gt;
&lt;br /&gt;
Straight flush	15&lt;br /&gt;
&lt;br /&gt;
Royal flush	25&lt;/div&gt;</summary>
		<author><name>NuoNuo</name></author>
	</entry>
</feed>