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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Oldspring</id>
	<title>Board Game Arena - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Oldspring"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Oldspring"/>
	<updated>2026-10-22T17:29:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdistilled&amp;diff=30651</id>
		<title>Gamehelpdistilled</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdistilled&amp;diff=30651"/>
		<updated>2026-07-11T04:46:31Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: /* Recipes */ Correction to tasting flight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
You have inherited your family&#039;s distillery. Buy ingredients, recipes, equipment, and staff to create renowned spirits and earn the title of Master Distiller. The goal is to earn the most SP (Spirit Points) at the end of seven rounds. SP is earned mostly by selling the spirits you make, but also by gaining premium upgrades and items. &lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
Before the game starts, you are given two Master Distiller characters to choose from. Each has a different signature recipe and a special skill to aid you in the game. You also receive 3 Spirit Awards (goals) that give you SP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Before each round, you may perform any &amp;quot;start of round&amp;quot; actions allowed by your character or distillery upgrades. &lt;br /&gt;
&lt;br /&gt;
====Recipes====&lt;br /&gt;
&lt;br /&gt;
Recipes are the combination of ingredients (cards) you need to distill certain kinds of spirits. You cannot make a spirit if you do not own the recipe for it, even if you have the cards (you cannot &amp;quot;discover&amp;quot; brandy). Each player gets the same &amp;quot;Tasting Flight&amp;quot; or list of available recipes, other than their signature recipe. &lt;br /&gt;
&lt;br /&gt;
To distill a spirit it &#039;&#039;&#039;must&#039;&#039;&#039; include some type of &#039;&#039;yeast&#039;&#039;, &#039;&#039;water&#039;&#039;, and a &#039;&#039;sugar&#039;&#039;. There are three kinds of sugars: &#039;&#039;&#039;{{Text|grain|c=brown}}&#039;&#039;&#039; (brown wheat), &#039;&#039;&#039;{{Text|plant|c=green}}&#039;&#039;&#039; (green root), and &#039;&#039;&#039;{{Text|fruit|c=red}}&#039;&#039;&#039; (red fruit). &lt;br /&gt;
&lt;br /&gt;
When you start, you only have three recipes you can make: moonshine, vodka, and your signature recipe. But you won&#039;t be able to make your signature recipe in the first round. Other recipes must be purchased during the market phase.&lt;br /&gt;
&lt;br /&gt;
====Phases of a Round====&lt;br /&gt;
&lt;br /&gt;
Each round has four phases: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Market&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Distill&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Sell&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Age&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Market&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In other words, shopping. In this phase, you purchase recipes, ingredients, items, and distillery upgrades. &lt;br /&gt;
&lt;br /&gt;
There are five places to buy things: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Basic Market:&#039;&#039;&#039; The top row displays basic elements to make any spirit. Some have no cost. But you can &#039;&#039;&#039;only purchase 2 items&#039;&#039;&#039; from the Basic Market each round.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;If you buy yeast, you gain 1 money.&amp;lt;/li&amp;gt;&lt;br /&gt;
	&amp;lt;li&amp;gt;If you buy water, you can look at the top card of either any market deck and purchase it if you wish.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Distillery Upgrades:&#039;&#039;&#039; Gain advantages by getting discounts, free ingredients, or other benefits.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Premium Ingredients:&#039;&#039;&#039; Premium ingredients get more SP if they appear in your spirit.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Premium Items:&#039;&#039;&#039; Containers to distill and sell your spirits. Some spirits require a barrel or clay vessel to age in. Bottles are used when the spirit is sold and can increase SP if they match the spirit&#039;s country of origin.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;&#039;&#039;&#039;Recipe List:&#039;&#039;&#039; Found near your player card. To make a spirit, you must first unlock the recipe. Bronze recipes cost 2 money, silver costs 4 money, gold costs 6 money. You start with the &#039;&#039;moonshine&#039;&#039; and &#039;&#039;vodka&#039;&#039; recipes unlocked.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When all players have passed, the market phase is over. The rightmost cards for each market are discarded and shifted to make room for new drawn cards. &lt;br /&gt;
&lt;br /&gt;
Purchased ingredients go into your pantry and equipment goes into your storeroom. These will eventually be combined when you sell the spirit. But first you have to distill it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Distill&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Optional:&#039;&#039; Before distilling, you can trade 1 ingredient or item card for a basic ingredient of equal or lesser cost. You cannot trade your starting barrel or bottle.&lt;br /&gt;
&lt;br /&gt;
Each player selects ingredients to put in their washback (the vessel used for fermentation). &#039;&#039;Yeast&#039;&#039; and &#039;&#039;water&#039;&#039; and &#039;&#039;at least one sugar&#039;&#039; are required ingredients to distill anything. The type and number of sugars determine what spirit will be made. If you have &#039;&#039;Alcohol&#039;&#039; in your pantry from previous spirits, you can use that in place of yeast or water. &lt;br /&gt;
&lt;br /&gt;
When distilling takes place, all the cards are shuffled together, including one Alcohol card per sugar card. Two of the cards are returned to the pantry (these represent the &amp;quot;heads&amp;quot; and &amp;quot;tails&amp;quot; formed during fermentation, which are cut from the liquid, but reusable). If the remaining cards match a known recipe (and you have the appropriate barrel) you can create that spirit and store it in a warehouse. The recipe must not contain any type of sugar that is not part of the recipe. &lt;br /&gt;
&lt;br /&gt;
Tip: Because two cards from the recipe are returned to you, you may want to include more sugars than necessary into the mix to increase the chances of getting the spirit you want.&lt;br /&gt;
&lt;br /&gt;
You may have to choose between different recipes if there is more than one match. Vodka is always an option if the result contains any sugars, or moonshine if it contains no sugar. &lt;br /&gt;
&lt;br /&gt;
Once you have your spirit, you must choose a barrel to combine it with. The recipe&#039;s &amp;quot;spirit label&amp;quot; is claimed and the cards are stored in one of your two warehouses. If you don&#039;t need to age it, you may be ready to sell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Sell&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any spirits in your warehouse may be sold for money and SP. Recipes with the non-age icon (crossed out hourglass) MUST be sold this round. Recipes that do have the age icon (brown hourglass) must wait at least one round after distillation to be sold.&lt;br /&gt;
&lt;br /&gt;
To sell, you must choose a bottle to put the spirit in. All players start with a glass bottle, but premium bottles bought from the market can increase the SP or money value.&lt;br /&gt;
&lt;br /&gt;
The SP and money value is the totals from the cards (ingredients, flavors, barrels, bottle) and recipe. The label is used to choose a selling bonus, either SP or some other benefit. Starting equipment is returned to your storeroom. Premium bottles are put on display and may earn additional SP at the end of the game.&lt;br /&gt;
&lt;br /&gt;
If you cannot or choose not to sell a spirit this round, you hold a &amp;quot;tasting&amp;quot; where you can exchange up to 4 SP for money.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Age&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recipes with the age icon (brown hourglass) must wait at least one round after distillation and cannot be sold immediately. A spirit gains 1 Flavor card for each round it is aged. The value of these flavor cards is not revealed until the spirit is sold. (You never know what your spirit will taste like until you sell it.)&lt;br /&gt;
&lt;br /&gt;
You can age a spirit for more than one round, which will increase its SP, but not sell value. &lt;br /&gt;
&lt;br /&gt;
In the last round, if you do not sell an aged spirit, you will still receive SP for it, but not money.&lt;br /&gt;
&lt;br /&gt;
==End of Round==&lt;br /&gt;
&lt;br /&gt;
BGA checks to see if you have achieved any Spirit Awards (goals) and adds the SP to your total. &lt;br /&gt;
&lt;br /&gt;
If this is the end of the third round, choose one Spirit Award to discard. &lt;br /&gt;
&lt;br /&gt;
After seven rounds, the game ends and scoring commences.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
Spirit Points are gained from: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Spirits stored in the warehouse, counting the cards in the spirit stack, barrel, and recipe. You do not receive SP from flavors but receive 1 SP per flavor card.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Bottles with a Region icon. Score 2/4/7/10/15 SP for 1/2/3/4/5/6+ bottles from the same region. Add 5 SP if you have one bottle from each of the three different Regions.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;li&amp;gt;A distiller&#039;s home region counts as an icon of that Region, not a separate fourth icon.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;/ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Distillery upgrades&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Spirit Awards (goals)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Money at a rate of 1 SP for 5 money&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If players are tied for the most SP, the player with the most money wins.&lt;br /&gt;
&lt;br /&gt;
==Solo Mode==&lt;br /&gt;
&lt;br /&gt;
In Solo Mode, your objective is to fulfill a set of goals and earn enough SP to meet the threshold determined by those goals. Fourteen goals are arranged into five rows in a &amp;quot;tree&amp;quot; formation. Achieving one will unlock the goals above it. This row becomes the active row. You cannot complete goals below your active row.&lt;br /&gt;
&lt;br /&gt;
To win, you must A) complete one goal from each row and B) earn at least as many SP as the total from your achieved A goal and B goal.&lt;br /&gt;
&lt;br /&gt;
{{infoBox&lt;br /&gt;
|background=gold&lt;br /&gt;
|state=collapsed&lt;br /&gt;
|minwidth=100%&lt;br /&gt;
|title=Differences Between Physical Game and BGA&lt;br /&gt;
|body=&amp;lt;ul class=&amp;quot;bulletlist&amp;quot; style=&amp;quot;margin:1em 0;padding-inline-start:40px;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;On BGA, the distill phase is taken in player order, starting with the first player token.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;On BGA, the Drone Camera is not part of the Distillery Upgrade deck.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;On BGA, the choice of flavor cards for Doig Ventilator is automated to pick the most valuable flavor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptanglewoodsred&amp;diff=30650</id>
		<title>Gamehelptanglewoodsred</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptanglewoodsred&amp;diff=30650"/>
		<updated>2026-07-11T02:15:36Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: /* 1. Activation */ Corrected &amp;quot;Visit Merchant&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objective ==&lt;br /&gt;
To win, you must travel through the forest, reach Grandma’s Cabin, and defeat the Big Bad Wolf. You lose the game if your Health drops to 0.&lt;br /&gt;
&lt;br /&gt;
== Game Structure ==&lt;br /&gt;
Each round consists of two main parts: Activation and Engagement.&lt;br /&gt;
&lt;br /&gt;
=== 1. Activation ===&lt;br /&gt;
This phase handles movement and preparation:&lt;br /&gt;
* &#039;&#039;&#039;Exploration (Optional):&#039;&#039;&#039; Choose up to 3 dice and roll them one by one.&lt;br /&gt;
** Miss: Add a Nighttime forest card to the end of your path.&lt;br /&gt;
** Hit: Add a Daytime forest card to the path.&lt;br /&gt;
** Crit: Add a Daytime card + gain 1 Gold.&lt;br /&gt;
* &#039;&#039;&#039;Visit Merchant:&#039;&#039;&#039; Spend Gold to buy or upgrade an item or to recover exhausted or banished dice.&lt;br /&gt;
* &#039;&#039;&#039;Travel:&#039;&#039;&#039; Move your hero along the lines to the next node.&lt;br /&gt;
** &#039;&#039;&#039;Enemy/Wolf Nodes:&#039;&#039;&#039; Activate cards from the scouting line to face them.&lt;br /&gt;
** &#039;&#039;&#039;Fable Nodes:&#039;&#039;&#039; Draw a card and resolve its unique story effect.&lt;br /&gt;
** &#039;&#039;&#039;Campfire Nodes:&#039;&#039;&#039; Permanently increase one of your stats (Health, Strategy, or Recovery).&lt;br /&gt;
* &#039;&#039;&#039;Bribery:&#039;&#039;&#039; You may pay Gold to discard non-boss enemies and avoid fighting them.&lt;br /&gt;
&lt;br /&gt;
=== 2. Engagement ===&lt;br /&gt;
If enemies remain in the active area, combat begins:&lt;br /&gt;
* &#039;&#039;&#039;Strategy Phase:&#039;&#039;&#039; Commit and roll dice to defeat enemies. You can repeat this process a number of times equal to your Strategy stat.&lt;br /&gt;
* &#039;&#039;&#039;Resolve Phase:&#039;&#039;&#039; Take damage from remaining enemies, exhaust used dice, and recover dice based on your Recovery stat.&lt;br /&gt;
&lt;br /&gt;
== Day and Night ==&lt;br /&gt;
Forest cards feature a green Daytime side (easier) and a purple Nighttime side (more dangerous). Effects or failed exploration rolls may flip cards or force you to add difficult Nighttime cards to your path.&lt;br /&gt;
&lt;br /&gt;
== The Final Battle ==&lt;br /&gt;
When the forest deck is empty and you reach the Cabin, the Big Bad Wolf emerges. Any remaining Wolf Pack cards turn into Power-Ups that strengthen the boss. The endgame continues until the Wolf is defeated or your hero perishes.&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=26262</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=26262"/>
		<updated>2025-08-21T00:48:33Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
* Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show.&lt;br /&gt;
* You have to put together fireworks by playing each individual colour &#039;&#039;(red, yellow, green, blue and white)&#039;&#039; in series (1 ⇨ 2 ⇨ 3 ⇨ 4 ⇨ 5).&lt;br /&gt;
* Each colour in the deck has {{card|1}}{{card|1}}{{card|1}}, {{card|2}}{{card|2}}, {{card|3}}{{card|3}}, {{card|4}}{{card|4}}, {{card|5}}.&lt;br /&gt;
* You cannot see your own cards; you can only see the cards of your teammates.&lt;br /&gt;
* You can only communicate with your teammates via &#039;&#039;&#039;clues&#039;&#039;&#039;, &#039;&#039;&#039;playing&#039;&#039;&#039; and &#039;&#039;&#039;discarding&#039;&#039;&#039; cards (see below).&lt;br /&gt;
* No other communication is allowed.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Final Score Ratings&lt;br /&gt;
!Points&lt;br /&gt;
!Overall impression&lt;br /&gt;
|-&lt;br /&gt;
|0-5&lt;br /&gt;
|horrible, booed by the crowd...&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|mediocre, just a spattering of applause.&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|honourable, but will not be remembered for very long...&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|excellent, crowd pleasing.&lt;br /&gt;
|-&lt;br /&gt;
|21-24&lt;br /&gt;
|amazing, will be remembered for a very long time!&lt;br /&gt;
|-&lt;br /&gt;
|25-29&lt;br /&gt;
|legendary, everyone left speechless, stars in their eyes!&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Divine, the display outshines the stars!&lt;br /&gt;
|}Note: &#039;&#039;&#039;25&#039;&#039;&#039; is the maximum score with &#039;&#039;&#039;Normal: 5 colors&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex;gap:2rem;align-items:center;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Deal&lt;br /&gt;
!# Players&lt;br /&gt;
!2-3&lt;br /&gt;
!4-5&lt;br /&gt;
|-&lt;br /&gt;
!# Cards&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
{{Hclue|8}} clue tokens &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
&lt;br /&gt;
Players take turns to either:&lt;br /&gt;
&lt;br /&gt;
* Give a &#039;&#039;&#039;clue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Play&#039;&#039;&#039; a card, or&lt;br /&gt;
* &#039;&#039;&#039;Discard&#039;&#039;&#039; a card&lt;br /&gt;
&lt;br /&gt;
=== Clue ===&lt;br /&gt;
&lt;br /&gt;
Possible with at least {{Hclue|1|size=1.5}} available:&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; cards of a colour, or&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; cards of a number, or&lt;br /&gt;
* &#039;&#039;&#039;No&#039;&#039;&#039; cards of a colour, &#039;&#039;e.g. &amp;quot;&#039;&#039;&#039;Player1&#039;&#039;&#039; to &#039;&#039;&#039;Player2&#039;&#039;&#039;: you have no red card&amp;quot;&#039;&#039; or&lt;br /&gt;
* &#039;&#039;&#039;No&#039;&#039;&#039; cards of a number &#039;&#039;e.g. &amp;quot;&#039;&#039;&#039;Player1&#039;&#039;&#039; to &#039;&#039;&#039;Player2&#039;&#039;&#039;: you have no 5&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The active player selects a card in another player&#039;s hand.&lt;br /&gt;
# The active player selects a clue option.&lt;br /&gt;
# {{Hclue|1|size=1.5}} is moved from &#039;available&#039; to &#039;used&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Play ===&lt;br /&gt;
&lt;br /&gt;
# The active player selects a card in their hand.&lt;br /&gt;
# The active player selects the &#039;Play selected card&#039; button.&lt;br /&gt;
#* If the played card fits in any of the sequences, it is placed in the appropriate colour stack on the table.&lt;br /&gt;
#* If the played card does not fit, it is placed in the discard pile and the team gets a &#039;&#039;misfire&#039;&#039; token.&lt;br /&gt;
# A replacement card is drawn.&lt;br /&gt;
&lt;br /&gt;
=== Discard ===&lt;br /&gt;
&lt;br /&gt;
Possible with fewer than {{Hclue|8|size=1.5}} available:&lt;br /&gt;
# The active player selects a card in their hand.&lt;br /&gt;
# The active player selects the &#039;Discard selected card&#039; button.&lt;br /&gt;
# The discarded card is placed in the discard pile.&lt;br /&gt;
# {{Hclue|1|size=1.5}} is moved from &#039;used&#039; to &#039;available&#039;.&lt;br /&gt;
# A replacement card is drawn.&lt;br /&gt;
&lt;br /&gt;
== Game end ==&lt;br /&gt;
&lt;br /&gt;
The game can end in several ways:&lt;br /&gt;
* All cards have been drawn from the deck. After this happens, each player has one more turn. The game ends with the score after the last turn.&lt;br /&gt;
* Your team played all possible cards. In this case, the game ends immediately.&lt;br /&gt;
* Your team made three mistakes that caused misfires. In this case, all players lose the game and receive -10 ELO points.&lt;br /&gt;
* Your team concedes the game. All players receive -10 ELO points.&lt;br /&gt;
* A player quits the game. Only the player that quit first receives -10 ELO points. All other players&#039; ELO is unchanged.&lt;br /&gt;
&lt;br /&gt;
== Conventions ==&lt;br /&gt;
&lt;br /&gt;
* There are not enough {{Hclue|size=1}} to clue both colour and number of every played card, so the team must agree on a set of clue, play and discard interpretations, known as a convention.&lt;br /&gt;
* Many players use different conventions and if teammates have very different clue interpretations, the game becomes unsuccessful.&lt;br /&gt;
* Read about some of the most common conventions in &#039;&#039;&#039;[https://boardgamearena.com/forum/viewtopic.php?t=26863 this forum post]&#039;&#039;&#039; by [https://boardgamearena.com/player?id=84207926 Romain672].&lt;br /&gt;
&#039;&#039;Note: the BGA list of conventions does not cover all conventions, so please respect the convention the table creator wants to play. This is why there is an option to display the convention for the table.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Finesse ===&lt;br /&gt;
&lt;br /&gt;
Players assume:&lt;br /&gt;
* Every marked card will be playable at some point.&lt;br /&gt;
* The oldest, unmarked (chop) card is safe to discard.&lt;br /&gt;
* Cards known to be trash are discarded in priority &#039;&#039;e.g. cards marked blue when the blue stack is completed.&#039;&#039;&lt;br /&gt;
* Play clues may also include the &#039;&#039;&#039;newest, unmarked&#039;&#039;&#039; cards in every hand.&lt;br /&gt;
&lt;br /&gt;
[Please review my major change to Conventions in Discussion.]&lt;br /&gt;
&lt;br /&gt;
==== Save clue ====&lt;br /&gt;
&lt;br /&gt;
* A (number) clue that marks a (unique) chop card¹.&lt;br /&gt;
* Focus is the chop card.&lt;br /&gt;
&lt;br /&gt;
¹&#039;&#039;Exception: 2 player game with 2+ consecutive saves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Play clue ====&lt;br /&gt;
&lt;br /&gt;
* A clue that does not mark a (unique) chop card¹.&lt;br /&gt;
* Focus is the newest card.&lt;br /&gt;
Priority:&lt;br /&gt;
# Lead to plays in other hands.&lt;br /&gt;
# Lower rank.&lt;br /&gt;
&lt;br /&gt;
==== Fix clue ====&lt;br /&gt;
&lt;br /&gt;
* A follow-up clue on the same hand as an initial play clue.&lt;br /&gt;
* Required to change the focus (and prevent a misfire).&lt;br /&gt;
&lt;br /&gt;
==== Bad clue ====&lt;br /&gt;
&lt;br /&gt;
* Tell a lie &#039;&#039;e.g. a clue that marks {{Hr|2}} as playable without the required {{Hr|1}}.&#039;&#039;&lt;br /&gt;
* Mark unknown trash or duplicate cards &#039;&#039;e.g. mark &#039;&#039;&#039;4&#039;&#039;&#039;s in another hand when your hand could have a copy of that &#039;&#039;&#039;4&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Marked card discard ====&lt;br /&gt;
&lt;br /&gt;
If a non-trash marked card is discarded it means:&lt;br /&gt;
* A copy of that card is already marked in someone else&#039;s hand (&#039;&#039;sarcastic discard&#039;&#039;); or&lt;br /&gt;
* A copy of that card must be marked in a future save clue (use with caution); or&lt;br /&gt;
* An unmarked copy of that card is playable (&#039;&#039;gentleman&#039;s discard&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
{{infoBoxes3 |maxWidth=650 |state=collapsed&lt;br /&gt;
|title1=Save clue&lt;br /&gt;
|body1=&lt;br /&gt;
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} Discarded: {{Hw|2}}&lt;br /&gt;
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|4}}{{Hy|3}}{{Hr|4}}{{Hw|2}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Alice to Bob: this card is a 5.&lt;br /&gt;
&lt;br /&gt;
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} Discarded: {{Hw|2}}&lt;br /&gt;
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|4}}{{Hy|3}}{{Hr|4}}{{Hw|2}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Bob knows that there is only one 5 of each colour in the deck, so all 5s need to be marked to keep them from being discarded. &lt;br /&gt;
* Bob sees Cathy&#039;s oldest card is {{Hw|2}} and checks the discard pile to see if he needs to save it from being discarded. There is already a {{Hw|2}} in the discard pile and Bob knows there are only two 2s of each colour, so Cathy has the last remaining {{Hw|2}} and Bob must save it.&lt;br /&gt;
* Bob to Cathy: this card is a 2.&lt;br /&gt;
: Good job Bob.&lt;br /&gt;
&lt;br /&gt;
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb|1}} {{Hw}} Discarded: {{Hw|2}}&lt;br /&gt;
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|4}}{{Hy|3}}{{Hr|4}}{{Hw|2|n=}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Cathy looks at the played cards to see if 2s are all playable. The {{Hw|1}} has not been played yet, so she cannot be sure it is playable yet.&lt;br /&gt;
* Next Cathy looks at the discard pile to see if there is a 2 in the discard pile.&lt;br /&gt;
* There is a {{Hw|2}} discarded, so she interprets this number clue marking her oldest card as a save clue to prevent her from discarding it.&lt;br /&gt;
: Nice one Cathy.&lt;br /&gt;
&lt;br /&gt;
|title2=Play clue&lt;br /&gt;
|body2=&lt;br /&gt;
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}&lt;br /&gt;
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|2}}{{Hy|4}}{{Hr|3}}{{Hw|5|n=}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Alice to Bob: these 2 cards are red.&lt;br /&gt;
&lt;br /&gt;
{{Hr|1}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}&lt;br /&gt;
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|2|c=}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hw|4}}{{Hy|1}}{{Hr|4}}{{Hr|3}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Bob now knows his newest card is the next playable in the sequence ({{Hr|2}}), and the other marked card is {{Hr|3}}, {{Hr|4}} or {{Hr|5}} (because every marked card will be playable at some point).&lt;br /&gt;
&lt;br /&gt;
|title3=Fix clue&lt;br /&gt;
|body3=&lt;br /&gt;
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}&lt;br /&gt;
{{cardholder|{{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hy|4}}{{Hr|5}}{{Hr|3}}{{Hw|3}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Cathy&#039;s {{Hr|3}} must play next.&lt;br /&gt;
* The focus of a 3 clue on its own will be {{Hw|3}} and the focus of a red  clue will be {{Hr|5}}.&lt;br /&gt;
* Alice to Cathy: these 2 cards are red.&lt;br /&gt;
&lt;br /&gt;
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}&lt;br /&gt;
{{cardholder|{{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hy|4}}{{Hr|5|c=}}{{Hr|3|c=}}{{Hw|3}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Bob to Cathy: these 2 cards are 3s - this fix clue changes the focus from {{Hr|5}} to {{Hr|3}} (now visible).&lt;br /&gt;
&lt;br /&gt;
{{Hr|2}} {{Hy|5}} {{Hg|5}} {{Hb|5}} {{Hw|5}}&lt;br /&gt;
{{cardholder|{{Hw|1}}{{Hw|1}}{{Hw|2}}{{Hr|4}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hy|4}}{{Hr|5|c=}}{{Hr|3|n=|c=}}{{Hw|3|n=}} |Cathy 🡲}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infoBoxes3 |maxWidth=650 |state=collapsed&lt;br /&gt;
|title1=Prompt&lt;br /&gt;
|body1=&lt;br /&gt;
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}&lt;br /&gt;
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}&lt;br /&gt;
{{cardholder|{{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Alice to Cathy: this card is red.&lt;br /&gt;
&lt;br /&gt;
{{Hr|2}} {{Hy|5}} {{Hg|1}} {{Hb|3}} {{Hw|4}}&lt;br /&gt;
{{cardholder|{{HBack}}{{HBack}}{{HBack}}{{HBack}} |Alice 🡲}}&lt;br /&gt;
{{cardholder|{{Hb|5}}{{Hy|4}}{{Hr|3|c=}}{{Hw|5|n=}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hw|2}}{{Hw|4}}{{Hy|1}}{{Hr|4|c=}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Cathy now knows her marked card is the next playable in the sequence ⇨ {{Hr|4}}, because {{Hr|3}} is already marked.&lt;br /&gt;
* Bob now knows his marked red card is {{Hr|3}} and he must play it now.&lt;br /&gt;
&lt;br /&gt;
|title2=Finesse&lt;br /&gt;
|body2=&lt;br /&gt;
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}&lt;br /&gt;
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Alice to Cathy: this card is blue.&lt;br /&gt;
&lt;br /&gt;
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}&lt;br /&gt;
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Cathy now knows her marked card {{Hb|2}} is playable.&lt;br /&gt;
* Bob knows that Cathy will bomb her {{Hb|2}} as {{Hb|1}} unless a {{Hb|1}} is played first.&lt;br /&gt;
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.&lt;br /&gt;
* Bob does not have a marked card that could be {{Hb|1}}, so Bob &#039;&#039;&#039;blind plays his newest unmarked card&#039;&#039;&#039;.&lt;br /&gt;
* {{Hb|1}} successfully plays.&lt;br /&gt;
&lt;br /&gt;
|title3=Reversed finesse&lt;br /&gt;
|body3=&lt;br /&gt;
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}&lt;br /&gt;
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Alice to Bob: this card is blue.&lt;br /&gt;
&lt;br /&gt;
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}&lt;br /&gt;
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hb|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Bob now knows his marked {{Hb|2}} is playable.&lt;br /&gt;
* Bob sees the newest, unmarked card in Cathy&#039;s hand is of the same colour &#039;&#039;&#039;and&#039;&#039;&#039; playable now. Bob assumes it is a finesse with the players in reversed order and his blue card is {{Hb|2}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{infoBoxes |maxWidth=650 |state=collapsed&lt;br /&gt;
|title1=Bluff&lt;br /&gt;
|body1=&lt;br /&gt;
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}&lt;br /&gt;
{{cardholder|{{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2}}{{Hg|2}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Alice to Cathy: this card is blue.&lt;br /&gt;
&lt;br /&gt;
{{Hr}} {{Hy}} {{Hg}} {{Hb}} {{Hw}}&lt;br /&gt;
{{cardholder|{{Hw|1}}{{Hr|5}}{{Hb|3}}{{Hw|1}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|5}}{{Hr|2}}{{Hb|2|c=}}{{Hg|2}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Cathy now knows her marked card {{Hb|2}} is playable.&lt;br /&gt;
* Bob does not see the connecting {{Hb|1}}, so assumes he has to play it now.&lt;br /&gt;
* Bob does not have a marked card that could be {{Hb|1}}, so Bob &#039;&#039;&#039;blind plays his newest unmarked card&#039;&#039;&#039;.&lt;br /&gt;
* {{Hw|1}} successfully plays and the bluff is revealed.&lt;br /&gt;
* Before Bob played, Cathy thought her marked card was {{Hb|1}}.&lt;br /&gt;
* After Bob plays, Cathy knows her marked card is another valuable blue card.&lt;br /&gt;
All conventions interpret Cathy&#039;s card as a valuable, not-yet-playable blue card.&lt;br /&gt;
&lt;br /&gt;
Some interpretations are more stringent, also must be a &#039;&#039;1-away-from-playable&#039;&#039; {{Hb|2}}.&lt;br /&gt;
&lt;br /&gt;
|title2=Long finesse&lt;br /&gt;
|body2=&amp;amp;ZeroWidthSpace;&lt;br /&gt;
* Alice to Bob: this card is a 4.&lt;br /&gt;
&lt;br /&gt;
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw}}&lt;br /&gt;
{{cardholder|{{Hw|1}}{{Hw|2}}{{Hw|4|n=}}{{Hg|1}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hw|3}}{{Hb|1}}{{Hg|1}}{{Hy|1}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Bob has been given a play clue and does not see a playable card in any hand, so Bob blind plays his draw card.&lt;br /&gt;
* {{Hw|1}} successfully plays.&lt;br /&gt;
* Cathy sees that Bob has {{Hw|2}} in front of {{Hw|4}} but {{Hw|3}} is missing, so Cathy knows she must play {{Hw|3}} at the correct moment.&lt;br /&gt;
* Cathy discards, Alice discards and Bob blind plays his 2nd slot {{Hw|2}}.&lt;br /&gt;
&lt;br /&gt;
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw|2}}&lt;br /&gt;
{{cardholder|{{Hb|5}}{{Hy|1}}{{Hw|4|n=}}{{Hg|1}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hy|2}}{{Hw|3}}{{Hb|1}}{{Hg|1}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Cathy blind plays her 2nd slot {{Hw|3}}.&lt;br /&gt;
* Alice discards and Bob plays the marked {{Hw|4}}.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Layered Finesse ===&lt;br /&gt;
&lt;br /&gt;
Players assume:&lt;br /&gt;
* BGA Finesse convention above.&lt;br /&gt;
* Finessed cards can be layered behind other unrelated, but playable cards.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&lt;br /&gt;
{{infoBox |maxWidth=650 |state=collapsed&lt;br /&gt;
|title=Layered finesse&lt;br /&gt;
|body=&amp;amp;ZeroWidthSpace;&lt;br /&gt;
* Alice to Bob: these 2 cards are blue.&lt;br /&gt;
&lt;br /&gt;
{{Hr|1}} {{Hy|1}} {{Hg|1}} {{Hb}} {{Hw|4}}&lt;br /&gt;
{{cardholder|{{Hb|2|c=}}{{Hb|5|c=}}{{Hy|1}}{{Hg|1}} |Bob 🡲}}&lt;br /&gt;
{{cardholder|{{Hr|2}}{{Hy|2}}{{Hb|1}}{{Hg|1}} |Cathy 🡲}}&lt;br /&gt;
&lt;br /&gt;
* Bob sees a playable {{Hb|1}} in Cathy&#039;s hand, layered behind other playable cards {{Hr|2}} and {{Hy|2}}.&lt;br /&gt;
* Bob discards and Cathy blind plays for {{Hb|1}}. {{Hr|2}} successfully plays.&lt;br /&gt;
* Cathy knows this cannot be a bluff because Bob would not discard unless he sees a playable {{Hb|1}} in Cathy&#039;s hand.&lt;br /&gt;
* So Cathy knows she is promised {{Hb|1}} and keeps playing each slot from left to right until her {{Hb|1}} is played.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Definitions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;columns:20rem auto;column-gap:2rem;&amp;quot;&amp;gt;&lt;br /&gt;
==== {{text|Basic|c={{r}}|w=700|f=cursive|s=1.05}} ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Convention&#039;&#039;&#039;: Agreed set of clue, play and discard interpretations. &#039;&#039;e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy&#039;&#039;&#039;: Plan to achieve the highest score. &#039;&#039;e.g. to mark first copies of cards.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marked&#039;&#039;&#039;: A card touched by a clue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;: The target card of a clue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play clue&#039;&#039;&#039;: Clue that marks a focused card to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Playable&#039;&#039;&#039;: A card that can be marked by a play clue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trash&#039;&#039;&#039;: A card that can never be played successfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bomb&#039;&#039;&#039;: A play that causes a misfire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw&#039;&#039;&#039;: The newest card in a hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chop&#039;&#039;&#039;: The oldest, unmarked card in a hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique&#039;&#039;&#039;: The last remaining card of its rank and colour (that can be played successfully at some point).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save&#039;&#039;&#039;: A (number) clue that marks a chop card to prevent discard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prompt&#039;&#039;&#039;: A play clue that causes connecting marked card(s) to play.&lt;br /&gt;
&lt;br /&gt;
==== {{text|Intermediate|c={{g}}|w=700|f=cursive|s=1.05}} ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Touch Principle&#039;&#039;&#039;: All marked cards will eventually be played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Splash&#039;&#039;&#039;: Additional new colour or rank information of cards that are not the focus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locked&#039;&#039;&#039;: A hand with all cards marked without any plays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reclue&#039;&#039;&#039;: A repeated clue that causes marked card(s) to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix clue&#039;&#039;&#039;: Follow-up clue required to change the focus of a play clue (and prevent a misfire).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discard clue&#039;&#039;&#039;: Clue that marks trash card(s) to be discarded (to prevent a misfire or unwanted discard).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stall clue&#039;&#039;&#039;: A clue given to avoid discarding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finesse&#039;&#039;&#039;: A play clue that causes connecting unmarked card(s) to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bluff&#039;&#039;&#039;: A play clue that causes a non-connecting unmarked card to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bluff seat&#039;&#039;&#039;: The player directly before the player who is bluffed.¹&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bottom-decked&#039;&#039;&#039;: When the remaining copy of a playable card is too near the bottom of the deck to achieve a perfect score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Early save&#039;&#039;&#039;: A save clue with a known playable card in the same hand, or does not mark the chop card¹. &#039;&#039;i.e. a play clue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double save&#039;&#039;&#039;: Two consecutive saves in the same hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Double discard&#039;&#039;&#039;: Two consecutive players discard copies of the same chop card, resulting in a unique discard. &#039;&#039;A special problem, since, to each of the consecutive players, a number clue that marks their chop card does not look like a save clue (and therefore looks like a play clue).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sarcastic discard&#039;&#039;&#039;: Discard of a duplicate marked copy of a card in another hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skip&#039;&#039;&#039; / &#039;&#039;&#039;steal&#039;&#039;&#039;: When a player gives a clue that could have been given by one of the skipped players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scream discard&#039;&#039;&#039;: An unexpected discard to save a unique card in another hand.&lt;br /&gt;
&lt;br /&gt;
==== {{text|Advanced|c={{m}}|w=700|f=cursive|s=1.05}} ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long finesse&#039;&#039;&#039;: A finesse of three or more cards lasting more than one complete round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Layered finesse&#039;&#039;&#039;: A finesse with unrelated playable card(s) in front of the target card(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scream play&#039;&#039;&#039;: An unexpected chop play to save a unique card in another hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clued misplay&#039;&#039;&#039;: A play clue that causes a misfire to prevent a unique discard in the same hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positional misplay&#039;&#039;&#039;: An unexpected play that marks the same slot position in another hand to play immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gentleman&#039;s discard&#039;&#039;&#039;: Discard of a playable card to play an unmarked copy in another hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play refusal&#039;&#039;&#039;: Instead of playing, a player clues or discards their &#039;&#039;&#039;chop&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hesitation play&#039;&#039;&#039;: After a play refusal of a playable card, another player may be able to blind play an unmarked card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generation discard&#039;&#039;&#039;: An unexpected discard to gain {{Hclue|1}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;¹bluff seat is an [https://hanabi.github.io/level-11/#the-bluff-seat H-Group concept]. Note that this concept is unhelpful for understanding how bluffs work since outside of H-Group, it is possible to bluff any player given the right conditions.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Colors ===&lt;br /&gt;
&lt;br /&gt;
==== Normal: 5 colors ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+50 cards&lt;br /&gt;
!Red (r)&lt;br /&gt;
|{{Hr|1}}{{Hr|1}}{{Hr|1}}&lt;br /&gt;
|{{Hr|2}}{{Hr|2}}&lt;br /&gt;
|{{Hr|3}}{{Hr|3}}&lt;br /&gt;
|{{Hr|4}}{{Hr|4}}&lt;br /&gt;
|{{Hr|5}}&lt;br /&gt;
|-&lt;br /&gt;
!Yellow (y)&lt;br /&gt;
|{{Hy|1}}{{Hy|1}}{{Hy|1}}&lt;br /&gt;
|{{Hy|2}}{{Hy|2}}&lt;br /&gt;
|{{Hy|3}}{{Hy|3}}&lt;br /&gt;
|{{Hy|4}}{{Hy|4}}&lt;br /&gt;
|{{Hy|5}}&lt;br /&gt;
|-&lt;br /&gt;
!Green (g)&lt;br /&gt;
|{{Hg|1}}{{Hg|1}}{{Hg|1}}&lt;br /&gt;
|{{Hg|2}}{{Hg|2}}&lt;br /&gt;
|{{Hg|3}}{{Hg|3}}&lt;br /&gt;
|{{Hg|4}}{{Hg|4}}&lt;br /&gt;
|{{Hg|5}}&lt;br /&gt;
|-&lt;br /&gt;
!Blue (b)&lt;br /&gt;
|{{Hb|1}}{{Hb|1}}{{Hb|1}}&lt;br /&gt;
|{{Hb|2}}{{Hb|2}}&lt;br /&gt;
|{{Hb|3}}{{Hb|3}}&lt;br /&gt;
|{{Hb|4}}{{Hb|4}}&lt;br /&gt;
|{{Hb|5}}&lt;br /&gt;
|-&lt;br /&gt;
!White (w)&lt;br /&gt;
|{{Hw|1}}{{Hw|1}}{{Hw|1}}&lt;br /&gt;
|{{Hw|2}}{{Hw|2}}&lt;br /&gt;
|{{Hw|3}}{{Hw|3}}&lt;br /&gt;
|{{Hw|4}}{{Hw|4}}&lt;br /&gt;
|{{Hw|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Tricky: 6th color (10 cards) ====&lt;br /&gt;
&lt;br /&gt;
* These cards are marked by a separate &#039;&#039;multicolour&#039;&#039; clue.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|++10 cards&lt;br /&gt;
!Multicolour (m)&lt;br /&gt;
|{{Hm|1}}{{Hm|1}}{{Hm|1}}&lt;br /&gt;
|{{Hm|2}}{{Hm|2}}&lt;br /&gt;
|{{Hm|3}}{{Hm|3}}&lt;br /&gt;
|{{Hm|4}}{{Hm|4}}&lt;br /&gt;
|{{Hm|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Difficult: 6th color (5 cards) ====&lt;br /&gt;
&lt;br /&gt;
* These cards are marked by a separate &#039;&#039;multicolour&#039;&#039; clue.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|++5 cards&lt;br /&gt;
!Multicolour (m)&lt;br /&gt;
|{{Hm|1}}&lt;br /&gt;
|{{Hm|2}}&lt;br /&gt;
|{{Hm|3}}&lt;br /&gt;
|{{Hm|4}}&lt;br /&gt;
|{{Hm|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Avalanche of Colors: Multicolor (10 multicolor) ====&lt;br /&gt;
&lt;br /&gt;
* These cards are marked by &#039;&#039;&#039;any colour clue&#039;&#039;&#039;.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|++10 cards&lt;br /&gt;
!Multicolour (m)&lt;br /&gt;
|{{Hm|1}}{{Hm|1}}{{Hm|1}}&lt;br /&gt;
|{{Hm|2}}{{Hm|2}}&lt;br /&gt;
|{{Hm|3}}{{Hm|3}}&lt;br /&gt;
|{{Hm|4}}{{Hm|4}}&lt;br /&gt;
|{{Hm|5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Black Powder ===&lt;br /&gt;
&lt;br /&gt;
* Clues cannot be given for the colour black.&lt;br /&gt;
* Black cards must be played in &#039;&#039;&#039;reverse order&#039;&#039;&#039; 5 ⇨ 4 ⇨ 3 ⇨ 2 ⇨ 1.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|++10 cards&lt;br /&gt;
!Black Powder (p/k)&lt;br /&gt;
|{{Hk|5}}{{Hk|5}}{{Hk|5}}&lt;br /&gt;
|{{Hk|4}}{{Hk|4}}&lt;br /&gt;
|{{Hk|3}}{{Hk|3}}&lt;br /&gt;
|{{Hk|2}}{{Hk|2}}&lt;br /&gt;
|{{Hk|1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 5 flamboyants ===&lt;br /&gt;
&lt;br /&gt;
After playing the last card of a colour, randomly draw a bonus card and apply its effect:&lt;br /&gt;
# Gain {{Hclue|1|size=1.2}}&lt;br /&gt;
# Gain {{Hclue|1|size=1.2}} and recover a life.&lt;br /&gt;
# Give a colour clue.&lt;br /&gt;
# Give a number clue.&lt;br /&gt;
# Shuffle a discarded card into the deck &#039;&#039;(optional)&#039;&#039;.&lt;br /&gt;
# Play a discarded card &#039;&#039;(optional)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Convention used ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Summary&lt;br /&gt;
!References&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unspecified&#039;&#039;&#039;&lt;br /&gt;
|No convention, so don&#039;t assume any conventional moves!&lt;br /&gt;
&lt;br /&gt;
Ask the table host if they will be following any convention.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Finesse&#039;&#039;&#039;&lt;br /&gt;
|BGA convention with blind-plays&lt;br /&gt;
|Finesse convention above&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi &amp;quot;reference&amp;quot; for bga]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Layered finesse&#039;&#039;&#039;&lt;br /&gt;
|BGA Finesse convention with additional unrelated blind-plays&lt;br /&gt;
|Layered Finesse convention above&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1VzgN6WoeYwh5NYtHECzUNZqFvpVcg-EdObU-YNMlyhc Hanabi &amp;quot;reference&amp;quot; for bga]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;H-Group&#039;&#039;&#039;&lt;br /&gt;
|Comprehensive, level-based and chop-focused&lt;br /&gt;
|[https://hanabi.github.io H-Group]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|Not listed above&lt;br /&gt;
|Other conventions below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Preset deck ===&lt;br /&gt;
&lt;br /&gt;
Preset decks are useful for comparing teams/conventions using the same deck:&lt;br /&gt;
* No (cards are shuffled)&lt;br /&gt;
* Preset deck #1 of the day&lt;br /&gt;
* Preset deck #2 of the day&lt;br /&gt;
* Preset deck #3 of the day&lt;br /&gt;
* Preset deck #4 of the day&lt;br /&gt;
* Preset deck #5 of the day&lt;br /&gt;
Preset decks are changed at [https://boardgamearena.com/forum/viewtopic.php?p=48600#p48600 0:00 (?)] UTC&lt;br /&gt;
&lt;br /&gt;
=== Unofficial variant ===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
|+Deal&lt;br /&gt;
!# Players&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
!# Cards&lt;br /&gt;
|&#039;&#039;&#039;6&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other conventions ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:auto;&amp;quot; border=&amp;quot;2&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Summary&lt;br /&gt;
!References&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Logical Leftism&#039;&#039;&#039;&lt;br /&gt;
|No convention, just logic&lt;br /&gt;
|[http://hanabilogic.eklablog.com/basics-level-1-a117610126 hanabi logic]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conventional Leftism&#039;&#039;&#039;&lt;br /&gt;
|Another name for Finesse&lt;br /&gt;
|[http://hanabilogic.eklablog.com/no-conventional-leftism-a117757604 hanabi logic]&lt;br /&gt;
[https://docs.google.com/document/d/1sz3if8-9JJDAcbvdi3MHEAv9L5ljyHHnTSEACKk5RUY/edit#heading=h.q88fl7o62h8c Postmans]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hat-guessing&#039;&#039;&#039;&lt;br /&gt;
|Clues relate to slot position, not the cards marked&lt;br /&gt;
|[https://github.com/hanabi/hanabi.github.io/blob/main/misc/hat-guessing.md H-Group]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/fpvandoorn/hanabi/blob/master/doc_hat_player.md Robert Kaspar]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/hanabi/hanabi.github.io/blob/main/misc/empty-clues.md H-Group empty clues]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Closest Friend&#039;&#039;&#039;&lt;br /&gt;
|Clue interpretation depends on which player gave the clue&lt;br /&gt;
|[https://github.com/hanabi/hanabi.github.io/blob/main/pdf/newest-friend.pdf H-Group]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secret convention&#039;&#039;&#039;&lt;br /&gt;
|Each player randomly selects a secret &#039;&#039;&#039;[https://perchance.org/e6dtm5lj3r restriction]&#039;&#039;&#039;&lt;br /&gt;
|[https://boardgamearena.com/forum/viewtopic.php?t=26863 Secret variant]&lt;br /&gt;
&lt;br /&gt;
[https://boardgamearena.com/forum/viewtopic.php?p=71264#p71264 Secret hanabi restriction]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Chat ==&lt;br /&gt;
&lt;br /&gt;
* It is against the rules of the game to share information that influences a player&#039;s move beyond the game actions of cluing, playing, or discarding.&lt;br /&gt;
* Even a single question mark sent in chat can influence the decisions of all players. e.g. a missed finesse or some other unexpected move.&lt;br /&gt;
* This is why it is best to wait until the end of the game to discuss moves.&lt;br /&gt;
&lt;br /&gt;
== ELO rating ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://forum.boardgamearena.com/viewtopic.php?t=33785 Rating is visibly hidden around tables]&#039;&#039;&#039; with the 7 distinct ELO skill levels:&lt;br /&gt;
: {{Beginner}} {{Apprentice}} {{Average}} {{Good}} {{Strong}} {{Expert}} {{Master}}.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&#039;&#039;Hanabot&#039;&#039;&#039;&#039;&#039;&#039;s ELO is generated from:&lt;br /&gt;
#* Final score¹&lt;br /&gt;
#* Average team ELO&lt;br /&gt;
#* Colour option²&lt;br /&gt;
# ELO change is calculated as if tied with Hanabot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[https://forum.boardgamearena.com/viewtopic.php?f=3&amp;amp;t=4814 Hanabots&#039; ELO ratings]&#039;&#039;&#039; were set by an experienced player - i.e. ratings are not random or simply proportional to score or players&#039; ELO.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
¹&#039;&#039;Hanabot&#039;s ELO = 0 with scores &amp;lt; 18 (5 colours) and &amp;lt; 21 (6 colours).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
²&#039;&#039;+5 card multicolor option is unrated (too dependent on draw to reflect skill).&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelphanabi&amp;diff=26261</id>
		<title>Talk:Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelphanabi&amp;diff=26261"/>
		<updated>2025-08-21T00:40:58Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: /* BGA Basic Conventions and Finesse Convention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Post changes in the &#039;&#039;&#039;[https://boardgamearena.com/forum/viewforum.php?f=102 Hanabi forum]&#039;&#039;&#039; before editing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Convention&#039;&#039;&#039;: Agreed set of clue, play and discard interpretations.&lt;br /&gt;
:&#039;&#039;e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As there is a wide variety of conventions, including variations of the most common &amp;quot;Finesse&amp;quot; convention, any edits to the help and tips pages need to be discussed in the &#039;&#039;&#039;[https://boardgamearena.com/forum/viewforum.php?f=102 Hanabi forum]&#039;&#039;&#039; to reach a consensus. --[[User:Sammy McSam|Sammy McSam]] ([[User talk:Sammy McSam|talk]])&lt;br /&gt;
&lt;br /&gt;
== Keep convention definitions simple ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see the reason to push here a set of conventions that very few players use. Of course the discussion of which conventions are ``best&#039;&#039; is interesting, but it&#039;s definitely misleading if it appears in a wiki targeted to novices.&lt;br /&gt;
&lt;br /&gt;
To the best of my knowledge, very few people use this wiki in any case, but I think we are doing them a disservice if we give them a set of conventions that will not help them while playing, and will create misunderstandings when, for example, people play cards just because they&#039;ve been skipped while the intent is almost always to either let them play or induce them to discard because they have a trash/duplicate card in chop. [[User:Bobtables|Bobtables]] ([[User talk:Bobtables|talk]])&lt;br /&gt;
&lt;br /&gt;
== Conventions list update ==&lt;br /&gt;
&lt;br /&gt;
[https://boardgamearena.com/forum/viewtopic.php?t=42903 Updating the wiki with the new Conventions list?]&lt;br /&gt;
Summary of proposed changes:&lt;br /&gt;
&lt;br /&gt;
=== Conventions ===&lt;br /&gt;
&lt;br /&gt;
# Merge &amp;quot;Standard&amp;quot; (which was never properly defined) into the &amp;quot;Finesse&amp;quot; section.&lt;br /&gt;
# Move &amp;quot;Save clue&amp;quot; above &amp;quot;Play clue&amp;quot; since it has higher priority in clue interpretation.&lt;br /&gt;
#: Met players recently who don&#039;t seem to understand that save has priority over play.&lt;br /&gt;
# Add a new save clue example.&lt;br /&gt;
# Remove avalanche fix clue (extraction) example and group the simpler example with the other examples.&lt;br /&gt;
# Move Long finesse &amp;amp; Layered finesse examples from Tips page to Help page.&lt;br /&gt;
# Definitions: it occurred to me that the concept of &amp;quot;bluff seat&amp;quot; is actually very unhelpful when learning about how bluffs work, and in fact H-Group created the concept because they do not allow distant bluffs at all. On BGA it is possible to bluff a player that is not next to them.&lt;br /&gt;
#: I suggest either adding a note that it is an H-Group concept or removing it completely.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
# Update conventions list with definitions.&lt;br /&gt;
# Move other conventions into a new &amp;quot;Other conventions&amp;quot; section.&lt;br /&gt;
# Remove &amp;quot;Chop-focus&amp;quot; &#039;convention&#039; which was never really a convention.&lt;br /&gt;
#: The new H-Group option is likely what players meant by chop-focus (I&#039;m making an assumption here)?&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
&lt;br /&gt;
# Rename &amp;quot;Cheating&amp;quot; section to &amp;quot;Chat&amp;quot;.&lt;br /&gt;
#* There is minimal incentive to cheat at Hanabi now that ELO is hidden.&lt;br /&gt;
# Explain how chat can influence players moves.&lt;br /&gt;
&lt;br /&gt;
=== ELO rating ===&lt;br /&gt;
&lt;br /&gt;
# Move to the end since ELO is mostly hidden and therefore rather inconsequential.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* Collapse all examples in wiki page view for a better overview&lt;br /&gt;
--[[User:Sammy McSam|Sammy McSam]] ([[User talk:Sammy McSam|talk]])&lt;br /&gt;
&lt;br /&gt;
== BGA Basic Conventions and Finesse Convention ==&lt;br /&gt;
&lt;br /&gt;
[Finesse is too complicated for beginning players. If &amp;quot;Standard&amp;quot; was poorly defined, eliminating it was not the answer.]&lt;br /&gt;
&lt;br /&gt;
*Basic Definitions&lt;br /&gt;
&lt;br /&gt;
Bomb: A play that causes a misfire.&lt;br /&gt;
&lt;br /&gt;
Chop: The oldest, unmarked card in a hand.&lt;br /&gt;
&lt;br /&gt;
Convention: Agreed set of clue, play and discard interpretations. e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).&lt;br /&gt;
&lt;br /&gt;
Draw: The newest card in a hand.&lt;br /&gt;
&lt;br /&gt;
Marked: A card matched by a clue.&lt;br /&gt;
&lt;br /&gt;
Focus: The target card of a clue.&lt;br /&gt;
&lt;br /&gt;
Play clue: Clue that marks a focused card to play.&lt;br /&gt;
&lt;br /&gt;
Playable: A card that can be marked by a play clue.&lt;br /&gt;
&lt;br /&gt;
Save: A (number) clue that marks a chop card to prevent discard.&lt;br /&gt;
&lt;br /&gt;
Strategy: Plan to achieve the highest score. e.g. to mark first copies of cards.&lt;br /&gt;
&lt;br /&gt;
Trash: A card that can never be played successfully.&lt;br /&gt;
&lt;br /&gt;
Unique: The last remaining card of its rank and colour (that can be played successfully at some point).&lt;br /&gt;
&lt;br /&gt;
*BGA Basic Conventions&lt;br /&gt;
&lt;br /&gt;
Players assume:&lt;br /&gt;
Every marked card will be playable at some point.&lt;br /&gt;
The oldest, unmarked (chop) card is safe to discard.&lt;br /&gt;
Cards known to be trash are discarded in priority e.g. cards marked blue when the blue stack is completed.&lt;br /&gt;
&lt;br /&gt;
Save clue:&lt;br /&gt;
A (number) clue that marks a (unique) chop card¹.&lt;br /&gt;
[For beginners, make up your mind - Only number clues? Only unique chop cards?]&lt;br /&gt;
Focus is the chop card.&lt;br /&gt;
&lt;br /&gt;
¹Two Player Game:&lt;br /&gt;
In a two-player game, if the two oldest cards have already been marked, marking the current chop card is a Play clue, not a save clue. However, if the clue also marks a younger card, the younger card is the focus.&lt;br /&gt;
&lt;br /&gt;
Play clue:&lt;br /&gt;
A clue that does not mark a (unique) chop card¹.&lt;br /&gt;
Focus is the newest card.&lt;br /&gt;
&lt;br /&gt;
Priority for choosing which play clue to make:&lt;br /&gt;
A play clue that leads to plays in other hands.&lt;br /&gt;
A play clue for a Lower rank card.&lt;br /&gt;
&lt;br /&gt;
Fix clue:&lt;br /&gt;
A follow-up clue on the same hand as an initial play clue.&lt;br /&gt;
Required to change the focus (and prevent a misfire).&lt;br /&gt;
&lt;br /&gt;
Examples of Bad clues:&lt;br /&gt;
Tell a lie e.g. a clue that marks red2 as playable without the required red1.&lt;br /&gt;
Mark unknown trash or duplicate cards e.g. mark 4s in another hand when your hand could have a copy of that 4.&lt;br /&gt;
&lt;br /&gt;
Marked card discard:&lt;br /&gt;
If a non-trash marked card is discarded it means:&lt;br /&gt;
A copy of that card is already marked in someone else&#039;s hand (sarcastic discard); or&lt;br /&gt;
A copy of that card must be marked in a future save clue (use with caution); or&lt;br /&gt;
An unmarked copy of that card is playable (gentleman&#039;s discard)&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
[I don&#039;t know haw to copy the appropriate examples. Here should go the following examples: Save Clue; Play Clue; Fix Clue.]&lt;br /&gt;
&lt;br /&gt;
*Finesse Convention&lt;br /&gt;
When playing the finesse convention, all of the BGA Basic Conventions still apply, with modifications as stated below.&lt;br /&gt;
In Hanabi a finesse is a clue given to one player, not necessarily the player to the clue-giver&#039;s left, which requires a third player to notice what is happening and play a particular card.&lt;br /&gt;
[Here should go the following examples: Prompt; Finesse; Reversed Finesse; Bluff; Long Finesse.]&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelphanabi&amp;diff=26259</id>
		<title>Talk:Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Talk:Gamehelphanabi&amp;diff=26259"/>
		<updated>2025-08-21T00:37:57Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: /* BGA Basic Conventions and Finesse Convention */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Post changes in the &#039;&#039;&#039;[https://boardgamearena.com/forum/viewforum.php?f=102 Hanabi forum]&#039;&#039;&#039; before editing ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Convention&#039;&#039;&#039;: Agreed set of clue, play and discard interpretations.&lt;br /&gt;
:&#039;&#039;e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As there is a wide variety of conventions, including variations of the most common &amp;quot;Finesse&amp;quot; convention, any edits to the help and tips pages need to be discussed in the &#039;&#039;&#039;[https://boardgamearena.com/forum/viewforum.php?f=102 Hanabi forum]&#039;&#039;&#039; to reach a consensus. --[[User:Sammy McSam|Sammy McSam]] ([[User talk:Sammy McSam|talk]])&lt;br /&gt;
&lt;br /&gt;
== Keep convention definitions simple ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see the reason to push here a set of conventions that very few players use. Of course the discussion of which conventions are ``best&#039;&#039; is interesting, but it&#039;s definitely misleading if it appears in a wiki targeted to novices.&lt;br /&gt;
&lt;br /&gt;
To the best of my knowledge, very few people use this wiki in any case, but I think we are doing them a disservice if we give them a set of conventions that will not help them while playing, and will create misunderstandings when, for example, people play cards just because they&#039;ve been skipped while the intent is almost always to either let them play or induce them to discard because they have a trash/duplicate card in chop. [[User:Bobtables|Bobtables]] ([[User talk:Bobtables|talk]])&lt;br /&gt;
&lt;br /&gt;
== Conventions list update ==&lt;br /&gt;
&lt;br /&gt;
[https://boardgamearena.com/forum/viewtopic.php?t=42903 Updating the wiki with the new Conventions list?]&lt;br /&gt;
Summary of proposed changes:&lt;br /&gt;
&lt;br /&gt;
=== Conventions ===&lt;br /&gt;
&lt;br /&gt;
# Merge &amp;quot;Standard&amp;quot; (which was never properly defined) into the &amp;quot;Finesse&amp;quot; section.&lt;br /&gt;
# Move &amp;quot;Save clue&amp;quot; above &amp;quot;Play clue&amp;quot; since it has higher priority in clue interpretation.&lt;br /&gt;
#: Met players recently who don&#039;t seem to understand that save has priority over play.&lt;br /&gt;
# Add a new save clue example.&lt;br /&gt;
# Remove avalanche fix clue (extraction) example and group the simpler example with the other examples.&lt;br /&gt;
# Move Long finesse &amp;amp; Layered finesse examples from Tips page to Help page.&lt;br /&gt;
# Definitions: it occurred to me that the concept of &amp;quot;bluff seat&amp;quot; is actually very unhelpful when learning about how bluffs work, and in fact H-Group created the concept because they do not allow distant bluffs at all. On BGA it is possible to bluff a player that is not next to them.&lt;br /&gt;
#: I suggest either adding a note that it is an H-Group concept or removing it completely.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
# Update conventions list with definitions.&lt;br /&gt;
# Move other conventions into a new &amp;quot;Other conventions&amp;quot; section.&lt;br /&gt;
# Remove &amp;quot;Chop-focus&amp;quot; &#039;convention&#039; which was never really a convention.&lt;br /&gt;
#: The new H-Group option is likely what players meant by chop-focus (I&#039;m making an assumption here)?&lt;br /&gt;
&lt;br /&gt;
=== Cheating ===&lt;br /&gt;
&lt;br /&gt;
# Rename &amp;quot;Cheating&amp;quot; section to &amp;quot;Chat&amp;quot;.&lt;br /&gt;
#* There is minimal incentive to cheat at Hanabi now that ELO is hidden.&lt;br /&gt;
# Explain how chat can influence players moves.&lt;br /&gt;
&lt;br /&gt;
=== ELO rating ===&lt;br /&gt;
&lt;br /&gt;
# Move to the end since ELO is mostly hidden and therefore rather inconsequential.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
* Collapse all examples in wiki page view for a better overview&lt;br /&gt;
--[[User:Sammy McSam|Sammy McSam]] ([[User talk:Sammy McSam|talk]])&lt;br /&gt;
&lt;br /&gt;
== BGA Basic Conventions and Finesse Convention ==&lt;br /&gt;
&lt;br /&gt;
[Finesse is too complicated for beginning players. If &amp;quot;Standard&amp;quot; was poorly defined, eliminating it was not the answer.]&lt;br /&gt;
&lt;br /&gt;
*Basic Definitions&lt;br /&gt;
&lt;br /&gt;
Bomb: A play that causes a misfire.&lt;br /&gt;
&lt;br /&gt;
Chop: The oldest, unmarked card in a hand.&lt;br /&gt;
&lt;br /&gt;
Convention: Agreed set of clue, play and discard interpretations. e.g. a number clue that marks the chop card should be interpreted as a unique card save (if there is a unique card of that number).&lt;br /&gt;
&lt;br /&gt;
Draw: The newest card in a hand.&lt;br /&gt;
&lt;br /&gt;
Marked: A card matched by a clue.&lt;br /&gt;
&lt;br /&gt;
Focus: The target card of a clue.&lt;br /&gt;
&lt;br /&gt;
Play clue: Clue that marks a focused card to play.&lt;br /&gt;
&lt;br /&gt;
Playable: A card that can be marked by a play clue.&lt;br /&gt;
&lt;br /&gt;
Save: A (number) clue that marks a chop card to prevent discard.&lt;br /&gt;
&lt;br /&gt;
Strategy: Plan to achieve the highest score. e.g. to mark first copies of cards.&lt;br /&gt;
&lt;br /&gt;
Trash: A card that can never be played successfully.&lt;br /&gt;
&lt;br /&gt;
Unique: The last remaining card of its rank and colour (that can be played successfully at some point).&lt;br /&gt;
&lt;br /&gt;
*BGA Basic Conventions&lt;br /&gt;
&lt;br /&gt;
Players assume:&lt;br /&gt;
Every marked card will be playable at some point.&lt;br /&gt;
The oldest, unmarked (chop) card is safe to discard.&lt;br /&gt;
Cards known to be trash are discarded in priority e.g. cards marked blue when the blue stack is completed.&lt;br /&gt;
&lt;br /&gt;
Save clue&lt;br /&gt;
A (number) clue that marks a (unique) chop card¹.&lt;br /&gt;
[For beginners, make up your mind - Only number clues? Only unique chop cards?]&lt;br /&gt;
Focus is the chop card.&lt;br /&gt;
&lt;br /&gt;
¹Two Player Game&lt;br /&gt;
In a two-player game, if the two oldest cards have already been marked, marking the current chop card is a Play clue, not a save clue. However, if the clue also marks a younger card, the younger card is the focus.&lt;br /&gt;
&lt;br /&gt;
Play clue&lt;br /&gt;
A clue that does not mark a (unique) chop card¹.&lt;br /&gt;
Focus is the newest card.&lt;br /&gt;
&lt;br /&gt;
Priority for choosing which play clue to make:&lt;br /&gt;
A play clue that leads to plays in other hands.&lt;br /&gt;
A play clue for a Lower rank card.&lt;br /&gt;
&lt;br /&gt;
Fix clue&lt;br /&gt;
A follow-up clue on the same hand as an initial play clue.&lt;br /&gt;
Required to change the focus (and prevent a misfire).&lt;br /&gt;
&lt;br /&gt;
Examples of Bad clues&lt;br /&gt;
Tell a lie e.g. a clue that marks red2 as playable without the required red1.&lt;br /&gt;
Mark unknown trash or duplicate cards e.g. mark 4s in another hand when your hand could have a copy of that 4.&lt;br /&gt;
&lt;br /&gt;
Marked card discard&lt;br /&gt;
If a non-trash marked card is discarded it means:&lt;br /&gt;
A copy of that card is already marked in someone else&#039;s hand (sarcastic discard); or&lt;br /&gt;
A copy of that card must be marked in a future save clue (use with caution); or&lt;br /&gt;
An unmarked copy of that card is playable (gentleman&#039;s discard)&lt;br /&gt;
&lt;br /&gt;
Examples&lt;br /&gt;
[I don&#039;t know haw to copy the appropriate examples. Here should go the following examples: Save Clue; Play Clue; Fix Clue.]&lt;br /&gt;
&lt;br /&gt;
*Finesse Convention&lt;br /&gt;
When playing the finesse convention, all of the BGA Basic Conventions still apply, with modifications as stated below.&lt;br /&gt;
In Hanabi a finesse is a clue given to one player, not necessarily the player to the clue-giver&#039;s right, which requires a third player to notice what is happening and play a particular card.&lt;br /&gt;
[Here should go the following examples: Prompt; Finesse; Reversed Finesse; Bluff; Long Finesse.]&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdeadcells&amp;diff=24051</id>
		<title>Gamehelpdeadcells</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdeadcells&amp;diff=24051"/>
		<updated>2025-02-15T05:17:32Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: Small addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is not a good help page, but, hopefully, it is better than nothing.&lt;br /&gt;
&lt;br /&gt;
Dead Cells is a co-op game for one to four people.&lt;br /&gt;
The default for Board Game Arena is two players.&lt;br /&gt;
&lt;br /&gt;
Each player is a person who has been beheaded.&lt;br /&gt;
The goal is to make it from the prison to freedom through a number of biomes.&lt;br /&gt;
Each biome is essentially a building with a number of rooms.&lt;br /&gt;
Each biome must be traversed from left to right, with some choice as to which rooms are visited and which are by-passed.&lt;br /&gt;
After each biome is traversed, there is an inter-biome stop and then another biome.&lt;br /&gt;
&lt;br /&gt;
It is not possible to finish the game on the first pass.&lt;br /&gt;
Each time you are killed, you become stronger, and, similar to the Groundhog Day movie, you can restart back in the prison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you click the two-headed arrow on the right of the screen, you will see a listing of the seven boards (for a two-player game) which make up the display, stacked from top to bottom.&lt;br /&gt;
&lt;br /&gt;
# Biome board This shows a structure with about 9 rooms. It must be traversed from left to right, with some choice as to which rooms are by-passed.&lt;br /&gt;
# Annexe board&lt;br /&gt;
# Combat board For the combat in the current room, this shows where your enemies are, with up to three at varying distances in front of you and perhaps one behind you.&lt;br /&gt;
# Combat log&lt;br /&gt;
# Player 1&lt;br /&gt;
# Player 2&lt;br /&gt;
# Mutation Board.&lt;br /&gt;
At the bottom of the screen is your hand of up to three cards. If you place your cursor on the correct spot on a card, the cards will pop up where you can conveniently read them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Help&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Player Aid PDF provides a lot of valuable help.&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdeadcells&amp;diff=24015</id>
		<title>Gamehelpdeadcells</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdeadcells&amp;diff=24015"/>
		<updated>2025-02-11T00:37:11Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: Addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is not a good help page, but, hopefully, it is better than nothing.&lt;br /&gt;
&lt;br /&gt;
Dead Cells is a co-op game for one to four people.&lt;br /&gt;
The default for Board Game Arena is two players.&lt;br /&gt;
&lt;br /&gt;
Each player is a person who has been beheaded.&lt;br /&gt;
The goal is to make it from the prison to freedom through a number of biomes.&lt;br /&gt;
Each biome is essentially a building with a number of rooms.&lt;br /&gt;
Each biome must be traversed from left to right, with some choice as to which rooms are visited and which are by-passed.&lt;br /&gt;
After each biome is traversed, there is an inter-biome stop and then another biome.&lt;br /&gt;
&lt;br /&gt;
It is not possible to finish the game on the first pass.&lt;br /&gt;
Each time you are killed, you become stronger, and, similar to the Groundhog Day movie, you can restart back in the prison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you click the two-headed arrow on the right of the screen, you will see a listing of the seven boards (for a two-player game) which make up the display, stacked from top to bottom.&lt;br /&gt;
&lt;br /&gt;
# Biome board This shows a structure with about 9 rooms. It must be traversed from left to right, with some choice as to which rooms are by-passed.&lt;br /&gt;
# Annexe board&lt;br /&gt;
# Combat board For the combat in the current room, this shows where your enemies are, with up to three at varying distances in front of you and perhaps one behind you.&lt;br /&gt;
# Combat log&lt;br /&gt;
# Player 1&lt;br /&gt;
# Player 2&lt;br /&gt;
# Mutation Board.&lt;br /&gt;
At the bottom of the screen is your hand of up to three cards. If you place your cursor on the correct spot on a card, the cards will pop up where you can conveniently read them.&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdeadcells&amp;diff=24006</id>
		<title>Gamehelpdeadcells</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdeadcells&amp;diff=24006"/>
		<updated>2025-02-09T05:21:00Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: Added a little more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is not a good help page, but, hopefully, it is better than nothing.&lt;br /&gt;
&lt;br /&gt;
Dead Cells is a co-op game for one to four people.&lt;br /&gt;
The default for Board Game Arena is two players.&lt;br /&gt;
&lt;br /&gt;
Each player is a person who has been beheaded.&lt;br /&gt;
The goal is to make it from the prison to freedom through a number of biomes.&lt;br /&gt;
Each biome is essentially a building with a number of rooms.&lt;br /&gt;
Each biome must be traversed from left to right, with some choice as to which rooms are visited and which are by-passed.&lt;br /&gt;
After each biome is traversed, there is an inter-biome stop and then another biome.&lt;br /&gt;
&lt;br /&gt;
It is not possible to finish the game on the first pass.&lt;br /&gt;
Each time you are killed, you become stronger, and, similar to the Groundhog Day movie, you can restart back in the prison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you click the two-headed arrow on the right of the screen, you will see a listing of the seven boards (for a two-player game) which make up the display, stacked from top to bottom.&lt;br /&gt;
&lt;br /&gt;
# Biome board This shows a structure with about 9 rooms. It must be traversed from left to right, with some choice as to which rooms are by-passed.&lt;br /&gt;
# Annexe board&lt;br /&gt;
# Combat board For the combat in the current room, this shows where your enemies are, with up to three at varying distances in front of you and perhaps one behind you.&lt;br /&gt;
# Combat log&lt;br /&gt;
# Player 1&lt;br /&gt;
# Player 2&lt;br /&gt;
# Mutation Board.&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdeadcells&amp;diff=24005</id>
		<title>Gamehelpdeadcells</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdeadcells&amp;diff=24005"/>
		<updated>2025-02-09T04:56:21Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: Created page with &amp;quot;This is not a good help page, but, hopefully, it is better than nothing.  Dead Cells is a co-op game for one to four people. The default for Board Game Arena is two players.  Each player is a person who has been beheaded. The goal is to make it from the prison to freedom through a number of biomes. Each biome is essentially a building with a number of rooms. Each biome must be traversed from left to right, with some choice as to which rooms are visited and which are by-p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is not a good help page, but, hopefully, it is better than nothing.&lt;br /&gt;
&lt;br /&gt;
Dead Cells is a co-op game for one to four people.&lt;br /&gt;
The default for Board Game Arena is two players.&lt;br /&gt;
&lt;br /&gt;
Each player is a person who has been beheaded.&lt;br /&gt;
The goal is to make it from the prison to freedom through a number of biomes.&lt;br /&gt;
Each biome is essentially a building with a number of rooms.&lt;br /&gt;
Each biome must be traversed from left to right, with some choice as to which rooms are visited and which are by-passed.&lt;br /&gt;
After each biome is traversed, there is an inter-biome stop and then another biome.&lt;br /&gt;
&lt;br /&gt;
It is not possible to finish the game on the first pass.&lt;br /&gt;
Each time you are killed, you become stronger, and, similar to the Groundhog Day movie, you can restart back in the prison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Display&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwonderfulkingdom&amp;diff=23609</id>
		<title>Gamehelpwonderfulkingdom</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwonderfulkingdom&amp;diff=23609"/>
		<updated>2025-01-02T04:47:14Z</updated>

		<summary type="html">&lt;p&gt;Oldspring: /* Special Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
After 4 rounds have the most points&lt;br /&gt;
&lt;br /&gt;
Each game uses a specific module, so the rules which follow are just the basic rules, then refer to the module specific rules for adjustments&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Round Phases===&lt;br /&gt;
&lt;br /&gt;
Each round is split into three phases:&lt;br /&gt;
&lt;br /&gt;
Choice Phase&lt;br /&gt;
&lt;br /&gt;
Planning Phase&lt;br /&gt;
&lt;br /&gt;
Production Phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Choice Phase===&lt;br /&gt;
&lt;br /&gt;
In each turn, one player Offers and the other Selects, then roles are reversed&lt;br /&gt;
&lt;br /&gt;
Two random cards are displayed in the offer area to start things off&lt;br /&gt;
&lt;br /&gt;
The Offer player chooses two cards from their hand and adds them to one or both of the displays (i.e. now either both have 2 cards or one has 1 and the other 3)&lt;br /&gt;
&lt;br /&gt;
The Select player picks a group of cards and takes them all into their Selection area (NOT their hand)&lt;br /&gt;
&lt;br /&gt;
Now there will be an empty space, the new Offer player can choose to add a card to both stacks or just to one and in doing so may choose to leave a stack empty&lt;br /&gt;
&lt;br /&gt;
Likewise, the Select player may choose to &amp;quot;take&amp;quot; the empty stack if it exists&lt;br /&gt;
&lt;br /&gt;
When both players have emptied their hands and finished that turn, the phase ends&lt;br /&gt;
&lt;br /&gt;
Discard any remaining cards from the display&lt;br /&gt;
&lt;br /&gt;
Trap Tokens: Each round you have 2 trap tokens which allow you to play a card facedown when you are the Offer player, after which no one may look at this card even when it is selected it remains facedown until later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Planning Phase===&lt;br /&gt;
&lt;br /&gt;
If you selected any facedown cards, these can now be revealed&lt;br /&gt;
&lt;br /&gt;
For each individual card you gained, you can pick one of two options out of Construct or Recycle (i.e. some cards may be Recycled whilst others are Constructed)&lt;br /&gt;
&lt;br /&gt;
Treasure cards can ONLY be Recycled, likewise Calamity cards can ONLY be Constructed&lt;br /&gt;
&lt;br /&gt;
If you Construct a card, put it into your Under Construction Area&lt;br /&gt;
&lt;br /&gt;
If you Recycle a card, discard it and take the depicted resources (Top Right) and either add them to a card Under Construction or add them to your Alchemy&lt;br /&gt;
&lt;br /&gt;
If adding resources to a card Under Construction completes it, it will now be able to produce for you this round&lt;br /&gt;
&lt;br /&gt;
Once both players have decided what to do with all their cards, the phase ends&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Production Phase===&lt;br /&gt;
&lt;br /&gt;
Each resource is produced in sequence and independently, first the white Materials, then the purple Population, then the yellow Gold, and finally the blue Exploration&lt;br /&gt;
&lt;br /&gt;
First count the quantity of that resource shown in both your Dutchy and completed Constructions&lt;br /&gt;
&lt;br /&gt;
Second, whoever produced the most of the current resource either collect a Soldier from your Training area OR if none are there gain a soldier to your training area&lt;br /&gt;
&lt;br /&gt;
Finally, take the resources you produced and assign them either to Cards Under Construction or to your Alchemy&lt;br /&gt;
&lt;br /&gt;
The cost of a card is shown in the Top Left&lt;br /&gt;
&lt;br /&gt;
Note: Resources previously assigned can&#039;t be moved around&lt;br /&gt;
&lt;br /&gt;
If this completes a card Under Construction, discard all resources on it, gain the completion benefit, then add it to your Dutchy&lt;br /&gt;
&lt;br /&gt;
Note: You can complete multiple cards with the same name&lt;br /&gt;
&lt;br /&gt;
Repeat the above until all resource types have been actioned at which point start a new round and swap turn order&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Features===&lt;br /&gt;
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The Alchemy is a place you&#039;ve been storing resources, once there are 5 there, trade them for a red Krystallium (wild resource) which can be used at any time&lt;br /&gt;
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Note: Some cards REQUIRE Krystallium specifically, and also some require Soldiers&lt;br /&gt;
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At any time, you can also scrap a card under construction if you no longer want to complete it; its Recycling bonus goes to Alchemy; any resources previously assigned to the card are discarded&lt;br /&gt;
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===Game End===&lt;br /&gt;
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The game ends at the end of the 4th round&lt;br /&gt;
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Add up all unconditional points&lt;br /&gt;
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Gain points for conditions e.g. 2 points per card X&lt;br /&gt;
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LOSE points for Calamities&lt;br /&gt;
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The player with the most points wins!&lt;br /&gt;
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If tied, the player who constructed the most cards wins!&lt;br /&gt;
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If still tied, the player with the most soldiers wins!&lt;br /&gt;
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===Modules===&lt;br /&gt;
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The above is the basic rules for the game, however in each game you will pick a module and incorporate its specific ruleset&lt;br /&gt;
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===Menace Module===&lt;br /&gt;
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Each player takes on a Menace deck, for your first game its recommended to use Frost Giants vs Giant Rats&lt;br /&gt;
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Choice Phase - Instead of having a Calamity card, you have Menace card from your specific deck&lt;br /&gt;
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Planning Phase - Menace cards affect the player who took them (so you might be affected by your own menace!)&lt;br /&gt;
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Combat Phase - this is a new 4th phase, you may spend soldiers to get rid of a menace based on its cost, if you do not then it will remain with you and cause issues for you next round too&lt;br /&gt;
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End Game - Undefeated Menaces still in your area will cause you to lose points&lt;br /&gt;
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===Advisors Module===&lt;br /&gt;
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Start with one advisor chosen out of two&lt;br /&gt;
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Remove all Treasure and replace it with remaining Advisors&lt;br /&gt;
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Gain 2 Soldiers each to start&lt;br /&gt;
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Choice Phase - Advisors can be offered as normal, and if selected they go into your Advisors area and gain you 1 Soldier&lt;br /&gt;
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In the phase they apply, you can activate each Advisor ONCE per round&lt;br /&gt;
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===Quest Module===&lt;br /&gt;
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Take a random quest card and place it where all can reach it&lt;br /&gt;
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This will have a number of stages with costs and benefits&lt;br /&gt;
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You can pay the cost and put one of your markers on the space to show you completed it&lt;br /&gt;
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The stages do NOT have to be completed in order (or at all)&lt;br /&gt;
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Game End - in order to be eligible to win, you MUST have completed the final stage, remember stages don&#039;t have to be completed in sequence, so you could just complete the final stage&lt;br /&gt;
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If both players failed to complete the final stage of the quest, NO ONE wins.&lt;/div&gt;</summary>
		<author><name>Oldspring</name></author>
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