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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pomeroy</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=Pomeroy"/>
	<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/Special:Contributions/Pomeroy"/>
	<updated>2026-09-16T17:41:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=28453</id>
		<title>Tips gnomehollow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=28453"/>
		<updated>2026-02-10T15:47:28Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make longer paths to get more mushrooms, try to choose tiles with the more valuable mushrooms, opt for purple blue and pink first as these pay better.  Paths longer then six tiles allow you to place two ring markers instead of one which can finish the game more quickly, and possibly in your favor.  Be careful to take your mushrooms to the market before the slots available in that color mushroom are taken.&lt;br /&gt;
&lt;br /&gt;
After collecting a wild tile, try to use it quickly otherwise you’ll lose it once you collect another (you can only have one wild tile in storage). If you save the 3 and 4 tile spots towards the end, it makes it easy to end the game quickly and catch your opponent flat-footed ( unable to close their last ring(s) quickly).  It may not pay to start a ring near an opponent unless you intend to interfere with them. The more two opponents interfere with each other, the harder it is to close rings and accumulate points.  When in doubt take a flower - especially early in the game, it’s hard to catch up on flowers towards the end.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=28452</id>
		<title>Tips gnomehollow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=28452"/>
		<updated>2026-02-10T15:43:45Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Added a few new items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make longer paths to get more mushrooms, try to choose tiles with the more valuable mushrooms, opt for purple blue and pink first as these pay better.  Paths longer then six tiles allow you to place two ring markers instead of one which can finish the game more quickly, and possibly in your favor.  Be careful to take your mushrooms to the market before the slots available in that color mushroom is taken.&lt;br /&gt;
&lt;br /&gt;
After collecting a wild tile, try to use it quickly otherwise you’ll lose it once you collect another (you can only have one wild tile in storage). When in doubt take a flower. If you save the 3 and 4 tile spots towards the end, it makes it easy to end the game quickly and catch your opponent flat-footed ( unable to close their last ring(s) quickly).  It may not pay to start a ring near an opponent unless you intend to interfere with them. The more two opponents interfere with each other, the harder it is to close rings and accumulate points.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=27907</id>
		<title>Tips gnomehollow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=27907"/>
		<updated>2025-12-30T18:54:13Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make longer paths to get more mushrooms, try to choose tiles with the more valuable mushrooms, opt for purple and pink first as these pay better.  Paths longer then six tiles allow you to place two ring markers instead of one which can finish the game more quickly, and possibly in your favor.  Be careful to take your mushrooms to the market before the slots available in that color mushroom is taken.&lt;br /&gt;
&lt;br /&gt;
After collecting a wild tile, try to use it quickly otherwise you’ll lose it once you collect another (you can only have one wild tile in storage).&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=27906</id>
		<title>Tips gnomehollow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=27906"/>
		<updated>2025-12-30T18:52:40Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make longer paths to get more mushrooms, try to choose tiles with the more valuable mushrooms, opt for purple and pink first as these pay better.  Paths longer then six tiles allow you to place two ring markers instead of one which can finish the game more quickly, and possibly in your favor.  Be careful to take your mushrooms to the market before the slots available in that color mushroom is taken.&lt;br /&gt;
&lt;br /&gt;
After collecting a wild tile, try to use it quickly otherwise you’ll lose it once you collect another (you can only have one wild tile reserved to the side of your board).&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=27837</id>
		<title>Tips gnomehollow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_gnomehollow&amp;diff=27837"/>
		<updated>2025-12-23T16:06:49Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;Make longer paths to get more mushrooms, try to choose tiles with the more valuable mushrooms, opt for purple and pink first as these pay better.  Paths longer then six tiles allow you to place two   pieces which can finish the game more quickly, and possibly in your favor.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Make longer paths to get more mushrooms, try to choose tiles with the more valuable mushrooms, opt for purple and pink first as these pay better.  Paths longer then six tiles allow you to place two   pieces which can finish the game more quickly, and possibly in your favor.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27680</id>
		<title>Tips marrakech</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27680"/>
		<updated>2025-12-14T20:44:38Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of marrakech, see &amp;lt;b&amp;gt;[[Gamehelpmarrakech|GameHelpMarrakech]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The die is a special die with sides 1, 2, 2, 3, 3 and 4 slippers. Rolls of 2 or 3 are the most common. Specifically, you can expect a 1 to occur 1/6 of the time, a 2 to occur 1/3 of the time, a 3 to occur 1/3 of the time, and a 4 to occur 1/6 of the time. So 2&#039;s and 3&#039;s are twice as common as 1&#039;s and 4&#039;s.&lt;br /&gt;
* Remember that you get a point for each square of rug showing at the end of the game. Rugs in the centre of the board are the most likely to get covered up, while rugs in the corners are harder to cover.&lt;br /&gt;
* Creating large rugs can give you a big reward if someone lands on them, but other players will be avoiding your rugs at all costs, even if it means landing on other players&#039; smaller rugs. You want to set it up so that other players are forced to risk landing on your rugs.&lt;br /&gt;
* In order to avoid or minimize reward payments (penalties) to your opponent; try to choose a direction for Assam to move that will most likely land him on a 1. an empty ( neutral ) spot, 2. one of your rugs, or 3. one of your opponents smaller rugs ( in order of preference ).&lt;br /&gt;
* Take note of how Assam moves when he passes the edge of the map, especially in the corners. In two of the corners he can land twice in a row on the same corner space, when he follows the arrows on the board.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27679</id>
		<title>Tips marrakech</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27679"/>
		<updated>2025-12-14T20:43:31Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Added advice for moving Assam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of marrakech, see &amp;lt;b&amp;gt;[[Gamehelpmarrakech|GameHelpMarrakech]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The die is a special die with sides 1, 2, 2, 3, 3 and 4 slippers. Rolls of 2 or 3 are the most common. Specifically, you can expect a 1 to occur 1/6 of the time, a 2 to occur 1/3 of the time, a 3 to occur 1/3 of the time, and a 4 to occur 1/6 of the time. So 2&#039;s and 3&#039;s are twice as common as 1&#039;s and 4&#039;s.&lt;br /&gt;
* Remember that you get a point for each square of rug showing at the end of the game. Rugs in the centre of the board are the most likely to get covered up, while rugs in the corners are harder to cover.&lt;br /&gt;
* Creating large rugs can give you a big reward if someone lands on them, but other players will be avoiding your rugs at all costs, even if it means landing on other players&#039; smaller rugs. You want to set it up so that other players are forced to risk landing on your rugs.&lt;br /&gt;
* In order to avoid or minimize reward payments (penalties) to your opponent; try to choose a direction for Assam to move that will most likely land him on a 1. neutral spot, 2. one of your rugs, or 3. one of your opponents smaller rugs ( in order of preference ).&lt;br /&gt;
* Take note of how Assam moves when he passes the edge of the map, especially in the corners. In two of the corners he can land twice in a row on the same corner space, when he follows the arrows on the board.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27678</id>
		<title>Tips marrakech</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27678"/>
		<updated>2025-12-14T20:38:37Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of marrakech, see &amp;lt;b&amp;gt;[[Gamehelpmarrakech|GameHelpMarrakech]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The die is a special die with sides 1, 2, 2, 3, 3 and 4 slippers. Rolls of 2 or 3 are the most common. Specifically, you can expect a 1 to occur 1/6 of the time, a 2 to occur 1/3 of the time, a 3 to occur 1/3 of the time, and a 4 to occur 1/6 of the time. So 2&#039;s and 3&#039;s are twice as common as 1&#039;s and 4&#039;s.&lt;br /&gt;
* Remember that you get a point for each square of rug showing at the end of the game. Rugs in the centre of the board are the most likely to get covered up, while rugs in the corners are harder to cover.&lt;br /&gt;
* Creating a large rug can give you a big reward if someone lands on it, but other players will be avoiding your rug at all costs, even if it means landing on other players&#039; smaller rugs. You want to set it up so that other players are forced to risk landing on your rug.&lt;br /&gt;
* Take note of how Assam moves when he passes the edge of the map, especially in the corners. In two of the corners he can land twice in a row on the same corner space, when he follows the arrows on the board.&lt;br /&gt;
* In order to avoid or minimize reward payments (penalties) to your opponent; try to choose a direction for Assam to move that will most likely land him on a 1. neutral spot, 2. One of your colors, or 3. One of your opponents colors covering the smallest area ( in order of preference ).&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27677</id>
		<title>Tips marrakech</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27677"/>
		<updated>2025-12-14T20:37:23Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of marrakech, see &amp;lt;b&amp;gt;[[Gamehelpmarrakech|GameHelpMarrakech]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The die is a special die with sides 1, 2, 2, 3, 3 and 4 slippers. Rolls of 2 or 3 are the most common. Specifically, you can expect a 1 to occur 1/6 of the time, a 2 to occur 1/3 of the time, a 3 to occur 1/3 of the time, and a 4 to occur 1/6 of the time. So 2&#039;s and 3&#039;s are twice as common as 1&#039;s and 4&#039;s.&lt;br /&gt;
* Remember that you get a point for each square of rug showing at the end of the game. Rugs in the centre of the board are the most likely to get covered up, while rugs in the corners are harder to cover.&lt;br /&gt;
* Creating a large rug can give you a big reward if someone lands on it, but other players will be avoiding your rug at all costs, even if it means landing on other players&#039; smaller rugs. You want to set it up so that other players are forced to risk landing on your rug.&lt;br /&gt;
* Take note of how Assam moves when he passes the edge of the map, especially in the corners. In two of the corners he can land twice in a row on the same corner space, when he follows the arrows on the board.&lt;br /&gt;
* In order to avoid reward payments (penalties) to your opponent; try to choose a direction for Assam to move that will most likely land him on a 1. neutral spot, 2. One of your colors, or 3. One of your opponents colors covering the smallest area ( in order of preference ).&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27676</id>
		<title>Tips marrakech</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27676"/>
		<updated>2025-12-14T19:09:18Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of marrakech, see &amp;lt;b&amp;gt;[[Gamehelpmarrakech|GameHelpMarrakech]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The die is a special die with sides 1, 2, 2, 3, 3 and 4 slippers. Rolls of 2 or 3 are the most common. Specifically, you can expect a 1 to occur 1/6 of the time, a 2 to occur 1/3 of the time, a 3 to occur 1/3 of the time, and a 4 to occur 1/6 of the time. So 2&#039;s and 3&#039;s are twice as common as 1&#039;s and 4&#039;s.&lt;br /&gt;
* Remember that you get a point for each square of rug showing at the end of the game. Rugs in the centre of the board are the most likely to get covered up, while rugs in the corners are harder to cover.&lt;br /&gt;
* Creating a large rug can give you a big reward if someone lands on it, but other players will be avoiding your rug at all costs, even if it means landing on other players&#039; smaller rugs. You want to set it up so that other players are forced to risk landing on your rug.&lt;br /&gt;
* Take note of how Assam moves when he passes the edge of the map, especially in the corners. In two of the corners he can land twice in a row on the same corner space, when he follows the arrows on the board.&lt;br /&gt;
* Try to choose a direction for Assam to move that will most likely land him on a 1. neutral spot, 2. One of your colors, or 3. One of your opponents colors covering the smallest area ( in order of preference ).&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27675</id>
		<title>Tips marrakech</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27675"/>
		<updated>2025-12-14T19:08:30Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of marrakech, see &amp;lt;b&amp;gt;[[Gamehelpmarrakech|GameHelpMarrakech]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The die is a special die with sides 1, 2, 2, 3, 3 and 4 slippers. Rolls of 2 or 3 are the most common. Specifically, you can expect a 1 to occur 1/6 of the time, a 2 to occur 1/3 of the time, a 3 to occur 1/3 of the time, and a 4 to occur 1/6 of the time. So 2&#039;s and 3&#039;s are twice as common as 1&#039;s and 4&#039;s.&lt;br /&gt;
* Remember that you get a point for each square of rug showing at the end of the game. Rugs in the centre of the board are the most likely to get covered up, while rugs in the corners are harder to cover.&lt;br /&gt;
* Creating a large rug can give you a big reward if someone lands on it, but other players will be avoiding your rug at all costs, even if it means landing on other players&#039; smaller rugs. You want to set it up so that other players are forced to risk landing on your rug.&lt;br /&gt;
* Take note of how Assam moves when he passes the edge of the map, especially in the corners. In two of the corners he can land twice in a row on the same corner space, when he follows the arrows on the board.&lt;br /&gt;
* Try to choose a direction for Assam to move that will most likely land him on a 1. neutral spot, 2. One of your colors, or 3. One of your opponents colors covering the smallest area.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27674</id>
		<title>Tips marrakech</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_marrakech&amp;diff=27674"/>
		<updated>2025-12-14T19:08:05Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the rules of marrakech, see &amp;lt;b&amp;gt;[[Gamehelpmarrakech|GameHelpMarrakech]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The die is a special die with sides 1, 2, 2, 3, 3 and 4 slippers. Rolls of 2 or 3 are the most common. Specifically, you can expect a 1 to occur 1/6 of the time, a 2 to occur 1/3 of the time, a 3 to occur 1/3 of the time, and a 4 to occur 1/6 of the time. So 2&#039;s and 3&#039;s are twice as common as 1&#039;s and 4&#039;s.&lt;br /&gt;
* Remember that you get a point for each square of rug showing at the end of the game. Rugs in the centre of the board are the most likely to get covered up, while rugs in the corners are harder to cover.&lt;br /&gt;
* Creating a large rug can give you a big reward if someone lands on it, but other players will be avoiding your rug at all costs, even if it means landing on other players&#039; smaller rugs. You want to set it up so that other players are forced to risk landing on your rug.&lt;br /&gt;
* Take note of how Assam moves when he passes the edge of the map, especially in the corners. In two of the corners he can land twice in a row on the same corner space, when he follows the arrows on the board.&lt;br /&gt;
* Try to choose a direction for assam to move that will most likely land him on a 1. neutral spot, 2. One of your colors, or 3. One of your opponents colors covering the smallest area.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_pergola&amp;diff=26584</id>
		<title>Tips pergola</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_pergola&amp;diff=26584"/>
		<updated>2025-09-25T16:19:34Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;It’s pretty easy to get started with Pergola on BGA, simply follow the prompts (which are highlighted on your playing mats for each segment of your turn.) Your turn won’t end until you’ve satisfied all the prompts.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It’s pretty easy to get started with Pergola on BGA, simply follow the prompts (which are highlighted on your playing mats for each segment of your turn.)&lt;br /&gt;
Your turn won’t end until you’ve satisfied all the prompts.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_doglover&amp;diff=25530</id>
		<title>Tips doglover</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_doglover&amp;diff=25530"/>
		<updated>2025-06-21T16:05:38Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to get a lot of dogs.  Not many show up in the grid (rows and columns), but grab them as they appear.  This will also tend to deny them to your opponent.  The other way to get the dogs is by accumulating the “adoption” cards.  Grabbing the adoption cards will also deny them to your opponent in the same way.  Be sure to grab the right food that your dogs need, learn the color for the different food cubes to assist your management of food.  Check the cards that specify ‘big’, ‘medium’ or ‘small’ dogs to make sure you have a dog of that size that needs that card.  Also try to grab the ‘fetch’ card as you can use it, or save it for a future turn, where you may not otherwise be able to grab a valuable card.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=25211</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=25211"/>
		<updated>2025-05-31T20:09:40Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Begin with random choices of squares to sink ships. I especially like the spots one space diagonally in from the top-left corner, if that misses I may hit each other corner one space diagonally in (until one hits).&lt;br /&gt;
&lt;br /&gt;
Beware of repeating any opening salvo, or strategy, with repeat opponents - it will be anticipated and defeated.    That said, here are some suggestions.&lt;br /&gt;
&lt;br /&gt;
Ideas for sinking (attacking) ships:&lt;br /&gt;
&lt;br /&gt;
Quadrant and Edges Opening Salvo: plant a salvo in the middle of each quadrant, then survey the edges and corners.  &lt;br /&gt;
Many players will follow a missed salvo with subsequent salvos to adjacent squares, some follow with salvos to diagonal squares. Following a pattern may help cover wide areas of the board efficiently at the outset of the game. Diagonal salvos may help create shorter channels to isolate smaller ships. Once you have a lot of missed salvos on the board you can switch to the intersecting channel strategy to find open channels where the longest enemy ships may be lurking.&lt;br /&gt;
&lt;br /&gt;
Intersecting Channels: once you’ve laid down a few misses look for intersecting channels without any misses or previously located ships. At least one of these intersecting channels should be long enough to hide your enemy’s largest undetected target ship(s). Try a salvo on the square at the intersection of these two channels. This strategy works best for finding longer hidden ships, and isn’t applicable for finding the smallest ship (the sub).&lt;br /&gt;
The intersecting channel strategy won’t always find all the longer ships unless you also search for ships hiding in single or parallel channels the length of the longest remaining ship(s).  It is just more efficient to look first for two intersecting channels that can hide the longest ship still afloat.&lt;br /&gt;
&lt;br /&gt;
Towards the end of the game, you’re both probably looking for the smallest ships, let your intuition take over at this point, your subconscious if you will.  It’s intuitive to space your ships evenly. Your ‘mind’s-eye’, or your sub-conscious, is really good at this sort of thing, let it tell you where it thinks a small ship belongs. Turns out that it is excellent at this chore. Go with it!&lt;br /&gt;
&lt;br /&gt;
Ideas for placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to anticipate.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) pattern.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be anticipated, revealed and used against you.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This approach may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners, could lead to easy detection once the edge placements are anticipated or revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided.  Once the initial hit on a ship is made, a player will then search the other adjacent squares looking to sink the revealed ship.  If you placed ships adjacent, the opponent may inadvertently hit your adjacent ship.  Regardless, this approach is used because the squares adjacent to a sunken ship are often ignored and passed-over.  The frequent placement of ships next to each other (adjacent) shows the popularity of this approach for placing ships.&lt;br /&gt;
&lt;br /&gt;
The smaller the ship, the harder it is to find so place these (especially the sub or single) well hidden and try not to place close to other ships.&lt;br /&gt;
&lt;br /&gt;
Repeat Game Strategy / Considerations:&lt;br /&gt;
&lt;br /&gt;
A repeat opponent will interpret your attack strategy as an indication of your own placement strategy and attempt to mimic it.  In a repeat game you can use this to your advantage by avoiding a repeat of your placement strategy, while at the same time using the same for your attack strategy  - namely to change your placement strategy while anticipating that your opponent will base his attack strategy on your prior attack strategy.  This of course is a two way street as most players will alter their placements, and that placement may, or may not reflect a change in placement strategy, much less basing it on your prior placement or attack strategy.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=25202</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=25202"/>
		<updated>2025-05-31T17:10:20Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Adding ideas for repeat players&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Begin with random choices of squares to sink ships. I especially like the spots one space diagonally in from the top-left corner, if that misses I may hit each other corner one space diagonally in (until one hits).&lt;br /&gt;
&lt;br /&gt;
Beware of repeating any opening salvo, or strategy, with repeat opponents - it will be anticipated and defeated.    That said, here are some ideas for sinking (attacking) ships:&lt;br /&gt;
&lt;br /&gt;
Quadrant and Edges Opening Salvo: plant a salvo in the middle of each quadrant, then survey the edges and corners.  &lt;br /&gt;
Many players will follow a missed salvo with subsequent salvos to adjacent squares, some follow with salvos to diagonal squares. Following a pattern may help cover wide areas of the board efficiently at the outset of the game. Diagonal salvos may help create shorter channels to isolate smaller ships. Once you have a lot of missed salvos on the board you can switch to the intersecting channel strategy to find open channels where the longest enemy ships may be lurking.&lt;br /&gt;
&lt;br /&gt;
Intersecting Channels: once you’ve laid down a few misses look for intersecting channels without any misses or previously located ships. At least one of these intersecting channels should be long enough to hide your enemy’s largest undetected target ship(s). Try a salvo on the square at the intersection of these two channels. This strategy works best for finding longer hidden ships, and isn’t applicable for finding the smallest ship (the sub).&lt;br /&gt;
The intersecting channel strategy won’t always find all the longer ships unless you also search for ships hiding in single or parallel channels the length of the longest remaining ship(s).  It is just more efficient to look first for two intersecting channels that can hide the longest ship still afloat.&lt;br /&gt;
&lt;br /&gt;
Towards the end of the game, you’re both probably looking for the smallest ships, let your intuition take over at this point, your subconscious if you will.  It’s intuitive to space your ships evenly. Your ‘mind’s-eye’, or your sub-conscious, is really good at this sort of thing, let it tell you where it thinks a small ship belongs. Turns out that it is excellent at this chore. Go with it!&lt;br /&gt;
&lt;br /&gt;
Ideas for placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to anticipate.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) pattern.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be anticipated, revealed and used against you.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This approach may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners, could lead to easy detection once the edge placements are anticipated or revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided.  Once the initial hit on a ship is made, a player will then search the other adjacent squares looking to sink the revealed ship.  If you placed ships adjacent, the opponent may inadvertently hit your adjacent ship.  Regardless, this approach is used because the squares adjacent to a sunken ship are often ignored and passed-over.  The frequent placement of ships next to each other (adjacent) shows the popularity of this approach for placing ships.&lt;br /&gt;
&lt;br /&gt;
Repeat Game Strategy / Considerations:&lt;br /&gt;
&lt;br /&gt;
A repeat opponent will interpret your attack strategy as an indication of your own placement strategy and attempt to mimic it.  In a repeat game you can use this to your advantage by avoiding a repeat of your placement strategy, while at the same time using the same for your attack strategy  - namely to change your placement strategy while anticipating that your opponent will base his attack strategy on your prior attack strategy.  This of course is a two way street as most players will alter their placements, and that placement may, or may not reflect a change in placement strategy, much less basing it on your prior placement or attack strategy.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24957</id>
		<title>Tips kamon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24957"/>
		<updated>2025-05-13T08:27:09Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start the game by choosing the hexagon (hex) that has the least matching colors or symbols adjacent or nearby in order to have less of a chance of being blocked in.  Preferably choose a corner tile when available  (corner hexes are unavailable to the first player,  instead first player can only choose from the edge spaces between corners) since corners have two colors (thus giving the 2nd player a slight advantage if they snag a corner hex). Taking corner hexagons early will deny them to your opponent and will give you more options for how to connect your hexagons.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the need or opportunities to block and disconnect your opponent hexagons.&lt;br /&gt;
&lt;br /&gt;
Before selecting your hexagon, identify the color hexagons and symbol hexagons that will be available on their turn and choose the one least advantageous to your opponent, if possible check the hexagons that would be available to you on your second turn.  If possible, check the subsequent moves available to you and your opponent.  This is difficult to do at the beginning of the game when alternative choices are numerous, this gets easier later as fewer hexagons are left to choose from. Towards the end of the game it will be clear which choices help you, or hurt your opponent as the alternative choices are fewer.  At some point the alternatives will narrow and the absence of colors or symbols available may force them to choose a hexagon that helps you because no other hexagon with the next color or symbol remain.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24936</id>
		<title>Tips kamon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24936"/>
		<updated>2025-05-11T21:31:26Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start the game by choosing the hexagon (hex) that has the least matching colors or symbols in order to have less of a chance of being blocked in.  Preferably choose a corner tile when available  (corner hexes are unavailable to the first player,  instead first player can only choose from the edge spaces between corners) since corners have two colors (thus giving the 2nd player a slight advantage if they snag a corner hex). Taking corner hexagons early will deny them to your opponent and will give you more options for how to connect your hexagons.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the need or opportunities to block and disconnect your opponent hexagons.&lt;br /&gt;
&lt;br /&gt;
Before selecting your hexagon, identify the color hexagons and symbol hexagons that will be available on their turn and choose the one least advantageous to your opponent, if possible check the hexagons that would be available to you on your second turn.  If possible, check the subsequent moves available to you and your opponent.  This is difficult to do at the beginning of the game when alternative choices are numerous, this gets easier later as fewer hexagons are left to choose from. Towards the end of the game it will be clear which choices help you, or hurt your opponent as the alternative choices are fewer.  At some point the alternatives will narrow and the absence of colors or symbols available may force them to choose a hexagon that helps you because no other hexagon with the next color or symbol remain.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24935</id>
		<title>Tips kamon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24935"/>
		<updated>2025-05-11T20:46:38Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start the game by choosing the section that has the least matching colors or symbols in order to have less of a chance of being blocked in.  Preferably choose a corner tile when available  (corner hexes are unavailable to the first player,  instead first player can only choose from the edge spaces between corners) since corners have two colors (thus giving the 2nd player a slight advantage if they snag a corner hex). Taking corner hexagons early will deny them to your opponent and will give you more options for how to connect your hexagons.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the need or opportunities to block and disconnect your opponent hexagons.&lt;br /&gt;
&lt;br /&gt;
Before selecting your hexagon, identify the color hexagons and symbol hexagons that will be available on their turn and choose the one least advantageous to your opponent, if possible check the hexagons that would be available to you on your second turn.  If possible, check the subsequent moves available to you and your opponent.  This is difficult to do at the beginning of the game when alternative choices are numerous, this gets easier later as fewer hexagons are left to choose from. Towards the end of the game it will be clear which choices help you, or hurt your opponent as the alternative choices are fewer.  At some point the alternatives will narrow and the absence of colors or symbols available may force them to choose a hexagon that helps you because no other hexagon with the next color or symbol remain.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24934</id>
		<title>Tips kamon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24934"/>
		<updated>2025-05-11T20:45:59Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start the game by choosing the section that has the least matching colors or symbols in order to have less of a chance of being blocked in.  Preferably choose a corner tile when available  (corner hexes are unavailable to the first player,  instead first player can only choose from the edge spaces between corners) since they have two colors (thus giving the 2nd player a slight advantage if they snag a corner hex). Taking corner hexagons early will deny them to your opponent and will give you more options for how to connect your hexagons.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the need or opportunities to block and disconnect your opponent hexagons.&lt;br /&gt;
&lt;br /&gt;
Before selecting your hexagon, identify the color hexagons and symbol hexagons that will be available on their turn and choose the one least advantageous to your opponent, if possible check the hexagons that would be available to you on your second turn.  If possible, check the subsequent moves available to you and your opponent.  This is difficult to do at the beginning of the game when alternative choices are numerous, this gets easier later as fewer hexagons are left to choose from. Towards the end of the game it will be clear which choices help you, or hurt your opponent as the alternative choices are fewer.  At some point the alternatives will narrow and the absence of colors or symbols available may force them to choose a hexagon that helps you because no other hexagon with the next color or symbol remain.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24933</id>
		<title>Tips kamon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24933"/>
		<updated>2025-05-10T21:49:58Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start the game by choosing the section that has the least matching colors or symbols in order to have less of a chance of being blocked in.  Preferably choose a corner tile when available  (corner hexes are unavailable to the first player, only the edge spaces between corners) since they have two colors (thus giving the 2nd player a slight advantage if they snag a corner hex). Taking corner hexagons early will deny them to your opponent and will give you more options for how to connect your hexagons.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the need or opportunities to block and disconnect your opponent hexagons.&lt;br /&gt;
&lt;br /&gt;
Before selecting your hexagon, identify the color hexagons and symbol hexagons that will be available on their turn and choose the one least advantageous to your opponent, if possible check the hexagons that would be available to you on your second turn.  If possible, check the subsequent moves available to you and your opponent.  This is difficult to do at the beginning of the game when alternative choices are numerous, this gets easier later as fewer hexagons are left to choose from. Towards the end of the game it will be clear which choices help you, or hurt your opponent as the alternative choices are fewer.  At some point the alternatives will narrow and the absence of colors or symbols available may force them to choose a hexagon that helps you because no other hexagon with the next color or symbol remain.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24897</id>
		<title>Tips kamon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24897"/>
		<updated>2025-05-05T21:39:29Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start the game by choosing the section that has the least matching colors or symbols in order to have less of a chance of being blocked in.  Preferably choose a corner tile when available since they have two colors.  Taking corner hexagons early will deny them to your opponent and will give you more options for how to connect your hexagons.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the need or opportunities to block and disconnect your opponent hexagons.&lt;br /&gt;
&lt;br /&gt;
Before selecting your hexagon, identify the color hexagons and symbol hexagons that will be available on their turn and choose the one least advantageous to your opponent, if possible check the hexagons that would be available to you on your second turn.  If possible, check the subsequent moves available to you and your opponent.  This is difficult to do at the beginning of the game when alternative choices are numerous, this gets easier later as fewer hexagons are left to choose from. Towards the end of the game it will be clear which choices help you, or hurt your opponent as the alternative choices are fewer.  At some point the alternatives will narrow and the absence of colors or symbols available may force them to choose a hexagon that helps you because no other hexagon with the next color or symbol remain.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_doglover&amp;diff=24852</id>
		<title>Tips doglover</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_doglover&amp;diff=24852"/>
		<updated>2025-05-03T17:28:27Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to get a lot of dogs.  Not many show up in the grid (rows and columns), but grab them as they appear.  This will also tend to deny them to your opponent.  The other way to get the dogs is by accumulating the “adoption” cards.  Grabbing the adoption cards will also deny them to your opponent in the same way.  Be sure to grab the right food that your dogs need, learn the color for the different food cubes to assist your management of food.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_doglover&amp;diff=24848</id>
		<title>Tips doglover</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_doglover&amp;diff=24848"/>
		<updated>2025-05-03T00:08:42Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;Try to get a lot of dogs.  Not many show up in the rows and columns, but grab them as they appear.  This will also tend to deny them to your opponent.  The other way to get the dogs is by accumulating the “adoption” cards.  Grabbing the adoption cards will also deny them to your opponent in the same way.  Be sure to grab the right food that your dogs need, learn the color for the different food cubes to assist your management of food.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to get a lot of dogs.  Not many show up in the rows and columns, but grab them as they appear.  This will also tend to deny them to your opponent.  The other way to get the dogs is by accumulating the “adoption” cards.  Grabbing the adoption cards will also deny them to your opponent in the same way.  Be sure to grab the right food that your dogs need, learn the color for the different food cubes to assist your management of food.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24847</id>
		<title>Tips kamon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_kamon&amp;diff=24847"/>
		<updated>2025-05-02T23:54:05Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Start the game by choosing the section that has the least matching colors or symbols in order to have less of a chance of being blocked in.  Preferably choose a corner tile when available since they have two colors.  Taking corner tiles early will deny them to your opponent and will give you more options for how to connect your tiles.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the need or opportunities to block and disconnect your opponent tiles.&lt;br /&gt;
&lt;br /&gt;
Before selecting your tile, identify the color tiles and symbol tiles that will be available on their turn and choose the one least advantageous to your opponent, if possible check the tiles that would be available to you on your second turn.  If possible, check the subsequent moves available to you and your opponent.  This is difficult to do at the beginning of the game when alternative choices are numerous, this gets easier  later as fewer tiles are left to choose from. Towards the end of the game it will be clear which choices help you, or hurt your opponent as the alternative choices are few.  At some point the alternatives will narrow and the absence of colors or symbols available may force them to choose a tile that helps you because no other tile with the next color or symbol remain.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_dominoes&amp;diff=24846</id>
		<title>Tips dominoes</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_dominoes&amp;diff=24846"/>
		<updated>2025-05-02T23:39:11Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategically play your doubles early.&lt;br /&gt;
Prioritize playing your high value tiles first.&lt;br /&gt;
Maintain a variety of tiles to keep your options open. Observing your opponents weaknesses and playing blocking tiles is advantageous.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_dominoes&amp;diff=24845</id>
		<title>Tips dominoes</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_dominoes&amp;diff=24845"/>
		<updated>2025-05-02T23:37:39Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;Strategically play your doubles early. Prioritize playing your high value tiles first. Maintain a variety of tiles to keep your options open.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strategically play your doubles early.&lt;br /&gt;
Prioritize playing your high value tiles first.&lt;br /&gt;
Maintain a variety of tiles to keep your options open.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24838</id>
		<title>Tips orleans</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24838"/>
		<updated>2025-05-01T16:01:41Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your goal is to attract more workers and develop trade routes. &lt;br /&gt;
&lt;br /&gt;
Try to keep your bag small and predictable.  When rearranging your bag, promote those you’ll need to use, demote those you don’t need to use. &lt;br /&gt;
&lt;br /&gt;
Going to the Beneficial Deeds board gets you coins/points and trims your bag down so you can get what you want. &lt;br /&gt;
&lt;br /&gt;
Advance up the Beneficial Deeds board especially if you don’t need the workers anymore. &lt;br /&gt;
&lt;br /&gt;
Be careful not to advance too far on one board before reaching a balance by advancing on other boards as well. &lt;br /&gt;
&lt;br /&gt;
If you go to the village, etc to draw more workers, and none are there, you can’t advance up the track.&lt;br /&gt;
&lt;br /&gt;
Technology tiles are nice, but remember that acquiring the workers that could go on those spots gets you the worker AND the benefit. Thus having more workers is usually better (as long as you can draw them).&lt;br /&gt;
&lt;br /&gt;
Development (books) are good end of game points but are worth less the further up the track you go.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24826</id>
		<title>Tips orleans</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24826"/>
		<updated>2025-04-30T20:47:20Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your goal is to attract more workers and develop trade routes. &lt;br /&gt;
&lt;br /&gt;
Try to keep your bag small and predictable. &lt;br /&gt;
&lt;br /&gt;
Going to the Beneficial Deeds board gets you coins/points and trims your bag down so you can get what you want. &lt;br /&gt;
&lt;br /&gt;
Advance up the Beneficial Deeds board especially if you don’t need the workers anymore. &lt;br /&gt;
&lt;br /&gt;
Be careful not to advance too far on one board before reaching a balance by advancing on other boards as well. &lt;br /&gt;
&lt;br /&gt;
If you go to the village, etc to draw more workers, and none are there, you can’t advance up the track.&lt;br /&gt;
&lt;br /&gt;
Technology tiles are nice, but remember that acquiring the workers that could go on those spots gets you the worker AND the benefit. Thus having more workers is usually better (as long as you can draw them).&lt;br /&gt;
&lt;br /&gt;
Development (books) are good end of game points but are worth less the further up the track you go.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24825</id>
		<title>Tips orleans</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24825"/>
		<updated>2025-04-30T20:43:24Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your goal is to attract more workers and develop trade routes. &lt;br /&gt;
&lt;br /&gt;
Try to keep your bag small and predictable. &lt;br /&gt;
&lt;br /&gt;
Going to the Beneficial Deeds board gets you coins/points and trims your bag down so you can get what you want. &lt;br /&gt;
&lt;br /&gt;
Advance up the Beneficial Deeds board especially if you don’t need the workers anymore. &lt;br /&gt;
&lt;br /&gt;
If you go to the village, etc to draw more workers, and none are there, you can’t advance up the track.&lt;br /&gt;
&lt;br /&gt;
Technology tiles are nice, but remember that acquiring the workers that could go on those spots gets you the worker AND the benefit. Thus having more workers is usually better (as long as you can draw them).&lt;br /&gt;
&lt;br /&gt;
Development (books) are good end of game points but are worth less the further up the track you go.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24824</id>
		<title>Tips orleans</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24824"/>
		<updated>2025-04-30T20:41:02Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your goal is to attract more workers and develop trade routes. &lt;br /&gt;
&lt;br /&gt;
Going to the Beneficial Deeds board gets you coins/points and trims your bag down so you can get what you want. &lt;br /&gt;
&lt;br /&gt;
Advance up the Beneficial Deeds board especially if you don’t need the workers anymore. &lt;br /&gt;
&lt;br /&gt;
If you go to the village, etc to draw more workers, and none are there, you can’t advance up the track.&lt;br /&gt;
&lt;br /&gt;
Technology tiles are nice, but remember that acquiring the workers that could go on those spots gets you the worker AND the benefit. Thus having more workers is usually better (as long as you can draw them).&lt;br /&gt;
&lt;br /&gt;
Development (books) are good end of game points but are worth less the further up the track you go.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24818</id>
		<title>Tips orleans</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_orleans&amp;diff=24818"/>
		<updated>2025-04-29T22:47:14Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;Your goal is to attract more workers and develop trade routes.   Going to the Beneficial Deeds board gets you coins/points and trims your bag down so you can get what you want. Couples nicely with #1 when you don’t need those workers anymore.  Technology tiles are nice, but remember that acquiring the workers that could go on those spots gets you the worker AND the benefit.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your goal is to attract more workers and develop trade routes. &lt;br /&gt;
&lt;br /&gt;
Going to the Beneficial Deeds board gets you coins/points and trims your bag down so you can get what you want. Couples nicely with #1 when you don’t need those workers anymore.&lt;br /&gt;
&lt;br /&gt;
Technology tiles are nice, but remember that acquiring the workers that could go on those spots gets you the worker AND the benefit.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=17986</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=17986"/>
		<updated>2023-09-08T04:48:22Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: End game strategy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Begin with random choices of squares to sink ships. I especially like the spots one space diagonally in from the top-left corner, if that misses I may hit each other corner one space diagonally in (until one hits).&lt;br /&gt;
&lt;br /&gt;
Beware of repeating any opening salvo, or strategy, with repeat opponents - it will be anticipated and defeated.  That said, here are some ideas for sinking ships:&lt;br /&gt;
&lt;br /&gt;
Quadrant and Edges Opening Salvo: plant a salvo in the middle of each quadrant, then survey the edges and corners.  &lt;br /&gt;
Many players will follow a missed salvo with subsequent salvos to adjacent squares, some follow with salvos to diagonal squares. Following a pattern may help cover wide areas of the board efficiently at the outset of the game. Diagonal salvos may help create shorter channels to isolate smaller ships. Once you have a lot of missed salvos on the board you can switch to the intersecting channel strategy to find open channels where the longest enemy ships may be lurking.&lt;br /&gt;
&lt;br /&gt;
Intersecting Channels: once you’ve laid down a few misses look for intersecting channels without any misses or previously located ships. At least one of these intersecting channels should be long enough to hide your enemy’s largest undetected target ship(s). Try a salvo on the square at the intersection of these two channels. This strategy works best for finding longer hidden ships, and isn’t applicable for finding the smallest ship (the sub).&lt;br /&gt;
The intersecting channel strategy won’t always find all the longer ships unless you also search for ships hiding in single or parallel channels the length of the longest remaining ship(s).  It is just more efficient to look first for two intersecting channels that can hide the longest ship still afloat.&lt;br /&gt;
&lt;br /&gt;
Towards the end of the game, you’re both probably looking for the smallest ships, let your intuition take over at this point, your subconscious if you will.  It’s intuitive to space your ships evenly. Your ‘mind’s-eye’, or your sub-conscious, is really good at this sort of thing, let it tell you where it thinks a small ship belongs. Turns out that it is excellent at this chore. Go with it!&lt;br /&gt;
&lt;br /&gt;
Ideas for placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to anticipate.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) pattern.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be anticipated, revealed and used against you.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This approach may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners, could lead to easy detection once the edge placements are anticipated or revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided.  Once the initial hit on a ship is made, a player will then search the other adjacent squares looking to sink the revealed ship.  If you placed ships adjacent, the opponent may inadvertently hit your adjacent ship.  Regardless, this approach is used because the squares adjacent to a sunken ship are often ignored and passed-over.  The frequent placement of ships next to each other (adjacent) shows the popularity of this approach for placing ships.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=17780</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=17780"/>
		<updated>2023-08-11T17:46:17Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Not much change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Begin with random choices of squares to sink ships. I especially like the spots one space diagonally in from the top-left corner, if that misses I may hit each other corner one space diagonally in (until one hits).&lt;br /&gt;
&lt;br /&gt;
Beware of repeating any opening salvo, or strategy, with repeat opponents - it will be anticipated and defeated.  That said, here are some ideas for sinking ships:&lt;br /&gt;
&lt;br /&gt;
Quadrant and Edges Opening Salvo: plant a salvo in the middle of each quadrant, then survey the edges and corners.  &lt;br /&gt;
Many players will follow a missed salvo with subsequent salvos to adjacent squares, some follow with salvos to diagonal squares. Following a pattern may help cover wide areas of the board efficiently at the outset of the game. Diagonal salvos may help create shorter channels to isolate smaller ships. Once you have a lot of missed salvos on the board you can switch to the intersecting channel strategy to find open channels where the longest enemy ships may be lurking.&lt;br /&gt;
&lt;br /&gt;
Intersecting Channels: once you’ve laid down a few misses look for intersecting channels without any misses or previously located ships. At least one of these intersecting channels should be long enough to hide your enemy’s largest undetected target ship(s). Try a salvo on the square at the intersection of these two channels. This strategy works best for finding longer hidden ships, and isn’t applicable for finding the smallest ship (the sub).&lt;br /&gt;
The intersecting channel strategy won’t always find all the longer ships unless you also search for ships hiding in single or parallel channels the length of the longest remaining ship(s).  It is just more efficient to look first for two intersecting channels that can hide the longest ship still afloat.&lt;br /&gt;
&lt;br /&gt;
Ideas for placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to anticipate.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) pattern.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be anticipated, revealed and used against you.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This approach may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners, could lead to easy detection once the edge placements are anticipated or revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided.  Once the initial hit on a ship is made, a player will then search the other adjacent squares looking to sink the revealed ship.  If you placed ships adjacent, the opponent may inadvertently hit your adjacent ship.  Regardless, this approach is used because the squares adjacent to a sunken ship are often ignored and passed-over.  The frequent placement of ships next to each other (adjacent) shows the popularity of this approach for placing ships.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_rive&amp;diff=14602</id>
		<title>Tips rive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_rive&amp;diff=14602"/>
		<updated>2022-09-09T15:20:57Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to avoid making a single group until your stones outnumber your opponent.  &lt;br /&gt;
Try to make as many or all the captures you can yourself and prevent or minimize your opponent attempts to capture your stones. Keeping your opponents stone at the edges makes them easier to capture. &lt;br /&gt;
Keep a separate group until your numbers of colored stones dominate, then join the separate groups.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_rive&amp;diff=13919</id>
		<title>Tips rive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_rive&amp;diff=13919"/>
		<updated>2022-07-08T14:15:40Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to avoid making a single group until your stones outnumber your opponent.  Try to make as many or all the captures you can yourself and prevent or minimize your opponent attempts to capture your stones. Keep a separate group until your numbers of colored stones dominate, then join the separate groups.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_rive&amp;diff=13915</id>
		<title>Tips rive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_rive&amp;diff=13915"/>
		<updated>2022-07-08T13:36:23Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;Try to avoid making a single Group until your circles outnumber your opponent.  Keep a separate group until your numbers of colored circles dominate, then join the separate gr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Try to avoid making a single Group until your circles outnumber your opponent.  Keep a separate group until your numbers of colored circles dominate, then join the separate groups.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=8198</id>
		<title>Tips unitedsquare</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=8198"/>
		<updated>2021-05-06T17:55:14Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, use the square you have the most duplicates of since you aren’t constrained yet.&lt;br /&gt;
Thereafter, avoid using any unique squares (qty 1) that you don’t have a duplicate of, unless you can win with it.&lt;br /&gt;
&lt;br /&gt;
If able, try to preserve your tiles that have your two colors opposite each other, or at least try not to run out of those tiles before depleting those with your colors adjacent - running out of any variety of tile lowers your options. &lt;br /&gt;
&lt;br /&gt;
You can see which squares your opponent has (in parenthetical red font under your quantities).  Use this information to make moves your opponent can’t counter due to his shortage of critical square types.&lt;br /&gt;
&lt;br /&gt;
It is advantageous to place your color so that you match your opponents adjacent color - thus closing the square and denying your opponent one score.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_chinagold&amp;diff=8197</id>
		<title>Tips chinagold</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_chinagold&amp;diff=8197"/>
		<updated>2021-05-06T17:52:18Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Find your largest river or mountain and try to finish it first if practical.  This way you may be able to get all the points for it before your opponent is intermingled with it (scoring points as well).&lt;br /&gt;
&lt;br /&gt;
As you look for prospects, try to finish rivers or mountains so as to minimize those available for your opponents objective.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_chinagold&amp;diff=8196</id>
		<title>Tips chinagold</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_chinagold&amp;diff=8196"/>
		<updated>2021-05-06T17:51:38Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Created page with &amp;quot;Find your largest river or mountain and try to finish it first if practical.  This way you may be able to get all the points for it before your opponent is intermingled with i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Find your largest river or mountain and try to finish it first if practical.  This way you may be able to get all the points for it before your opponent is intermingled with it.&lt;br /&gt;
&lt;br /&gt;
As you look for prospects, try to finish rivers or mountains so as to minimize those available for your opponents objective.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tranquility&amp;diff=8040</id>
		<title>Tips tranquility</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tranquility&amp;diff=8040"/>
		<updated>2021-04-21T23:19:39Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I] Beginner part: ==&lt;br /&gt;
&lt;br /&gt;
Try to create a gap between cards of at least one card (or 3, 5, 7, 9...), that way fewer cards will need to be discarded.  If there are at least three spaces, a card can be placed in the middle for free (meaning no discards). At the beginning of the game the stretches of empty spaces are large so try placing a card in the middle.  The trick is to place a number that is about half-way between the values of those on either ends of the empty spaces.  A larger number can be skewed toward the higher end, with lower numbers toward the lower end.&lt;br /&gt;
&lt;br /&gt;
By placing sequential numbers (i.e. a 4 after a 3, an 11 after 10, etc) you will avoid any gaps in the numbers and need only discard one card.  If you can place two (or more) sequential cards in a row where you have several (more than two) empty spaces, place the first card in the middle so you aren’t adjacent another then you won’t need to discard, you can then place the sequential numbered card in an adjacent position and you will only have to discard one card. Taking advantage of this pattern will avoid discarding too many cards unnecessarily.&lt;br /&gt;
&lt;br /&gt;
There are 80 numbers and 36 places, this means the difference between two cards is in average 2,22.&lt;br /&gt;
Which means the difference between two cards separated by 1 tile is in average 4,5. The difference between lines is 13,33.  If you allocate 13 ~ 15 numbers per row, you will be able to distribute the numbers uniformly across the rows and will avoid too many or too few cards on rows.  Since there are different symbols on each decade of cards, this allows you to use a ‘rule of thumb’ that you only have two different symbols per row.  More, or fewer, than two different symbols per row can point to a problem ahead.&lt;br /&gt;
&lt;br /&gt;
Putting a 2 turn 1 at the second step is pretty good. It will force the player who will drew the 1 to play it here and to keep it, but you will get a slight advantage on the following steps.&lt;br /&gt;
&lt;br /&gt;
When discarding cards, the worst ones are those which are +2/-2 from another card present on the board, because playing them is never great, and if there is a hole bigger than 2 where you can put that card, there is a good chance another card played two away from it is +4/-4/+5/-5 from the card in question, which still make that card not great.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the number of cards in the deck each player have. If there is too much difference, try to not discard if you have few of them (play not next to others cards), or try to discard if you have lots of them (in end game, sometimes by playing a worst card than the best one).&lt;br /&gt;
&lt;br /&gt;
When playing with Jagged rocks, try to not finish lines too fast. That let you have less chance to have another annoying line locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== II] Advanced part: ==&lt;br /&gt;
&lt;br /&gt;
[Early on (before any discard!), putting a 18 four step after a 13, will force people to keep their 14/15/16/17, but if 15 or 16 is drawn first it can be put in the middle, and if 14 or 17 is drawn first, it can be hold or played immediately. You could do that one or two times, but not much more, at one point, you will force players too much into playing in those things.&lt;br /&gt;
Of course, this doesn&#039;t work if there is card missing in the deck.][edit: waiting for more experience to remove that part or not]&lt;br /&gt;
&lt;br /&gt;
If some cards are missing, when you start, you can expect everyone to play their 1 (or 80) in priority (so at 4 players, turns 1~4).&lt;br /&gt;
Which means, if you have a 2 (or 79), you should wait until everyone played once before playing that 2 during the second turn (so at 4 players, turns 4~7).&lt;br /&gt;
And same for the 3 (for 3/78 turns 7~10) even if holding the 3 isn&#039;t bad.&lt;br /&gt;
&lt;br /&gt;
When playing with automatic Jagged rocks at 2 players, put it where you wanna play next turn.&lt;br /&gt;
If you play with more, try to anticipate. Which means, always by default move up or down the ship by 1. If the locked line would be bad (=line empty, while others got lots of cards) or if the lock in your next turn doesn&#039;t satisfy you, move it by 2 instead of 1 if possible, or put it in a place where you think your next turn will be fine.&lt;br /&gt;
It&#039;s possible too with more than 2 players to put the ship where you wanna play next turn. In this case, everyone must retain where their next player put their ship to not block that line with it.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=7909</id>
		<title>Tips unitedsquare</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=7909"/>
		<updated>2021-04-10T23:55:01Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, use the square you have the most duplicates of since you aren’t constrained yet.&lt;br /&gt;
Thereafter, avoid using any unique squares (qty 1) that you don’t have a duplicate of, unless you can win with it.&lt;br /&gt;
&lt;br /&gt;
If able, try to preserve your tiles that have your two colors opposite each other, or at least try not to run out of those tiles before depleting those with your colors adjacent - running out of any variety of tile lowers your options. &lt;br /&gt;
&lt;br /&gt;
You can see which squares your opponent has (in parenthetical red font under your quantities).  Use this information to make moves your opponent can’t counter due to his shortage of critical square types.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=7908</id>
		<title>Tips unitedsquare</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=7908"/>
		<updated>2021-04-10T23:54:24Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, use the square you have the most duplicates of since you aren’t constrained yet.&lt;br /&gt;
Thereafter, avoid using any unique squares (qty 1) that you don’t have a duplicate of, unless you can win with it.&lt;br /&gt;
&lt;br /&gt;
If able, try to preserve your tiles that have your two colors opposite each other, or at least try not to run out of those tiles before depleting those with your colors adjacent - running out of a any variety of tile lowers your options. &lt;br /&gt;
&lt;br /&gt;
You can see which squares your opponent has (in parenthetical red font under your quantities).  Use this information to make moves your opponent can’t counter due to his shortage of critical square types.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=7907</id>
		<title>Tips unitedsquare</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=7907"/>
		<updated>2021-04-10T23:53:41Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, use the square you have the most duplicates of since you aren’t constrained yet.&lt;br /&gt;
Thereafter, avoid using any unique squares (qty 1) that you don’t have a duplicate of, unless you can establish an advantage with it.&lt;br /&gt;
&lt;br /&gt;
If able, try to preserve your tiles that have your two colors opposite each other, or at least try not to run out of those tiles before depleting those with your colors adjacent - running out of a any variety of tile lowers your options. &lt;br /&gt;
&lt;br /&gt;
You can see which squares your opponent has (in parenthetical red font under your quantities).  Use this information to make moves your opponent can’t counter due to his shortage of critical square types.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tranquility&amp;diff=7877</id>
		<title>Tips tranquility</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tranquility&amp;diff=7877"/>
		<updated>2021-04-08T19:51:06Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* I] Beginner part:&lt;br /&gt;
&lt;br /&gt;
Try to create a gap between cards of at least one card (or 3, 5, 7, 9...), that way fewer cards will need to be discarded.  By placing sequential numbers ( i.e. a 4 after a 3, an 11 after 10, etc) you will avoid any gaps in the numbers and need only discard one card.  If you can place two (or more) sequential cards in a row where you have several (more than two) empty spaces, place the first card in the middle so you aren’t adjacent another then you won’t need to discard, you can then place the sequential numbered card in an adjacent position and you will only have to discard one card. Taking advantage of this pattern will avoid discarding too many cards unnecessarily.&lt;br /&gt;
&lt;br /&gt;
There are 80 numbers and 36 places, this means the difference between two cards is in average 2,22.&lt;br /&gt;
Which means the difference between two cards separated by 1 tile is in average 4.5. The difference between lines is 13.33.  If you allocate 13 - 15 numbers per row, you will be able to distribute the numbers uniformly across the rows and will avoid too many or too few cards on rows.  Since there are different symbols on each decade of cards, this allows you to use a ‘rule of thumb’ that you only have two different symbols per row.  More, or fewer, than two different symbols per row can point to a problem ahead.&lt;br /&gt;
&lt;br /&gt;
Putting a 2 turn 1 at the second step is pretty good. It will force the player who will drew the 1 to play it here and to keep it, but you will get a slight advantage on the following steps.&lt;br /&gt;
&lt;br /&gt;
When discarding cards, the worst ones are those which are +2/-2 from another card present on the board, because playing them is never great, and if there is a hole bigger than 2 where you can put that card, there is a good chance another card played two away from it is +4/-4/+5/-5 from the card in question, which still make that card not great.&lt;br /&gt;
&lt;br /&gt;
Pay attention to the number of cards in the deck each player have. If there is too much difference, try to not discard if you have few of them (play not next to others cards), or try to discard if you have lots of them (in end game, sometimes by playing a worst card than the best one).&lt;br /&gt;
&lt;br /&gt;
When playing with Jagged rocks, try to not finish lines too fast. That let you have less chance to have another annoying line locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* II] Advanced part:&lt;br /&gt;
&lt;br /&gt;
Early on (before any discard!), putting a 18 four step after a 13, will force people to keep their 14/15/16/17, but if 15 or 16 is drawn first it can be put in the middle, and if 14 or 17 is drawn first, it can be hold or played immediately. You could do that one or two times, but not much more, at one point, you will force players too much into playing in those things.&lt;br /&gt;
Of course, this doesn&#039;t work if there is card missing in the deck.&lt;br /&gt;
&lt;br /&gt;
If some cards are missing, when you start, you can expect everyone to play their 1 (or 80) in priority (so at 4 players, turns 1~4).&lt;br /&gt;
Which means, if you have a 2 (or 79), you should wait until everyone played once before playing that 2 during the second turn (so at 4 players, turns 4~7).&lt;br /&gt;
And same for the 3 (for 3/78 turns 7~10) even if holding the 3 isn&#039;t bad.&lt;br /&gt;
&lt;br /&gt;
When playing with automatic Jagged rocks at 2 players, put it where you wanna play next turn.&lt;br /&gt;
If you play with more, try to anticipate. Which means, always by default move up or down the ship by 1. If the locked line would be bad (=line empty, while others got lots of cards) or if the lock in your next turn doesn&#039;t satisfy you, move it by 2 instead of 1 if possible, or put it in a place where you think your next turn will be fine.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_unclechestnuttablegype&amp;diff=7481</id>
		<title>Tips unclechestnuttablegype</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_unclechestnuttablegype&amp;diff=7481"/>
		<updated>2021-02-26T19:16:32Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the outset, line up your pieces in such a way that you can jump over your own pieces to get further toward the opposite side (your goal). The flame is your best piece ( it corresponds the the ‘queen’ in chess).  Use it for jumping, and try to avoid leaving it adjacent to any opponent’s piece likely to jump it.  &lt;br /&gt;
&lt;br /&gt;
I start the game by moving my corner piece on the side adjacent an opponent for a three person game, and from either opponent’s corner for a four-player game. The idea is to move pieces towards your opponents so you can start jumping right away.  Your moves needn’t start from the corners for a two-player game as there aren’t any pieces coming across from either side, your opponent is headed right for you.&lt;br /&gt;
&lt;br /&gt;
Try positioning your move adjacent to a less desirable piece of yours (like the tree or hat) to jump over it next round. Jumping over other players pieces is generally better than jumping your own pieces.  Jump over your own piece only in order to refresh them, to move them toward your goal or next to another player’s piece you want to jump.  It’s better to avoid jumping your better pieces, but it is still a great way to refresh your ears and other less desireable pieces.&lt;br /&gt;
&lt;br /&gt;
Move your pieces adjacent to other players in the direction of your goal.  The best jumps will position you for another immediate jump.  It doesn’t matter if jumps move you away from your goal provided you can immediately jump back in the direction of your goal.  Beware: This ability to ‘jump back’ is not available with the tree as it only moves diagonally forward, not backwards.  Also, remember that the hat never gets to jump twice.&lt;br /&gt;
&lt;br /&gt;
At the out set and as you approach your goal, jumps are less available, so plan to take greatest advantage of jumps in the middle where encounters with your opponent (or jumps) are more likely.&lt;br /&gt;
I have the most fun when jumping as many opponents pieces as I can in one turn - sometimes that degrades their pieces, sometimes not - it’s tons of fun anyway !&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=7471</id>
		<title>Tips battleship</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_battleship&amp;diff=7471"/>
		<updated>2021-02-25T22:36:12Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Begin with random choices of squares to sink ships.&lt;br /&gt;
&lt;br /&gt;
Beware of repeating any opening salvo, or strategy, with repeat opponents - it will be anticipated and defeated.  That said, here are some ideas for sinking ships:&lt;br /&gt;
&lt;br /&gt;
Quadrant and Edges Opening Salvo: plant a salvo in the middle of each quadrant, then survey the edges and corners.  &lt;br /&gt;
Many players will follow a missed salvo with subsequent salvos to adjacent squares, some follow with salvos to diagonal squares. Following a pattern may help cover wide areas of the board efficiently at the outset of the game. Diagonal salvos may help create shorter channels to isolate smaller ships. Once you have a lot of missed salvos on the board you can switch to the intersecting channel strategy to find open channels where the longest enemy ships may be lurking.&lt;br /&gt;
&lt;br /&gt;
Intersecting Channels: once you’ve laid down a few misses look for intersecting channels without any misses or previously located ships. At least one of these intersecting channels should be long enough to hide your enemy’s largest undetected target ship(s). Try a salvo on the square at the intersection of these two channels. This strategy works best for finding longer hidden ships, and isn’t applicable for finding the smallest ship (the sub).&lt;br /&gt;
The intersecting channel strategy won’t always find all the longer ships unless you also search for ships hiding in single or parallel channels the length of the longest remaining ship(s).  It is just more efficient to look first for two intersecting channels that can hide the longest ship still afloat.&lt;br /&gt;
&lt;br /&gt;
Ideas for placing your ships;&lt;br /&gt;
&lt;br /&gt;
Random: ships are placed randomly, without regard to separation between ships and shore.  Randomly placed ships can be difficult to detect where there isn’t a regular pattern for your opponent to anticipate.&lt;br /&gt;
&lt;br /&gt;
Pattern: the ships are placed in some regular (not random) pattern.  They may be placed symmetrically, in parallel, or perpendicular to each other making a logical pattern - this suggests the pattern could easily be anticipated, revealed and used against you.&lt;br /&gt;
&lt;br /&gt;
Edges: place the ships such that their ends are on, or along, the edge(s) of the grid.  The converse would be to avoid the edges altogether, or to place your ships one square away from the edge, but parallel to it.  This approach may include either avoiding the corners, or placing ships in the corner.  Using the edges, and especially the corners, could lead to easy detection once the edge placements are anticipated or revealed.&lt;br /&gt;
&lt;br /&gt;
Spaced: arrange ships such that none are touching, or none are within two squares of each other.  This placement might help avoid some hits from opponents searching for the direction to follow after an initial hit.&lt;br /&gt;
&lt;br /&gt;
Grouped: this is the converse strategy to the spacing strategy, meaning that at least some ships are placed adjacent (and touching) other ships.  This anticipates that once a ship is sunk, the adjacent squares tend to be avoided.  Once the initial hit on a ship is made, a player will then search the other adjacent squares looking to sink the revealed ship.  If you placed ships adjacent, the opponent may inadvertently hit your adjacent ship.  Regardless, this approach is used because the squares adjacent to a sunken ship are often ignored and passed-over.  The frequent placement of ships next to each other (adjacent) shows the popularity of this approach for placing ships.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_unclechestnuttablegype&amp;diff=7456</id>
		<title>Tips unclechestnuttablegype</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_unclechestnuttablegype&amp;diff=7456"/>
		<updated>2021-02-24T18:38:16Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the outset, line up your pieces in such a way that you can jump over your own pieces to get further toward the opposite side (your goal). The flame is your best piece ( it corresponds the the ‘queen’ in chess).  Use it for jumping, and try to avoid leaving it adjacent to an opponent’s piece likely to jump it.  &lt;br /&gt;
&lt;br /&gt;
I start the game by moving my corner piece on the side adjacent an opponent for a three person game, and from either opponent’s corner for a four-player game. The idea is to move pieces towards your opponents so you can start jumping right away.  Your moves needn’t start from the corners for a two-player game as there aren’t any pieces coming across from either side, your opponent is headed right for you.&lt;br /&gt;
&lt;br /&gt;
Try positioning your move adjacent to a less desirable piece of yours (like the tree or hat) to jump over it next round. Jumping over other players pieces is generally better than jumping your own pieces.  Jump over your own piece only in order to refresh them, to move them toward your goal or to another player’s piece you want to jump.  It will generally be better to avoid jumping your better pieces, but is a great way to refresh your ears and other less desireable pieces.&lt;br /&gt;
&lt;br /&gt;
Move your pieces adjacent to other players in the direction of your goal.  The best jumps will position you for another immediate jump.  It doesn’t matter if jumps move you away from your goal provided you can immediately jump back in the direction of your goal.  Beware: This ability to ‘jump back’ is not available with the tree as it only moves diagonally forward, not backwards.  Also, remember that the hat never gets to jump twice.&lt;br /&gt;
&lt;br /&gt;
At the out set and as you approach your goal, jumps are less available, so plan to take greatest advantage of jumps in the middle where encounters with your opponent (nor jumps) are more likely.&lt;br /&gt;
I have the most fun when jumping as many opponents pieces as I can in one turn - sometimes that degrades their pieces, sometimes not - it’s tons of fun anyway !&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_unclechestnuttablegype&amp;diff=7455</id>
		<title>Tips unclechestnuttablegype</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_unclechestnuttablegype&amp;diff=7455"/>
		<updated>2021-02-24T18:35:34Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Take advantage of jumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the outset, line up your pieces in such a way that you can jump over your own pieces to get further toward the opposite side (your goal). The flame is your best piece ( it corresponds the the ‘queen’ in chess).  Use it for jumping, and try to avoid leaving it adjacent to an opponent’s piece likely to jump it.  &lt;br /&gt;
&lt;br /&gt;
I start the game by moving my corner piece on the side adjacent an opponent for a three person game, and from either opponent’s corner for a four-player game. The idea is to move pieces towards your opponents so you can start jumping right away.  Your moves needn’t start from the corners for a two-player game as there aren’t any pieces coming across from either side, your opponent is headed right for you.&lt;br /&gt;
&lt;br /&gt;
Try positioning your move adjacent to a less desirable piece of yours (like the tree or hat) to jump over it next round. Jumping over other players pieces is generally better than jumping your own pieces.  Jump over your own piece only in order to refresh them, to move them toward your goal or to another player’s piece you want to jump.  It will generally be better to avoid jumping your better pieces, but is a great way to refresh your ears and other less desireable pieces.&lt;br /&gt;
&lt;br /&gt;
Move your pieces adjacent to other players in the direction of your goal.  The best jumps will position you for another immediate jump.  It doesn’t matter if jumps move you away from your goal provided you can immediately jump back in the direction of your goal.  Beware: This ability to ‘jump back’ is not available with the tree as it only moves diagonally forward, not backwards.&lt;br /&gt;
&lt;br /&gt;
At the out set and as you approach your goal, jumps are less available, so plan to take greatest advantage of jumps in the middle where encounters with your opponent (nor jumps) are more likely.&lt;br /&gt;
I have the most fun when jumping as many opponents pieces as I can in one turn - sometimes that degrades their pieces, sometimes not - it’s tons of fun anyway !&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=7250</id>
		<title>Tips unitedsquare</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_unitedsquare&amp;diff=7250"/>
		<updated>2021-02-07T03:19:16Z</updated>

		<summary type="html">&lt;p&gt;Pomeroy: Moves your opponent can’t counter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First, use the square you have the most duplicates of since you aren’t constrained yet.&lt;br /&gt;
Thereafter, avoid using any unique squares (qty 1) that you don’t have a duplicate of, unless you can establish an advantage with it.&lt;br /&gt;
&lt;br /&gt;
You can see which squares your opponent has (in parenthetical red font under your quantities).  Use this information to make moves your opponent can’t counter due to his shortage of critical square types.&lt;/div&gt;</summary>
		<author><name>Pomeroy</name></author>
	</entry>
</feed>