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	<updated>2026-09-16T21:42:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tumbleweed&amp;diff=13508</id>
		<title>Tips tumbleweed</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tumbleweed&amp;diff=13508"/>
		<updated>2022-06-08T18:19:49Z</updated>

		<summary type="html">&lt;p&gt;RobbEf: /* Opening */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Tumbleweed is a combinatorial, abstract strategy game for two players. There are no draws, or ties, and there is no luck, randomness, or hidden information. The goal of the game is to have more pieces on the board when the game is over. Ultimately, this means the point is to claim more space on the board than the other player. This involves claiming territory where the opponent cannot play pieces. In this wiki, we will have a brief introduction to stacks, lines, groups, shapes, and networks and a brief introduction to life and death. We will find out what are the strengths and weaknesses of stacks, and what factors affect that.  &lt;br /&gt;
 &lt;br /&gt;
==Stacks==&lt;br /&gt;
Every turn, you must play a stack, which is basically a piece with a number on it. The higher the number, the stronger the stack. In other words, Stack height is defense – bigger stacks are more stable, but see less new areas. The number (or height) of stacks are determined by lines of sight. Each piece can see in all six directions around it. In other words, stacks have lines of sight (LOS). Stacks block lines of sight. That is why your territory is bounded by your stacks - because they block enemy lines of sight (eLOS). &lt;br /&gt;
 &lt;br /&gt;
==Lines==&lt;br /&gt;
About friendly and enemy LOS - they are additive with respect to player control. Intersections of LOS increase levels of player control. There are Controlled LOS (only one player can play there) and Contested LOS (both players can play there) versus lines “out of sight” (nobody can play there). The bigger the stack, the less new LOS it creates. But the more links it reinforces.  &lt;br /&gt;
 &lt;br /&gt;
==Control==&lt;br /&gt;
There are ideas about spreading and ideas about access that are important in Tumbleweed. Score is based on controlling and owning cells (owned plus controlled). You win by “seeing” more of the board. Goal – increase your own control, decrease opponent options. Block opponent LOS and don’t let them block you. Strategic differences between controlled, contended, and unseen areas. Difference between big versus small moves. Play in hot and big areas to gain control. Controlling regions (territory), and difference between territory and zone. Controlling lines, choosing moves that offer more influence. Make a brief word on invading and taking control (will be discussed later). Long-range versus short-range influence. The dilemma of strength versus spreading. Distance in terms of # of moves to reach a particular location , and number of moves to “see” it.&lt;br /&gt;
 &lt;br /&gt;
==Life and death== &lt;br /&gt;
Safe/Alive/Living/Dying/Dead. Requirements for life in the corner. Requirements for life only on the edge. Requirements for life only in the center. Simple suicidal moves – don’t do them. 3-stacks will never be simple suicide moves. Stacks help each other live – differences between singleton and collective. Convexity and concavity. Sharp, blunt, and straight angles. Instability of Tumbleweed positions &lt;br /&gt;
 &lt;br /&gt;
==Networks== &lt;br /&gt;
fLOS make new stacks, new stacks make links, links make networks. Network thinking in terms of attack and defense. Distance and connectivity. Weaken the enemy networks! Connectivity is key: keep your own stacks strong and connected. Redundancy keeps a network strong, but can reduce influence. Endpoints are weak points. Clumps and groups have different properties. &lt;br /&gt;
Linear shapes are fragile. Links are the unit of networks. Fences are like walls with holes. Gates are like the holes in a fence. Guards are pieces that have lines of sight on friendly gates. Walls are solid lines of stacks that block enemy LOS from a territory. Strengths and Weaknesses of walls are many. Meshes include triangle, diamond, trapezoid, and you can see the progression. Properties of 1-space , 2-space, 3-space, 4-space, 5-space mesh vary. There are many strengths and weaknesses of meshes in general but it relates to the strength versus the influence of the shape. Being on the corner, versus the edge, versus the center, affects the relative ease for making territory and creating living shapes. There is a dilemma involving central control. The efficiency of network structure might be an important consideration. Move order dependency should be considered in creating efficient networks. Overshooting can help networks get stronger at critical shape points. Forcing moves can be used for building. &lt;br /&gt;
  &lt;br /&gt;
==Tempo and Initiative== &lt;br /&gt;
What is tempo/initiative, Value of tempo in general, Subjectivity of tempo / it is possible to play away? Usually yes. Legal moves are affected by each move. Follow-ups determine tempo. &lt;br /&gt;
Shield tempos, Reinforce tempos, Capture tempos are all examples of how play centers around tempo. There are also futile invasions, and futile attacks, and futile defenses, that can sometimes unfortunately strengthen the opponent. &lt;br /&gt;
  &lt;br /&gt;
==Opening== &lt;br /&gt;
Pie rule - Host sets up the game with a red and white stack, while Guest chooses whether to play first with red, or second with white. Value of pie rule is to balance the game. Characteristics that make a pie better for red/white - red should be blocked by the neutral but white should not.  Pies that allow for early attacks are bad for the Host because the guest can simply swap and attack immediately with Red. Positioning the pie with respect to the neutral is crucial to block Red from having as much influence on the board (to compensate for first player advantage). Several pie rules that have been considered, and some people have suggested to use Komi instead, although the official way to play is currently with the pie rule as written in the rules, not komi. Neutral blocks line of sight, so that is the reason why we put the red stack facing the neutral in the preferred pie offers. Neutral is like a capacitor for tension in the game, especially when players try to capture it. Getting a strong position in the opening is clearly important. Playing higher stacks early is one way to be safer, but you might lose out on new lines of sight that can be useful later. Triangles are efficient way to make higher stacks. Playing inside the triangle can be dangerous. Playing next to the link can be dangerous. Meshes have advantages (strength) and disadvantages (low influence). Observed strategies include Frameworks (make a big wall), Capturing the neutral (or trying to), using the Line attack (blocking enemy triangle), or simply getting out early from underneath the neutral and allowing White to build first.&lt;br /&gt;
&lt;br /&gt;
If in doubt, A1 (red) and D5, E7, or G8 (white) starts are thought to be fairly balanced, as of June 2022.&lt;br /&gt;
&lt;br /&gt;
==Endgame== &lt;br /&gt;
In the endgame you need to begin calculating the size of a move. Partially this involves an understanding of calculating life and death Closing off and sealing off territories becomes important as well. Strong walls are sometimes needed but not always. Some walls need not be built at all. Wings on the ledges of walls can score tons of points, if you can get lines of sight running across your own walls. There are life/death puzzles with problems and detailed explanations of answers with variations and schematics on the BGG page for endgame practice. &lt;br /&gt;
 &lt;br /&gt;
==Fighting== &lt;br /&gt;
Knowing when to fight is important. Some battles are surely lost, and some other battles are surely won, but offer too little to be worth the time (stop pyrrhic victories). Fight for big and hot areas. Attack enemy stacks that can be weakened. Groups and networks can be “eaten away” from the edges. Approach weak enemy stacks with stronger stacks.  Don’t let your weak stacks see the opponent&#039;s strong stacks unless you plan to use it temporarily or as sacrifice. &lt;br /&gt;
&lt;br /&gt;
==Cut== &lt;br /&gt;
What is a crosscut? Cutting links disconnects the enemy network. Take control of cutting points. Take control of multiple cutting points. If you can shield after cutting you could take control of entire lines. Think about if cutting is safe, and/or keeps tempo. Most cuts in opening are 2-stacks. Most cuts by definition start with 2 eLOS, so they can immediately be attacked. Make sure you can anticipate the likely enemy response to your cuts. Larger cutting stacks are safer. Cutting links between smaller stacks is good. Cutting stacks that come with a direct attack are safer. Cutting small links is more dangerous. &lt;br /&gt;
 &lt;br /&gt;
==Attack== &lt;br /&gt;
Put LOS on multiple enemy stacks. If you have enough LOS to capture but the enemy has less LOS on a stack, it may be impossible for them to defend. Single attacks are forcing moves – that can allow you to achieve some goal using the additional lines of sight from a move. Double attacks have follow-up no matter what. Find the move that threatens to capture multiple stacks. Clamps and short-range attacks cannot be shielded as effectively. Distance matters. Use multi-purpose moves.  &lt;br /&gt;
  &lt;br /&gt;
==Capture== &lt;br /&gt;
Capture removes a stack and replaces it with yours. Capture also replaces all enemy LOS with your LOS. It is good to capture when it weakens enemy network and has follow-up attacks. Sometimes it can be not so good to capture due to tempos and lack of follow-up. Every capture must be carefully analyzed. Suicidal moves are possible even when capturing. Sometimes, a capture can be recaptured inevitably, even if not immediately. &lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Blocking. Shield to defend against attacks. Make stronger shields – make shield so that your next shield is a higher stack. Shields deprive enemy of LOS – extend your shield to push harder. Increasing connectivity and fLOS to defend. Redundancy of links makes cutting harder. Multiple attacking and defending on the same stack can result in a pinwheel. Attacker can use pinwheel pattern to get free moves on the outside, but usually cannot capture: &lt;br /&gt;
&lt;br /&gt;
==Invasions and Reductions== &lt;br /&gt;
Attacking walls can be done by apple picking (eating away from edges), getting underneath, or cutting before it closes. Select moves that give you two lines of sight inside instead of just 1. Securing life in enemy sphere of influence can be done by offering yourself whole-board support a priori.  Say, &amp;quot;I Don’t need to invade, I already have stacks here&amp;quot;. Otherwise do it by using forcing moves. Try using invasion points to make heavier stacks. Use temporary sacrificial shields when possible to increase your options  &lt;br /&gt;
Sometimes just throw 1-stacks in enemy territory like a sneaky invasion: it&#039;s called a message in a bottle – gaining links in enemy territory is good.&lt;/div&gt;</summary>
		<author><name>RobbEf</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpchakra&amp;diff=13507</id>
		<title>Gamehelpchakra</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpchakra&amp;diff=13507"/>
		<updated>2022-06-08T18:16:30Z</updated>

		<summary type="html">&lt;p&gt;RobbEf: /* Components &amp;amp; Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;br /&gt;
----&lt;br /&gt;
== Components &amp;amp; Setup == &lt;br /&gt;
* The common lotus board has 7 coloured karma spaces for the face down plenitude tokens.  Each token shows a value from 1 to 4, which indicates the number of plenitude points that a player wins when they have harmonized the corresponding Chakra. There are 8 tokens total (2 of each value) - each game, one is unused. &lt;br /&gt;
* The bottom half of the lotus board has three vertical streams of maya flow holding the energies.&lt;br /&gt;
* The universe bag has different energies, 3 of each colour per player.&lt;br /&gt;
* Each player has 5 inspiration tokens and a randomly allocated coloured meditation token which allows them to see the initial value of one plenitude token.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Get the most plenitude points by hamorizing (placing three energy of the right colour) chakras and allaviating negative energies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
During their turn, the player performs one of these 3 actions:&lt;br /&gt;
&lt;br /&gt;
=== Receive Energies ===&lt;br /&gt;
* The player takes 1, 2, or 3 energy of different colours from the same maya flow (vertical column).&lt;br /&gt;
* If a player wants to take energy from a flow that shows at least 1 negative energy (black), they must take it, with or without other energy gems of different colours. &lt;br /&gt;
* All the energy that a player has taken must be placed in the same location:&lt;br /&gt;
* Either on the bhagya bubbles above the purple Chakra (each bubble can hold only one energy).&lt;br /&gt;
* Or directly on a chakra, after having placed an inspiration token in the notch next to the chakra. &lt;br /&gt;
* Each chakra can hold up to 3 energies. If there is already an inspiration token in the notch, placing energy directly on this chakra is no longer allowed.&lt;br /&gt;
&lt;br /&gt;
=== Channel Energy ===&lt;br /&gt;
* The player places one of their Inspiration tokens on one of the 8 Inspiration spaces (movement) of their board, if there is no token on it yet.&lt;br /&gt;
* Then, they perform the corresponding action.&lt;br /&gt;
* All the moves indicated by the chosen action must be performed. If it is not possible, this action cannot be chosen.&lt;br /&gt;
* A move is allowed if there is a free space on each chakra that you cross and/or reach.&lt;br /&gt;
* The indicated moves are not simultaneous: the player chooses in which order they are performed. &lt;br /&gt;
* If a chakra is harmonized (entirely filled with energy of the same colour), energies can skip this chakra without counting towards the moves performed. &lt;br /&gt;
&lt;br /&gt;
==== Actions ====&lt;br /&gt;
* Move three energies down by one chakra.&lt;br /&gt;
* One energy down by two chakras, and another energy by one chakra.&lt;br /&gt;
* Move down one energy by three chakras.&lt;br /&gt;
* Move up one energy by two chakras.&lt;br /&gt;
* Move up two energy by one chakra.&lt;br /&gt;
* Move down one energy and move up another energy by one chakra.&lt;br /&gt;
* Move one energy up or down by one Chakra.&lt;br /&gt;
* Discard one alleviated energy (a black energy at the lowest position), and then choose one energy from the bag. You must place it in an available bhagya bubble at the top.&lt;br /&gt;
&lt;br /&gt;
=== Meditate ===&lt;br /&gt;
When a player meditates, they perform these 2 actions:&lt;br /&gt;
&lt;br /&gt;
==== Take Inspiration ====&lt;br /&gt;
* They take back all their Inspiration tokens placed on Inspiration spaces.&lt;br /&gt;
* Meditating does not allow a player to take back the Inspiration tokens placed in the notches next to the Chakras.&lt;br /&gt;
* A player can meditate even when all their Inspiration tokens are not used.&lt;br /&gt;
&lt;br /&gt;
==== Look ====&lt;br /&gt;
* They choose a new coloured Meditation token and place it on their individual board next to the same-coloured Chakra. &lt;br /&gt;
* Then, secretly look at the corresponding Plenitude token.&lt;br /&gt;
&lt;br /&gt;
== Fine Points ==&lt;br /&gt;
=== Harmonzing a Chakra ===&lt;br /&gt;
* A Chakra is harmonized when a player has collected 3 energy of its colour on it.&lt;br /&gt;
* If an Inspiration token was placed in the notch next to the harmonized Chakra, the player immediately takes it back.&lt;br /&gt;
&lt;br /&gt;
=== Allevating Negative Energies ===&lt;br /&gt;
* When a black energy reaches the earth (the area under the red Chakra), this energy is considered as alleviated. &lt;br /&gt;
* The number of alleviated energy that the earth can hold is unlimited.&lt;br /&gt;
* Each one is worth 1 point at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== End of the Game ==&lt;br /&gt;
* The end of the game is triggered when a player has at least five harmonized Chakras at the end of their turn.&lt;br /&gt;
* The current round is finished, allowing all players the same number of turns (check the First player token for a reminder).&lt;br /&gt;
&lt;br /&gt;
== Final scoring ==&lt;br /&gt;
* The 7 Plenitude tokens placed on the Lotus board are revealed and each player counts their plenitude level.&lt;br /&gt;
* Players gain 1 to 4 plenitude points for each harmonized chakra.&lt;br /&gt;
* Players also gain 1 plenitude point for each alleviated energy. &lt;br /&gt;
* Any negative energy still on the player’s board do not count as negative points.&lt;br /&gt;
* Each player counts, on their board, the number of aligned harmonized Chakras, from the bottom to the top. The player(s) with the most Chakras thus aligned gain 2 plenitude points.&lt;br /&gt;
* Most plenitude points wins.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
[[File:Chakra harmonization bonus.png]]&lt;br /&gt;
&lt;br /&gt;
The first player scores:&lt;br /&gt;
* For the harmonized chakra - 12 points (blue - 4; light blue - 2; green - 1; yellow - 3; orange - 2)&lt;br /&gt;
* For alleviated energy - 2 points (1 point per each)&lt;br /&gt;
* Total: 14 points&lt;br /&gt;
&lt;br /&gt;
The second player scores:&lt;br /&gt;
* For the harmonized chakra - 10 points (blue - 4; yellow - 3; orange - 2, red - 1)&lt;br /&gt;
* For alleviated energy - 0 points&lt;br /&gt;
* Harmonization bonus: 2 points &lt;br /&gt;
* Although the first player has formed a sequence of 5 aligned harmonized Chakras, that set doesn&#039;t start from the bottom. The second player starts their sequence from the red Chakra, counting as the player with the most Chakras thus aligned and gain 2 plenitude points.&lt;br /&gt;
* Total: 12 points&lt;br /&gt;
&lt;br /&gt;
First player wins.&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
=== Module A: Yin Yang ===&lt;br /&gt;
* There are 3 positive energies (white) per player in the universe bag.&lt;br /&gt;
* If a player wants to take energy from a flow with at least positive energy (white), they must take it with other energies.&lt;br /&gt;
* White energies cannot be taken with black energies.&lt;br /&gt;
* A Chakra is considered temporarily harmonised when it contains 3 energies with at least one positive energy.&lt;br /&gt;
* However, inspiration tokens cannot be returned and it scores no points at the end of the game.&lt;br /&gt;
* When both a black and white energy are on the same chakra at the end of your turn, discard both energies and get a half yin-yang token.&lt;br /&gt;
* At the end of the game, each complete yin-yang scores 3 points while half a yin-yang scores 1.&lt;br /&gt;
* You can move a white energy onto the earth but it scores no points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== Module D: Objectives ===&lt;br /&gt;
* Reveal 3 objectives in the centre of the table if there are 3 or more players, else 2. &lt;br /&gt;
* Place a token of 2 and a token of 1 points on each objective.&lt;br /&gt;
* The first player to achieve an objective takes the 2 value bonus, while the second player to achieve the same objective takes the 1 value bonus.&lt;br /&gt;
* A player cannot take both bonuses for the same objective, even if it can be achieved more than once during a game.&lt;br /&gt;
* At the end of the game, add the value of your bonuses to your total score.&lt;br /&gt;
&lt;br /&gt;
==== Objectives ====&lt;br /&gt;
* Harmonize the chakras shown (blue and orange/light blue and yellow/purple and red).&lt;br /&gt;
* Have at least one energy in each chakra.&lt;br /&gt;
* Harmonize 3 successive chakras.&lt;br /&gt;
* Harmonize 2 pairs of different chakras touching each other.&lt;br /&gt;
* Collect all mediation tokens.&lt;br /&gt;
* Alleviate 3 black energies.&lt;/div&gt;</summary>
		<author><name>RobbEf</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpevl&amp;diff=9707</id>
		<title>Gamehelpevl</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpevl&amp;diff=9707"/>
		<updated>2021-10-14T17:10:05Z</updated>

		<summary type="html">&lt;p&gt;RobbEf: Adding a (duplicate) link to the full rules at the bottom of the page, since it it easy to miss at the top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rules PDF here: https://nxsgame.com/evl/evl-rules.pdf&lt;br /&gt;
&lt;br /&gt;
OBJECTIVE&lt;br /&gt;
&lt;br /&gt;
EVL is a territory capture game played on an unusual board of heptagons (7-sided) and pentagons (5-sided), using a stacking and unstacking mechanism.&lt;br /&gt;
&lt;br /&gt;
The first player to capture 10 (or 12) pentagons wins the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THE BOARD&lt;br /&gt;
&lt;br /&gt;
The board is made up of four (4) rows of heptagons surrounding 18 pentagons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GAME PLAY&lt;br /&gt;
&lt;br /&gt;
The board begins empty. Each player chooses a color. Black goes first.&lt;br /&gt;
&lt;br /&gt;
On their turn, a player must either:&lt;br /&gt;
&lt;br /&gt;
^ place one piece from your hand onto the board&lt;br /&gt;
&lt;br /&gt;
^^ on any empty space&lt;br /&gt;
&lt;br /&gt;
^^ on an occupied space containing a piece or stack that you control&lt;br /&gt;
&lt;br /&gt;
^^^^ legal stacks are a maximum of four pieces high&lt;br /&gt;
&lt;br /&gt;
^^^^ the color on the top of a stack controls the stack&lt;br /&gt;
&lt;br /&gt;
^ unstack a stack of pieces that you control&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pentagons can only be captured by the active player on an unstack, not by placing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STACKS&lt;br /&gt;
&lt;br /&gt;
A stack consists of 2-4 pieces, stacked on top of one another. Stacks are created by placing one piece on top of one or more pieces that are already on the board. You cannot create a stack taller than four (4) pieces in height. The player who occupies the top of the stack controls the stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UNSTACKING&lt;br /&gt;
&lt;br /&gt;
To unstack, pick up the entire stack (a single piece is not a stack). You may move the stack up to a number of spaces equal to its height. With the exception of the space the stack occupied at the start of the turn; whenever a stack exits a space, it leaves behind exactly one piece from the bottom of the stack.&lt;br /&gt;
&lt;br /&gt;
The stack height limit can be temporarily violated during an unstacking, but at the end of the turn no stack may be taller than four (4). In effect, this makes a stack of four an impassable wall, since there is no way to unstack over it without increasing its height.&lt;br /&gt;
&lt;br /&gt;
Unstacking occurs via connected heptagons. You cannot jump over pentagons while unstacking.&lt;br /&gt;
&lt;br /&gt;
Unstacking does not need to be straight along a row (but you may not reverse direction and double back on the same path).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CAPTURING PENTAGONS&lt;br /&gt;
&lt;br /&gt;
The goal of EVL is to capture the most pentagons. Pentagons are captured by “surrounding” them with your pieces on any two *non-adjacent* heptagons.&lt;br /&gt;
&lt;br /&gt;
You can only capture pentagons with an unstack, *not by placing a piece*.&lt;br /&gt;
&lt;br /&gt;
Note: You do not lose a pentagon if you move a piece away and no longer surround it. Your marker stays until your opponent takes it from you. However, you cannot hold a pentagon just because you still have pieces surrounding it. An opponent can take it if they surround it with an unstack on their turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WINNING&lt;br /&gt;
&lt;br /&gt;
The first player to capture (and keep) 10 pentagons wins the game! You can play to 12 for variety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RARE SITUATIONS&lt;br /&gt;
&lt;br /&gt;
If you run out of tokens, you must unstack on your turn.&lt;br /&gt;
&lt;br /&gt;
If a player can neither place a piece or unstack, the game ends immediately. The player with the most pentagons captured wins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FULL RULES WITH DIAGRAMS&lt;br /&gt;
&lt;br /&gt;
A full Rules PDF is here: https://nxsgame.com/evl/evl-rules.pdf&lt;/div&gt;</summary>
		<author><name>RobbEf</name></author>
	</entry>
</feed>