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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ruanek</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-29T09:41:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=31068</id>
		<title>Gamehelptheloop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelptheloop&amp;diff=31068"/>
		<updated>2026-08-13T01:36:49Z</updated>

		<summary type="html">&lt;p&gt;Ruanek: updated move text to specify that it always costs 1 energy (as implemented and stated in the rulebook)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The LOOP =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The LOOP&#039;&#039;&#039; is a quirky, cooperative, time-traveling strategy game where 1 to 4 players become temporal agents working together to thwart the evil Dr. Faux, a mad scientist creating chaos across the space-time continuum. Using quirky yet powerful Artifact cards, players must complete missions, destroy clones, and manage time-rending vortexes before it&#039;s too late.&lt;br /&gt;
&lt;br /&gt;
== Rules of Procedure ==&lt;br /&gt;
&lt;br /&gt;
These rules cover &#039;&#039;&#039;S.A.B.O.T.A.G.E.&#039;&#039;&#039;, which is the basic scenario.  Three more scenarios which build on these are available; in addition, each scenario can be played at three different difficulty levels.  See below for details.&lt;br /&gt;
&lt;br /&gt;
=== Objective ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory:&#039;&#039;&#039; Complete four missions to destroy Dr. Foo&#039;s Machine and save spacetime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defeat:&#039;&#039;&#039; The agents lose immediately if any of the following occurs:&lt;br /&gt;
* A second vortex is placed in any single Era.&lt;br /&gt;
* A fourth vortex is placed anywhere on the board.&lt;br /&gt;
* Dr. Foo completes his third cycle (after 21 turns).&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
&lt;br /&gt;
==== Spacetime board ====&lt;br /&gt;
&lt;br /&gt;
The board shows the 7 Great Eras of Spacetime, which are naturally arranged in a loop: Dawn of Time → Medieval Era → Renaissance Era → Industrial Era → Globalization Era → Age of Robots → End of Times (which connects back to Dawn of Time).  Each Era is associated with a color.  The &#039;&#039;&#039;next Era&#039;&#039;&#039; is the one clockwise, and the &#039;&#039;&#039;previous Era&#039;&#039;&#039; is the one counter-clockwise.  Both of these are considered &#039;&#039;&#039;adjacent Eras&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the middle of the board is &#039;&#039;&#039;Dr. Foo&#039;s machine&#039;&#039;&#039;.  It rotates as Dr. Foo travels through spacetime; the Era that it&#039;s centered on is &#039;&#039;&#039;Dr. Foo&#039;s Era&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
&lt;br /&gt;
Around the edge of the spacetime board are mission tiles (one per Era).  Two missions are active at a time.  Once a mission has enough &#039;&#039;&#039;progress cubes&#039;&#039;&#039; on it, it will be completed as soon as an agent ends their turn in its Era.  A mission can also be failed if a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created in its Era.&lt;br /&gt;
&lt;br /&gt;
When a mission is completed, each agent gets an Attendance Reward (even if they didn&#039;t do anything to help complete the mission)!&lt;br /&gt;
&lt;br /&gt;
==== HQ board ====&lt;br /&gt;
&lt;br /&gt;
The HQ board shows&lt;br /&gt;
&lt;br /&gt;
- A scenario reference card.&lt;br /&gt;
&lt;br /&gt;
- The Huge Deck of Artifacts.  You can click on the deck to see what&#039;s in it (though not what order they&#039;re in).&lt;br /&gt;
&lt;br /&gt;
- The pile of destroyed Artifacts.  If the Huge Deck ever runs out, these are reshuffled.&lt;br /&gt;
&lt;br /&gt;
- How many times Dr. Foo has cycled through spacetime.&lt;br /&gt;
&lt;br /&gt;
- Which Eras Dr. Foo has already visited on this current cycle through spacetime (as icons below the board).&lt;br /&gt;
&lt;br /&gt;
==== Agents ====&lt;br /&gt;
&lt;br /&gt;
Each of the five agents has a unique special ability and a deck of six unique starting Artifacts.  Each game is played with between two and four agents.  In solo mode, or if the multi-handed option is enabled on a table, one player can play as multiple agents.&lt;br /&gt;
&lt;br /&gt;
Each agent has a hand of three Artifacts, which is discarded at the end of their return.  (Then, they and all other agents will draw back up to three cards.)&lt;br /&gt;
&lt;br /&gt;
Cards in hand are either &#039;&#039;&#039;ready&#039;&#039;&#039; (normal orientation) or &#039;&#039;&#039;exhausted&#039;&#039;&#039; (turned sideways after use).  Exhausted cards can be readied again if the agent does &#039;&#039;&#039;a LOOP&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
==== Dimensions ====&lt;br /&gt;
&lt;br /&gt;
Each Artifact belongs to one of four Dimensions.  &#039;&#039;&#039;Spiral&#039;&#039;&#039;, &#039;&#039;&#039;star&#039;&#039;&#039;, and &#039;&#039;&#039;stripe&#039;&#039;&#039; are Elementary Dimensions; the fourth, the &#039;&#039;&#039;Black Hole&#039;&#039;&#039; dimension is different from the others because it&#039;s impossible to do a LOOP in it (which means that those cards can&#039;t be readied again once exhausted).&lt;br /&gt;
&lt;br /&gt;
==== Clones ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo will create clones of himself.  Each clone comes from a particular Era (its &#039;&#039;&#039;Paradox Era&#039;&#039;&#039;) and will be immediately destroyed if moved back to that Era.  The more clones there are in play, the more &#039;&#039;&#039;rift cubes&#039;&#039;&#039; Dr. Foo&#039;s machine will create each turn, and that can be a problem!&lt;br /&gt;
&lt;br /&gt;
Clones are drawn from a bag of 28 clones (four from each Era); if the bag is ever empty, clones won&#039;t be spawned.&lt;br /&gt;
&lt;br /&gt;
Clones can be &#039;&#039;&#039;pushed&#039;&#039;&#039; (moved from their current Era to an adjacent Era), &#039;&#039;&#039;pulled&#039;&#039;&#039; (moved to a target Era from their current, adjacent Era), and &#039;&#039;&#039;carried&#039;&#039;&#039; (moved along with an agent) by Artifact effects.&lt;br /&gt;
&lt;br /&gt;
==== Energy cubes ====&lt;br /&gt;
&lt;br /&gt;
Green energy cubes can be used to power &#039;&#039;&#039;moves&#039;&#039;&#039; and &#039;&#039;&#039;LOOPs&#039;&#039;&#039;.  There&#039;s no limit on how many energy cubes can be present in an Era.&lt;br /&gt;
&lt;br /&gt;
==== Rift cubes ====&lt;br /&gt;
&lt;br /&gt;
Dr. Foo&#039;s machine creates red rift cubes as it tears through spacetime.  Each Era can safely hold three rift cubes, but a fourth will create a vortex!  If a vortex would be created in an Era that already has one, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Vortexes ====&lt;br /&gt;
&lt;br /&gt;
When too many rift cubes accumulate in an Era, a vortex is created.  All rift cubes are removed from the Era (even if there were more than four).&lt;br /&gt;
&lt;br /&gt;
Any available artifacts in that Era are destroyed, and if there&#039;s a mission tile in that Era (active or not), the mission is failed and the tile is removed from play.  No new artifacts can be placed in an Era with a vortex; they&#039;re destroyed instead.&lt;br /&gt;
&lt;br /&gt;
Once a vortex is in play, there&#039;s no way to repair it.  If there are ever four vortexes in play at the same time, the agents lose.&lt;br /&gt;
&lt;br /&gt;
==== Mega-vortexes ====&lt;br /&gt;
&lt;br /&gt;
On higher difficulties, mega-vortexes will be created instead.  These act just like normal vortexes, but if any agent ends their turn on an Era with a mega-vortex, the agents lose.  (V-Girl&#039;s special ability lets her &lt;br /&gt;
&lt;br /&gt;
=== Turn Structure ===&lt;br /&gt;
&lt;br /&gt;
==== I. Foo Phase ====&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo randomly picks an Era of spacetime that he hasn&#039;t visited in the current cycle, and uses his machine to travel there.  The machine will rotate to point at that Era.&lt;br /&gt;
&lt;br /&gt;
- An Artifact drawn from the top of the Huge Deck becomes available in its Origin Era.  (If there&#039;s a vortex in that Era, the Artifact is destroyed instead.)&lt;br /&gt;
&lt;br /&gt;
- Dr. Foo creates clones of himself.  In the first cycle, he creates one clone per turn; in the second, two; and in the third, three.&lt;br /&gt;
&lt;br /&gt;
- Dr Foo&#039;s machine creates two rift cubes, plus an additional rift cube for each clone on the Era his machine visited.  These cubes are randomly placed in Dr. Foo&#039;s era or one of the adjacent Eras.  If an Era winds up with four or more rift cubes, a &#039;&#039;&#039;vortex&#039;&#039;&#039; is created!&lt;br /&gt;
&lt;br /&gt;
==== II. Action Phase ====&lt;br /&gt;
&lt;br /&gt;
During an Agent&#039;s turn, they can perform any number of actions in any combination or order.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Free move:&#039;&#039;&#039; Once per turn, an Agent can move to an adjacent Era for free.  Your Agent card will flip over to show that you&#039;ve used your free move for the turn.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Move:&#039;&#039;&#039; Your Agent moves to an adjacent era.  This costs one energy cube.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use an Artifact:&#039;&#039;&#039; Use a ready Artifact&#039;s ability, then exhaust it.  The card is turned sideways to show that it is exhausted.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Do a LOOP:&#039;&#039;&#039;  This costs one energy cube the first time you do it, two the second time, and so on.  You can do a LOOP on any of the three Elementary Dimensions, so long as you have a card (ready or exhausted) from that Dimension in your hand.  All cards from the chosen Dimension are readied again.&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Use a Special Ability:&#039;&#039;&#039; Some agents have special abilities that they can use during the Action Phase.&lt;br /&gt;
&lt;br /&gt;
==== III. Acquire Artifact ====&lt;br /&gt;
&lt;br /&gt;
You may take one Artifact card from the Era that you end your turn in.  (You don&#039;t have to if you don&#039;t want to, though.)  This Artifact is placed face-down on top of your deck, ready to be drawn.&lt;br /&gt;
&lt;br /&gt;
==== IV. Complete Mission ====&lt;br /&gt;
&lt;br /&gt;
If there&#039;s an active Mission in the Era that you end your turn in, and it has enough Progress cubes on it, it&#039;s completed!&lt;br /&gt;
&lt;br /&gt;
When the Agents complete their fourth Mission, they win!&lt;br /&gt;
&lt;br /&gt;
Whenever a Mission is completed, all players receive an &#039;&#039;&#039;Attendance Reward&#039;&#039;&#039; (even if they didn’t participate it completing it).  One Artifact is drawn for each Agent, plus one extra Artifact; the Agents &#039;&#039;&#039;must&#039;&#039;&#039; each pick an Artifact, which is placed face-down on top of their deck.  The leftover Artifact is destroyed.&lt;br /&gt;
&lt;br /&gt;
There are always two active Missions on the board (unless there aren&#039;t any inactive Missions left).  Whenever a Mission is completed or failed, another Mission is activated to replace it.&lt;br /&gt;
&lt;br /&gt;
==== V. Refresh ====&lt;br /&gt;
&lt;br /&gt;
- Your Agent card flips back to its charged side (if you used your Free Move).&lt;br /&gt;
&lt;br /&gt;
- Your hand is discarded.&lt;br /&gt;
&lt;br /&gt;
- All players draw from their decks until they have three cards in their hand.  If their deck is empty when they need to draw, they reshuffle their discard pile and continue.&lt;br /&gt;
&lt;br /&gt;
== Agents ==&lt;br /&gt;
&lt;br /&gt;
== Solo Rules ==&lt;br /&gt;
&lt;br /&gt;
When starting a solo table, you can choose to play using the official solo rules (which are described here).  You can also choose to play multiple hands using the normal multiplayer rules.&lt;br /&gt;
&lt;br /&gt;
You can play using 2, 3, or 4 Agents; their starting cards are shuffled together into a single deck.&lt;br /&gt;
&lt;br /&gt;
Before the Action Phase, draw Artifacts one at a time from this combined deck.  If you draw one of an Agent&#039;s starting Artifacts, the card is placed in that Agent&#039;s hand.  Otherwise, you can choose which Agent&#039;s hand the card will be placed in.&lt;br /&gt;
&lt;br /&gt;
When an Agent has three cards in their hand, you take a turn as that Agent.&lt;br /&gt;
&lt;br /&gt;
During the Refresh Phase, only the Agent who just took a turn discards their hand.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
=== S.A.B.O.T.A.G.E. ===&lt;br /&gt;
&lt;br /&gt;
This is the standard scenario described in the Rules of Procedure.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Standard rules of procedure, no changes or additions.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw 1 extra clone at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw 3 extra clones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== Supa Sayan Clones ===&lt;br /&gt;
&lt;br /&gt;
==== Supaclones ====&lt;br /&gt;
&lt;br /&gt;
Supaclones count as clones for all game rules.  Just like normal clones, they&#039;re destroyed when they&#039;re moved back to their Origin Era.&lt;br /&gt;
&lt;br /&gt;
The Agents need to destroy all of the Supaclones on the board (in addition to completing four Missions) to win.&lt;br /&gt;
&lt;br /&gt;
When a Supaclone is destroyed, a Perpetual Energy cube is placed on the Era.  A number of normal Clones are also spawned (one for the first Supaclone destroyed, two for the second, and so on).  These Clones are spawned in the Era that the Supaclone was destroyed in, and not the Era that they would normally be spawned in.  If that happens to be their Origin Era, they&#039;re immediately destroyed and not replaced.  (Lucky you!)&lt;br /&gt;
&lt;br /&gt;
==== Perpetual Energy ====&lt;br /&gt;
&lt;br /&gt;
Perpetual Energy, represented by blue cubes, works just like normal Energy, except that it&#039;s not removed from the board when you use it.  The same Perpetual Energy cube can be used multiple times in a single turn.&lt;br /&gt;
&lt;br /&gt;
==== Difficulties ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE MONTH:&#039;&#039;&#039; Draw 3 Supaclones at setup.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF THE YEAR:&#039;&#039;&#039; Draw 4 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
* &#039;&#039;&#039;EMPLOYEE OF ETERNITY:&#039;&#039;&#039; Draw 5 Supaclones at setup. Use Mega Vortexes instead of Vortexes.&lt;br /&gt;
&lt;br /&gt;
=== L.A.S.E.R. Centrifuges ===&lt;br /&gt;
&lt;br /&gt;
=== Ultramachina ===&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
None yet; ask a question in the game&#039;s forum!&lt;br /&gt;
&lt;br /&gt;
[[Category:Game Rules]]&lt;/div&gt;</summary>
		<author><name>Ruanek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpfairytrails&amp;diff=30489</id>
		<title>Gamehelpfairytrails</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpfairytrails&amp;diff=30489"/>
		<updated>2026-07-02T00:45:45Z</updated>

		<summary type="html">&lt;p&gt;Ruanek: Added text about the game ending due to running out of tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
Players take turns to play a tile to the table. Whenever you complete a closed network of paths of your colour (pink/yellow), place a stone on every house of your colour that&#039;s connected to that network.&lt;br /&gt;
&lt;br /&gt;
First to place all of their stones wins.&lt;br /&gt;
&lt;br /&gt;
If all tiles have been placed and no one has placed all of their stones, the player who placed more stones wins.&lt;br /&gt;
==Readability tip==&lt;br /&gt;
If you try to complete a path, but when you lay down a tile, it doesn&#039;t complete, look for other exits for the path.  Four-way crossroads that don&#039;t have an underpass will extend your roads.&lt;/div&gt;</summary>
		<author><name>Ruanek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=22192</id>
		<title>Gamehelpforbiddenisland</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpforbiddenisland&amp;diff=22192"/>
		<updated>2024-08-15T02:24:01Z</updated>

		<summary type="html">&lt;p&gt;Ruanek: added text describing how the flood deck works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
In Forbidden Island, you play as a cooperative team. Your goal is to collect all the four treasure items hidden on the sinking island: the Earth stone, the Crystal of Fire, the Ocean&#039;s Chalice, and the Statue of the Wind. If someone from your team acquires 4 of one treasure card in their hand they must then go to the treasures lair to collect it. When your team have secured all four treasures you all make a desperate helicopter escape via Fools Landing.&lt;br /&gt;
&lt;br /&gt;
This game is in a cooperative game series with Forbidden Desert and Forbidden Sky.&lt;br /&gt;
The game is for 2 to 4 players.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each player has three actions which they may take on their turn. If it is advantageous, a player may choose to take fewer than three actions. After taking their actions players draw two cards from the treasure card deck. After resolving any Waters Rise cards they then draw the appropriate number of cards from the flood card deck, according to the current water level. It is then the next player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
The game is won by the players capturing all four of the treasures and returning to the Fools&#039; Landing tile. Once all pawns are on that tile someone can play a Helicopter Lift card to win the game, regardless of whose turn it is or what phase of play it is.&lt;br /&gt;
&lt;br /&gt;
The game is lost immediately:&lt;br /&gt;
* if Fools&#039; Landing sinks at any point, or&lt;br /&gt;
* if both tiles for a treasure that has not yet been captured sink, or&lt;br /&gt;
* if a tile with a pawn on it sinks and that pawn cannot be rescued, or&lt;br /&gt;
* if the Waters Rise to the tenth water mark (indicated on the water meter with a red skull)&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
Adjacent here means tiles sharing an edge. tiles that touch only at corners are not considered to be adjacent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move:&#039;&#039;&#039; Any player may move to an adjacent tile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shore Up:&#039;&#039;&#039; Any player may flip one adjacent flooded tile (or the tile they are on if it is flooded) to its unflooded side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Give Card:&#039;&#039;&#039; Any player may give any card to another player on the &#039;&#039;same&#039;&#039; tile. You may only give regular treasure cards, not special action cards. You also cannot &#039;&#039;take&#039;&#039; a card from another player during your turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capture Treasure:&#039;&#039;&#039; If a player has four matching treasure cards, and is on a tile with the same matching symbol, they may capture that treasure. The player discards the four matching cards and matching treasure is taken from the board into the player&#039;s play area. The team is now one step closer to winning the game!&lt;br /&gt;
&lt;br /&gt;
=== Roles ===&lt;br /&gt;
Each player plays a different role on the expedition team. Depending on their role they have abilities that make it easier to win the game. A role is assigned randomly to each player at the start of each game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diver:&#039;&#039;&#039; &#039;&#039;(Black)&#039;&#039; May move through flooded or sunk tiles for one action, but must end their movement on a tile. (i.e. not in a sunk tile square) Note this movement is still only through adjacent tiles, and it does not allow moving through spaces where there was never a tile, such as the open ocean around the island, or any holes in the initial setup, such as the lava in the volcano island setup.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineer:&#039;&#039;&#039; &#039;&#039;(Red)&#039;&#039; May shore up two tiles in a single action, provided they can reach both flooded tiles normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explorer:&#039;&#039;&#039; &#039;&#039;(Green)&#039;&#039; Tiles that touch at corners only are considered to be adjacent for the explorer. Thus they may both move and shore up tiles diagonally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Messenger:&#039;&#039;&#039; &#039;&#039;(White)&#039;&#039; May give treasures to any player, regardless of where their pawns are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Navigator:&#039;&#039;&#039; &#039;&#039;(Yellow)&#039;&#039; May move another player&#039;s pawn up to two adjacent tiles for a single action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot:&#039;&#039;&#039; &#039;&#039;(Blue)&#039;&#039; May move to any tile, not just adjacent tiles but only once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Cards ===&lt;br /&gt;
There are four treasure cards with five copies of each type: the Earth stone, the Crystal of Fire, the Ocean&#039;s Chalice, and the Statue of the Wind; which match the four treasures the team needs to find. There are also five special action cards, two sandbags and three helicopter lifts. Finally there are three Waters Rise cards, for a total of 28 cards in the treasure deck. As soon as the treasure card draw pile is empty, the treasure card discard pile is shuffled to form the new draw pile.&lt;br /&gt;
&lt;br /&gt;
The Hand Limit is 5 cards. Immediately after a player has more than 5 cards, the player must discard down to 5 cards, even if it not on their turn.&lt;br /&gt;
&lt;br /&gt;
Special action cards can be played at any time, whether it is that player&#039;s turn or not. Indeed it is often necessary to play a special action card during another player&#039;s turn to win the game. Also, if required to discard, a player may instead immediately play a special action card instead of discarding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sandbags (2):&#039;&#039;&#039; When played allows the player to shore up any flooded tile anywhere on the island.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helicopter Lift (3):&#039;&#039;&#039; When played during the bulk of the game it allows a player to move any number of pawns from a single tile to any other tile on the board. Note the start and end tiles must be the same for all pawns moved, but you need not move all pawns from the start tile.&lt;br /&gt;
The Helicopter Lift card is also necessary at the end of the game in order to win, in which case it lifts all players off of the sinking island with their treasures, but only if all pawns are on the &amp;quot;Fool&#039;s Landing&amp;quot; tile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waters Rise (3):&#039;&#039;&#039; This card does not go into the players hand but is immediately discarded. The water level is then increased to the next water mark (possibly increasing the number of flood cards to be drawn) and any cards in the flood card discard pile are shuffled and placed on &#039;&#039;top&#039;&#039; of the flood card draw pile.&lt;br /&gt;
&lt;br /&gt;
=== Flood Deck ===&lt;br /&gt;
After each player&#039;s turn location cards are drawn from the Flood Deck based on the water level. For each location card drawn, the corresponding location tile floods - if it is unflooded it becomes flooded, and if it is flooded it sinks. When a tile sinks it and its location card are removed from the game, and players on that tile must immediately move to an adjacent tile. The diver may move to the nearest tile, the explorer may move diagonally, and the pilot may move to any tile. If any player has no valid tile to move to everyone loses the game.&lt;br /&gt;
&lt;br /&gt;
When the Flood deck runs out it is immediately shuffled into a new Flood deck. If this happens in the middle of a turn, any remaining Flood cards are still drawn.&lt;br /&gt;
&lt;br /&gt;
= Implementation =&lt;br /&gt;
&lt;br /&gt;
=== Player Actions ===&lt;br /&gt;
The implementation provides a limited &#039;&#039;&#039;Undo&#039;&#039;&#039; feature. The undo is provided for &#039;moves&#039; only and only if another player has not played a special action card (Sandbags or Helicopter Lift).&lt;br /&gt;
&lt;br /&gt;
=== ELO ===&lt;br /&gt;
&lt;br /&gt;
ELO is awarded for winning based on a fictitious game opponent with an experience level determined by the &#039;&#039;&#039;Difficulty&#039;&#039;&#039; level of the game and the &#039;&#039;&#039;Number of Players&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
The following table provides the reference values:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Novice&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1350&lt;br /&gt;
:* 3-players =&amp;gt; 1400&lt;br /&gt;
:* 4-players =&amp;gt; 1450&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1550&lt;br /&gt;
:* 3-players =&amp;gt; 1600&lt;br /&gt;
:* 4-players =&amp;gt; 1650&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Elite&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1750&lt;br /&gt;
:* 3-players =&amp;gt; 1800&lt;br /&gt;
:* 4-players =&amp;gt; 1850&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legendary&#039;&#039;&#039;&lt;br /&gt;
:* 2-players =&amp;gt; 1950&lt;br /&gt;
:* 3-players =&amp;gt; 2200&lt;br /&gt;
:* 4-players =&amp;gt; 2500&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Tips_forbiddenisland|Strategy Page]]&lt;/div&gt;</summary>
		<author><name>Ruanek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=20279</id>
		<title>Gamehelpsevenwondersarchitects</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpsevenwondersarchitects&amp;diff=20279"/>
		<updated>2024-02-29T01:48:31Z</updated>

		<summary type="html">&lt;p&gt;Ruanek: clarified when battles happen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The game plays over several turns. On your turn, choose one card from the deck to your left, the deck to your right, or the middle deck (above you). The cards represent resources, science symbols, victory points, or military shields. The game ends as soon as one player&#039;s Wonder is entirely constructed. The person with the most victory points at the end of the game is the winner.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resource&#039;&#039;&#039; cards are either grey or yellow. Grey cards represent the resources to construct each level of your Wonder. Yellow cards represent coins that serve as wild cards to replace any resource you need. The number on each level of construction indicate how many resources are required. The symbols indicate if you need resources that are the same or not the same. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science&#039;&#039;&#039; cards are green. There are 3 different science symbols available. If you collect 2 identical symbols or 1 of each symbol, you can take a Progress Token. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory&#039;&#039;&#039; point cards are blue. Each victory point card is worth either 2 or 3 victory points. The 2 victory point cards also have a cat symbol, allowing you to claim the cat pawn. Having the cat pawn allows you to see the top card of the middle deck at the start of your turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield&#039;&#039;&#039; cards are red. Each military shield card contains a shield and either 0, 1, or 2 horns. Collecting shield cards with horns trigger conflict tokens and once all conflict tokens are triggered a battle commences at the end of that player&#039;s turn. You gain 3 victory points if you have more shields than each of your neighbors, 0 victory points if they are equal or less. Discard all shield cards with horns after the battle.&lt;br /&gt;
&lt;br /&gt;
== 2-Player Battles ==&lt;br /&gt;
&lt;br /&gt;
When resolving a battle in a 2-player game, a player with at least &#039;&#039;one&#039;&#039; more Shield than their opponent takes 1 Military Victory token (3 points). However, if a player has at least &#039;&#039;twice as many&#039;&#039; Shields as their opponent, take 2 Military Victory tokens (2 x 3 = 6 points). If your opponent has no Shields, and you have 2 or more, take 2 Military Victory tokens (6 points).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2-Player Battle, Scoring Examples:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- 1 Shield(s) vs. 0 Shield(s) = 1 token (3 points)&lt;br /&gt;
&lt;br /&gt;
- 2 Shield(s) vs. 0 Shield(s) = 2 tokens (6 points)&lt;br /&gt;
&lt;br /&gt;
- 2 Shield(s) vs. 1 Shield(s) = 2 tokens (6 points)&lt;br /&gt;
&lt;br /&gt;
- 3 Shield(s) vs. 2 Shield(s) = 1 token (3 points)&lt;br /&gt;
&lt;br /&gt;
- 4 Shield(s) vs. 2 Shield(s) = 2 tokens (6 points)&lt;br /&gt;
&lt;br /&gt;
== Special Effects ==&lt;br /&gt;
&lt;br /&gt;
Special Effects of the seven different Wonders:&lt;br /&gt;
&lt;br /&gt;
[[File:WonderEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
Special Effects of the 14 different Progress Token:&lt;br /&gt;
&lt;br /&gt;
[[File:TokenEffects.jpg]]&lt;br /&gt;
&lt;br /&gt;
== End of Game ==&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as one player&#039;s Wonder is constructed. The winner is the player with the most victory points. &lt;br /&gt;
&lt;br /&gt;
Victory points are gained through each constructed level of your Wonder, the cat pawn (2 points), blue cards, military victory tokens, and progress tokens. If there is a tie, the winner is the player who has the most levels of their Wonder constructed.&lt;/div&gt;</summary>
		<author><name>Ruanek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=17868</id>
		<title>Gamehelpdiceforge</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdiceforge&amp;diff=17868"/>
		<updated>2023-08-24T01:16:41Z</updated>

		<summary type="html">&lt;p&gt;Ruanek: /* Goddess Module */ Added missing text about the end of the labyrinth.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
==Game Info==&lt;br /&gt;
Dice Forge is a game about rolling your dice to collect resources. You can spend those resources to upgrade your dice, or perform Heroic Feats (purchase cards) that give you points and special powers.&lt;br /&gt;
&lt;br /&gt;
=== Currencies ===&lt;br /&gt;
*&#039;&#039;&#039;Gold&#039;&#039;&#039; - Yellow - Used to upgrade your dice or to activate some reinforcements..&lt;br /&gt;
*&#039;&#039;&#039;Sun Shards&#039;&#039;&#039; - Orange - Used to perform Heroic Feats (purchase cards) and take extra actions.&lt;br /&gt;
*&#039;&#039;&#039;Moon Shards&#039;&#039;&#039; - Purple - Used to perform Heroic Feats (purchase cards).&lt;br /&gt;
*&#039;&#039;&#039;Glory Points&#039;&#039;&#039; (GP) - Green - Contributes directly to your score; can be earned by rolling the appropriate dice face, activating certain reinforcements, and at the end of the game the Glory value of all collected cards is added to your score.&lt;br /&gt;
&lt;br /&gt;
=== Terminology used in the game ===&lt;br /&gt;
*&#039;&#039;&#039;Divine Blessing&#039;&#039;&#039; - The act of rolling both your dice and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Minor Blessing&#039;&#039;&#039; - Rolling a single die and receiving the rolled resources.&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements&#039;&#039;&#039; - After rolling their dice, the active player may use any special powers gained from purchased cards.&lt;br /&gt;
&lt;br /&gt;
=== Auto-advance (Hammer) ===&lt;br /&gt;
If you have purchased The Blacksmith&#039;s Hammer card and enable the &amp;quot;Auto-advancement&amp;quot; button, Gold earned from any source will be applied to the Hammer. If &amp;quot;Auto-advancement&amp;quot; is disabled, you will be prompted to allocate Gold earned to either the Hammer or your inventory.&lt;br /&gt;
&lt;br /&gt;
== Taking Your Turn ==&lt;br /&gt;
On each player&#039;s turn, all players roll their dice and collect the rolled resources. (In a two-player game, players roll their dice twice before each player&#039;s turn.)&lt;br /&gt;
&lt;br /&gt;
You are then allowed to perform one action:&lt;br /&gt;
*&#039;&#039;&#039;Forge&#039;&#039;&#039; - Spend Gold to upgrade your dice. You can purchase any number of new die faces, but each face you buy must be unique. (Your dice may have duplicated sides, but the faces you purchase within a given Forge action must be different.)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Feat&#039;&#039;&#039; - Spend Sun and/or Moon Shards to purchase a single card. Place your Hero pawn on the pedestal containing the card you wish to purchase. If another player&#039;s pawn was on that pedestal, they receive a Divine Blessing and are returned to the central island. (This is known as &amp;quot;&#039;&#039;&#039;Ousting&#039;&#039;&#039;&amp;quot; their hero.)&lt;br /&gt;
&lt;br /&gt;
===Taking an additional action ===&lt;br /&gt;
Finally, the active player may spend two Sun Shards to take a second action if they wish; if they choose to take a second Heroic Feat action, they can perform the same or a different Heroic Feat.&lt;br /&gt;
&lt;br /&gt;
== Game End ==&lt;br /&gt;
You play 10 rounds with 3 players, and 9 rounds with 2 or 4 players. Much like in real life, the player with the most Glory Points at the end of the game wins.&lt;br /&gt;
&lt;br /&gt;
==Tiebreaker==&lt;br /&gt;
If enabled, the following tiebreakers are implemented:&lt;br /&gt;
&lt;br /&gt;
#Number of die faces forged.&lt;br /&gt;
#Number of Heroic Feats accomplished.&lt;br /&gt;
#Number of remaining resources.&lt;br /&gt;
#The player having started the game the earliest.&lt;br /&gt;
&lt;br /&gt;
== Rebellion Expansion == &lt;br /&gt;
You have two different modules available to play. Will you join forces with the Titans in the titan module, or undertake Hera&#039;s labyrinth and take home even more treasure than ever before in the Goddess module? You can play with either one of the two types and each one plays very differently to each other. &lt;br /&gt;
&lt;br /&gt;
In addition to different modules, you can also choose just to use the new heroic feat cards and leave the modules out. This gives the base game a lot more variety.&lt;br /&gt;
&lt;br /&gt;
==Titan Module== &lt;br /&gt;
In the Titan module, you will gain glory points for being loyal to the gods and lose them for being loyal to the titans. However, siding will the titans will give you very powerful ancient shards and more points for performing heroic feats! &lt;br /&gt;
===Starting dice=== &lt;br /&gt;
Die faces will change at the start, including replacing the sun face with an ancient shard face, and the 2 glory point face with a face awarding 1 glory point and a loyalty.&lt;br /&gt;
&lt;br /&gt;
===Titan board=== &lt;br /&gt;
Everyone will start on the middle &#039;0&#039; space and will move up and down the track depending on the different tokens they earn. If one obtains an ancient shard, they will move one space to the left, whereas a loyalty point will move a player to the right. Bonuses obtained for different positions on the board are as follows: &lt;br /&gt;
* Players obtain bonuses depending on the &#039;&#039;&#039;zone&#039;&#039;&#039; their player marker is in. Areas further to the left or right usually give stronger bonuses. &lt;br /&gt;
*For titan zones, a player will obtain more glory points for obtaining the &#039;&#039;&#039;first&#039;&#039;&#039; heroic feat card they buy of a certain type. Obtaining a particular type of heroic feat card first will grant more glory points than if someone else already has purchased one of these cards. &lt;br /&gt;
* For goddess zones, the bonuses apply to *die rolls.* The first area awards an additional 1 bonus gold to any type of blessing, which results in more gold. For the second area, gold rolls will also award a glory point. Lastly, the final area will give an extra glory point if a major or minor blessing awards glory points. &lt;br /&gt;
&lt;br /&gt;
In addition to bonuses, there are also &#039;special paths&#039; on the board. If a player lands on a spot with an additional path and moves in the same directions as the arrows on it, one must follow that direction. &lt;br /&gt;
&lt;br /&gt;
At the end of the game, glory points will be awarded or deducted depending on the final position of your counter on the board. &lt;br /&gt;
&lt;br /&gt;
=== Ancient shards and extra cards === &lt;br /&gt;
Ancient shards are &#039;wild&#039; shards - they can be either sun or moon shards! You can store up to 6 of them, and it is optional to use them when performing a Heroic feat.&lt;br /&gt;
The heroic feat cards used in this module will contain 6 titan cards, which can affect the loyalty and ancient shards of yourself and other players.&lt;br /&gt;
&lt;br /&gt;
==Goddess Module==&lt;br /&gt;
In Goddess Module, players enter the labyrinth of Hera and receive rewards.&lt;br /&gt;
&lt;br /&gt;
* Use the Sun Golem, the Moon Golem, the Time Golem and the Great Golem.&lt;br /&gt;
* Replace the 1 moon shard with a moon advance.&lt;br /&gt;
* When you roll a sun advance or a moon advance, move one space forward in the labyrinth. In case of a crosspath, you choose which path to take.&lt;br /&gt;
* If you roll a sun advance and a moon advance at the same time, roll the celestial die once.&lt;br /&gt;
* Some spaces have treasure chests. When you reach a treasure chest first, choose 10 glory points, 4 sun shards or 4 moon shards. Other players who reach this chest can only receive the lower reward.&lt;br /&gt;
* If you reach the last space, you receive 15 glory points. If you are first to arrive, receive a divine blessing with you choosing the sides. Once you reach the last space you can no longer move in the labyrinth.&lt;/div&gt;</summary>
		<author><name>Ruanek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcodexnaturalis&amp;diff=8853</id>
		<title>Gamehelpcodexnaturalis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcodexnaturalis&amp;diff=8853"/>
		<updated>2021-07-16T00:50:48Z</updated>

		<summary type="html">&lt;p&gt;Ruanek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Set-Up: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the game, each player will be given a starting card. This card has two sides and the player chooses which side of the card to play. This starter card is immediately placed in the centre of their board.&lt;br /&gt;
&lt;br /&gt;
Each player is then given three cards in their starting hand (two resource cards and one gold card which will be explained later). &lt;br /&gt;
&lt;br /&gt;
Two common objectives are drawn which all players can complete throughout the game by satisfying the conditions in the centre of the card. The player is awarded points if they satisfy the conditions and the amount of points is indicated by the number on the top of the card. Note that all players may score points if they have satisfied the conditions. Then each player is given a choice of two secret objectives which behave similarly to the common objectives except they are unique to that player (and hidden from the other player). Points from objectives are scored at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to Play: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At any given time, the amount of visible symbols on your player board is the amount of resources that you have access to. You will use the coloured symbols to build better cards later in the game and the gold symbols are for scoring points!&lt;br /&gt;
&lt;br /&gt;
Each turn a player will:&lt;br /&gt;
&lt;br /&gt;
1. Place a card from their hand onto their game board. You will have noticed that some of the corners of cards are ‘cut out’ and may or may not contain a symbol. When placing a card you must place it so it covers a ‘cut out’ corner of a card already on your board thus covering up a corner on the card on the board. Be careful, this can reduce your resources if you cover up a symbol! (Tip: placing cards with less ‘cut out’ corners reduces your possible options for possible places to put down new cards later!)&lt;br /&gt;
&lt;br /&gt;
2. Choose a new card to add to your hand. There are six possible choices here: two face up resource cards, two face up gold cards or try your luck and draw a resource or gold card off their respective deck. The resource cards give you access to more resources that you will need to be able to play the gold cards later. The gold cards require resources to play which is indicated on the bottom of the card, they give you points indicated on the top of the card and give you access to the gold symbols. The gold symbols score points based off certain gold cards: e.g. 1 point per bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of game: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The end of the game is triggered when a player reaches 20 points (or more) or if the two decks are empty. Players finish the round and then each have a last turn before the game ends&lt;br /&gt;
&lt;br /&gt;
Once a player reaches 20 points or if both decks are empty, the end of the game is triggered. The round is finished and all players get one more turn before the game ends. Then, points from the common and secret objectives are added. The player with the most points wins. If there is a tie, the player with the most points from objectives wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope you found this helpful and enjoy the game!&lt;/div&gt;</summary>
		<author><name>Ruanek</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcodexnaturalis&amp;diff=8852</id>
		<title>Gamehelpcodexnaturalis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcodexnaturalis&amp;diff=8852"/>
		<updated>2021-07-16T00:42:03Z</updated>

		<summary type="html">&lt;p&gt;Ruanek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Set-Up: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the game, each player will be given a starting card. This card has two sides and the player chooses which side of the card to play. This starter card is immediately placed in the centre of their board.&lt;br /&gt;
&lt;br /&gt;
Each player is then given three cards in their starting hand (two resource cards and one gold card which will be explained later). &lt;br /&gt;
&lt;br /&gt;
Two common objectives are drawn which all players can complete throughout the game by satisfying the conditions in the centre of the card. The player is awarded points if they satisfy the conditions and the amount of points is indicated by the number on the top of the card. Note that all players may score points if they have satisfied the conditions. Then each player is given a choice of two secret objectives which behave similarly to the common objectives except they are unique to that player (and hidden from the other player). Points from objectives are scored at the end of the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to Play: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At any given time, the amount of visible symbols on your player board is the amount of resources that you have access to. You will use the coloured symbols to build better cards later in the game and the gold symbols are for scoring points!&lt;br /&gt;
&lt;br /&gt;
Each turn a player will:&lt;br /&gt;
&lt;br /&gt;
1. Place a card from their hand onto their game board. You will have noticed that some of the corners of cards are ‘cut out’ and may or may not contain a symbol. When placing a card you must place it so it covers a ‘cut out’ corner of a card already on your board thus covering up a corner on the card on the board. Be careful, this can reduce your resources if you cover up a symbol! (Tip: placing cards with less ‘cut out’ corners reduces your possible options for possible places to put down new cards later!)&lt;br /&gt;
&lt;br /&gt;
2. Choose a new card to add to your hand. There are six possible choices here: two face up resource cards, two face up gold cards or try your luck and draw a resource or gold card off their respective deck. The resource cards give you access to more resources that you will need to be able to play the gold cards later. The gold cards require resources to play which is indicated on the bottom of the card, they give you points indicated on the top of the card and give you access to the gold symbols. The gold symbols score points based off certain gold cards: e.g. 1 point per bottle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End of game: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The game ends as soon as a player reaches 20 points on their board. Then, points from the common and secret objectives are added. The player with the most points wins. If there is a tie, the player with the most points from objectives wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope you found this helpful and enjoy the game!&lt;/div&gt;</summary>
		<author><name>Ruanek</name></author>
	</entry>
</feed>