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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-17T01:27:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpbossquest&amp;diff=8911</id>
		<title>Gamehelpbossquest</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpbossquest&amp;diff=8911"/>
		<updated>2021-07-23T19:26:11Z</updated>

		<summary type="html">&lt;p&gt;Saugust2: Created page with &amp;quot;==Introduction== Panic in the Kingdom, the Princess has been kidnapped (again)! The evil League of Evil holds her in its cursed castle, locked in a dungeon protected by 5 magi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Panic in the Kingdom, the Princess has been kidnapped (again)! The evil League of Evil holds her in its cursed castle, locked in a dungeon protected by 5 magic locks. No plumber available to rescue her, the bravest Knights run to save the beauty. You are one of those brave champions. The quest will not be easy and only the most cunning will be able to save the Princess.&lt;br /&gt;
----&lt;br /&gt;
==Goal of the Game==&lt;br /&gt;
A player&#039;s total attack strength should be as close as possible to the BOSS&#039;s hit points (HP), without ever going beyond them. To achieve this, in each round, players will face a BOSS by equipping themselves with WEAPON cards. which increase their attack power. Each player then goes to meet the MAGICIAN who offers them SPELL cards in order to optimize his attacking ability, or playing trickery to sideline rivals. The game ends when a player has won 5 KEYS or loses all of their HEARTS. In all cases, the one with the most KEYS wins the game.&lt;br /&gt;
----&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
The game is divided into rounds. Rounds are played until one of the end-of-game conditions is fulfilled.&lt;br /&gt;
End of game conditions:&lt;br /&gt;
*If a knight has 5 KEYS (with 2, 3 or 4 players), 4 KEYS (with 5 players), it is the big winner.&lt;br /&gt;
*If a player loses his last HEART, it is the end of the game. This player has lost the game and the player who has the most KEYS wins.&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
&#039;&#039;The Armorer&#039;&#039; shuffles the deck of WEAPON cards and places the first one, face down hidden in front of each player; then deals a second card face up. Each player therefore has 2 cards in front of them, one hidden and one visible. Each player can see their own hidden card (but not that of others!). To calculate their attack strength, each player secretly adds up the 2 WEAPON cards in their possession and then put them back in their place.&lt;br /&gt;
===Players’ Turn===&lt;br /&gt;
Take turns and starting with the player to the left of the Armorer, each Knight has a choice&lt;br /&gt;
between 2 actions:&lt;br /&gt;
*Add WEAPON cards to adjust your attack strength: Add to your Equipment.&lt;br /&gt;
*Consider his attack strength to be satisfactory: Meet the Magician.&lt;br /&gt;
Attention final chance: a player at the MAGICIAN cannot return to complete his equipment.&lt;br /&gt;
====A) Add to your Equipment:====&lt;br /&gt;
They ask the Armorer to give them 1 to 4 cards from the WEAPON deck. They must say aloud the number of cards desired. Once the cards are given, the player is obliged to keep them all and to place them face up in front of them. Players may take more WEAPON cards the following turn. On the Armorer’s turn, the Armorer will also have to say aloud the number of WEAPON cards desired before dealing to himself.  Be careful if a player&#039;s attack strength has exceeded the BOSS HP (the player must announce it), he must go to the MAGICIAN on his next turn. &lt;br /&gt;
When there is only one player left in phase A &amp;quot;Add to your Equipment&amp;quot;, they can request cards from the Armorer only one last time. They must then go immediately to the MAGICIAN.&lt;br /&gt;
====B) Meet the Magician:====&lt;br /&gt;
The player advances his Knight pawn on the MAGICIAN card. The WIZARD makes spells available, but none of those spells are active until a player has decided to validate it.&lt;br /&gt;
Each Knight has the choice between 2 actions:&lt;br /&gt;
*Either he activates a card available at the MAGICIAN and apply its effect. The SPELL cards of dark color are placed on the game or oneself, the SPELL cards of light color are placed next to the BOSS.&lt;br /&gt;
*Either he discards a card that is available at the MAGICIAN without applying the effect (so that no other player can activate). He then waits for all the other players to arrive at the WIZARD. He no longer plays for the rest of the round.&lt;br /&gt;
Once all the players have gathered at the Magician, the fight begins!&lt;br /&gt;
===Combat===&lt;br /&gt;
&#039;&#039;&#039;Case of elimination from the round:&#039;&#039;&#039;&lt;br /&gt;
*A player&#039;s attack strength exceeds the BOSS HP: he discards one of his HEARTS because he was injured in carrying all his weapons.&lt;br /&gt;
*The conditions of active SPELL cards are not followed by a player: he does not lose a HEART.&lt;br /&gt;
&#039;&#039;&#039;Separate the remaining players:&#039;&#039;&#039;&lt;br /&gt;
*Whoever has the attack strength closest to the BOSS HP wins the round, he wins a KEY.&lt;br /&gt;
*In the event of a tie, the player with the fewest WEAPON cards in front of him wins the KEY. If there is still tie the players involved each win a KEY.&lt;br /&gt;
If one or more players equal the value of BOSS&#039;s VPs with their attack strength, they score a PERFECT.  All players scoring a PERFECT win a bonus KEY.&lt;br /&gt;
This therefore means that a player who wins the round with a PERFECT wins 2 KEYS. Either way, the BOSS is defeated.&lt;br /&gt;
&lt;br /&gt;
===End of the game or start of a new round===&lt;br /&gt;
End of game conditions:&lt;br /&gt;
*If a knight has 5 KEYS (with 2, 3 or 4 players), 4 KEYS (with 5 players), it is the big winner. He will free the Princess while the other Knights, defeated, return to the kingdom covered with shame.&lt;br /&gt;
*If a player loses his last HEART, it is the end of the game. This player has lost the game and the player who has the most KEYS wins.&lt;br /&gt;
In the event of a tie for KEYS, the player with the most HEARTS in his possession wins the game and free the Princess. If the players are also tied for HEARTS, then all affected players win the game.&lt;br /&gt;
If the end-of-game conditions are not met, we prepare for the next round.&lt;br /&gt;
===Setting up a New Round===&lt;br /&gt;
*The BOSS card is discarded and the next one is revealed. &lt;br /&gt;
*The SPELL cards set up during the previous round are discarded and replaced &lt;br /&gt;
*The player to the left of the Armorer becomes the new Armorer.&lt;br /&gt;
*The Armorer collects all WEAPON cards, shuffles them and replenishes the WEAPON deck&lt;br /&gt;
If, at any time, the BOSS deck or the SPELL deck is empty, the discarded cards are recovered and we create a new deck.&lt;br /&gt;
*Here we go for a new round: repeat steps 1 to 3 until the end of the game.&lt;br /&gt;
----&lt;br /&gt;
==SPELL Cards &amp;amp; Effects==&lt;br /&gt;
SPELL cards can change BOSS HP, player attack strength, and sometimes even change certain aspects of the rules for the duration of the round. At the start of the round, the SPELL cards installed next to the MAGICIAN are inactive. Each time a player encounters the MAGICIAN, he must activate or discard a SPELL card.&lt;br /&gt;
===A)Activate a SPELL===&lt;br /&gt;
*If it is a SPELL card that affects a player (dark background), we immediately place the SPELL card in front of the target player, next to his WEAPON cards. A SPELL card affecting a player can be applied to any player, including oneself.&lt;br /&gt;
*If it is a SPELL card that affects the BOSS or the rules of the round (light background), it is placed immediately next to the BOSS card. An “active” SPELL card applies its effect for the current round only (see list of SPELL cards below for more details).&lt;br /&gt;
*The Mystery SPELL card: one of the SPELL cards is installed face down at the start of each round. The player must announce whether he wants to activate or discard it without first looking at it. If the player decides to activate it, he turns it over and considers it from now on as an active spell, without being able to reconsider.&lt;br /&gt;
===B)Discard a SPELL===&lt;br /&gt;
Place the SPELL card directly in the SPELL discard pile. No player can activate it anymore. A player cannot discard an already activated SPELL card.&lt;br /&gt;
===SPELL Effects===&lt;br /&gt;
====Dark-colored SPELL cards====&lt;br /&gt;
*Increases a player&#039;s attack strength by 1 or 2&lt;br /&gt;
*Decreases a player&#039;s attack strength by 1 or 2&lt;br /&gt;
*Swap the hidden WEAPON card of the player who activates this spell with the hidden WEAPON card of another player. Once used, it is discarded.&lt;br /&gt;
*Exchange one of the WEAPON cards of the player who activates this spell (hidden or visible) with the 1st of the WEAPON deck. Once used, it is discarded.&lt;br /&gt;
====Light-colored SPELL cards====&lt;br /&gt;
*Increases BOSS HP by 1 or 2&lt;br /&gt;
*Decreases BOSS HP by 1 or 2&lt;br /&gt;
*A player who does not have at least 1 WEAPON card of the required color will not be able to win the handle.&lt;br /&gt;
*A player who does not have at least 2 WEAPON cards of the same color will not be able to win the round.&lt;br /&gt;
*No one loses HEART during this round.&lt;br /&gt;
*Cancels a validated SPELL card still present in the game. Once used, the 2 SPELL cards are discarded.&lt;br /&gt;
*The winner of the round wins an additional KEY.&lt;br /&gt;
*The player with the 2nd closest attack rating VP of the BOSS who wins the round.&lt;br /&gt;
*Last game turn! each player who has not yet been to the Magician must do one last action: &lt;br /&gt;
**either ask for a WEAPON cards&lt;br /&gt;
**either activate or discard a SPELL card at the Magician. &lt;br /&gt;
:Then all the players move on to the COMBAT phase.&lt;/div&gt;</summary>
		<author><name>Saugust2</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_dragonwood&amp;diff=8087</id>
		<title>Tips dragonwood</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_dragonwood&amp;diff=8087"/>
		<updated>2021-04-27T15:27:34Z</updated>

		<summary type="html">&lt;p&gt;Saugust2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Strategy==&lt;br /&gt;
* Get useful enhancements such as the Clock of Darkness, Silver Sword, Bucket of Spinach or Ghost Disguise as soon as possible. You will find them useful later.&lt;br /&gt;
* After you get 1 or 2 enhancements, you should try to capture as many creatures as possible. Even if the score is low, getting a lot can help you to get the final bonus.&lt;br /&gt;
* When the dragon is near (&amp;lt;10 cards left), reload to prepare for it.&lt;br /&gt;
* Probability is important! While this is a game of luck, knowing some probability can help you to decide how many cards should be played and which capture method to use.&lt;br /&gt;
&lt;br /&gt;
==When to Reload?==&lt;br /&gt;
* If you have less than 4 cards, it is highly suggested to reload.&lt;br /&gt;
* If you cannot decide on a good target, reload.&lt;br /&gt;
* If you are preparing for an important target (e.g. cloak of darkness or a dragon) but it doesn&#039;t appear for now, reload.&lt;br /&gt;
&lt;br /&gt;
==When to Capture?==&lt;br /&gt;
* If you have a nearly full hand, usually you will capture.&lt;br /&gt;
* Since the average roll of a dice is 2.5, if you have a good combo (half the points needed), capture.&lt;br /&gt;
* If an opponent is planning to take a card (and you have a chance to get it), capture.&lt;br /&gt;
&lt;br /&gt;
==Which Method is the Best?==&lt;br /&gt;
* Chances: Getting a 3-card strike with 3 cards is 3.7%, while getting a 3-card scream with 3 cards is 3.2%. However, getting a 2-card stomp with 3 cards is 19.6%--maybe good to aim when the capture value is low!&lt;br /&gt;
* Capture Value: For 8 of the landscapes strike has a higher value than scream, for 8 of the landscapes the opposite, and for the rest the same. Therefore they are of equal balance. Stomp usually has a significantly lower number, therefore for some cards it is more appealing.&lt;br /&gt;
&lt;br /&gt;
==Are Enhancements Good?==&lt;br /&gt;
* If the game is going to end soon, surely they are a bad choice. Don&#039;t even think about it.&lt;br /&gt;
* But at the beginning of the game, you can calculate the potential number of captures to make by (score of creature of same value)/(bonus/1.7).&lt;br /&gt;
* For example, for magical unicorn, if you will use it for at least 5 times it is good, otherwise leave it away.&lt;br /&gt;
* Overall, enchantments are appealing but not overwhelmingly so.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
This guide is written by ArielFriedrichGauss after about 10 times of playtesting. It is also based on information on https://boardgamegeek.com/thread/1628160/some-dragonwood-math&lt;br /&gt;
&lt;br /&gt;
==Probability==&lt;br /&gt;
Dice values are: 1,2,2,3,3,4.  As mentioned before the average roll is 2.5.  The following table is the probability of getting the row&#039;s number of higher with the number of dice column:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ P(&amp;gt;=X)&lt;br /&gt;
! X&lt;br /&gt;
! 1 Die&lt;br /&gt;
! 2 Dice&lt;br /&gt;
! 3 Dice&lt;br /&gt;
! 4 Dice&lt;br /&gt;
! 5 Dice&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 100% || 100% || 100% || 100% || 100%&lt;br /&gt;
|- &lt;br /&gt;
! 2&lt;br /&gt;
|  83% || 100% || 100% || 100% || 100%&lt;br /&gt;
|- &lt;br /&gt;
! 3&lt;br /&gt;
|  50% || 97% || 100% || 100% || 100%&lt;br /&gt;
|- &lt;br /&gt;
! 4&lt;br /&gt;
|  17% || 86% || &amp;gt;99% || 100% || 100%&lt;br /&gt;
|- &lt;br /&gt;
! 5&lt;br /&gt;
|  0% || 64% || 97% || &amp;gt;99% || 100%&lt;br /&gt;
|- &lt;br /&gt;
! 6&lt;br /&gt;
|  0% || 36% || 88% || &amp;gt;99% || &amp;gt;99%&lt;br /&gt;
|- &lt;br /&gt;
! 7&lt;br /&gt;
|  0% || 14% || 72% || 97% || &amp;gt;99%&lt;br /&gt;
|- &lt;br /&gt;
! 8&lt;br /&gt;
|  0% || 3% || 50% || 90% || 99%&lt;br /&gt;
|- &lt;br /&gt;
! 9&lt;br /&gt;
|  0% || 0% || 28% || 78% || 97%&lt;br /&gt;
|- &lt;br /&gt;
! 10&lt;br /&gt;
|  0% || 0% || 12% || 60% || 92%&lt;br /&gt;
|- &lt;br /&gt;
! 11&lt;br /&gt;
|  0% || 0% || 3% || 40% || 82%&lt;br /&gt;
|- &lt;br /&gt;
! 12&lt;br /&gt;
|  0% || 0% || &amp;lt;1% || 22% || 68%&lt;br /&gt;
|- &lt;br /&gt;
! 13&lt;br /&gt;
|  0% || 0% || 0% || 10% || 50%&lt;br /&gt;
|- &lt;br /&gt;
! 14&lt;br /&gt;
|  0% || 0% || 0% || 3% || 32%&lt;br /&gt;
|- &lt;br /&gt;
! 15&lt;br /&gt;
|  0% || 0% || 0% || 1% || 18%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Saugust2</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpballoonpop&amp;diff=5998</id>
		<title>Gamehelpballoonpop</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpballoonpop&amp;diff=5998"/>
		<updated>2020-10-28T14:52:57Z</updated>

		<summary type="html">&lt;p&gt;Saugust2: Created page with &amp;quot;On a turn, you roll three dice, with each die face showing a balloon color and a shape, then record the results by circling numbers from the bottom of the column, going up. Th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On a turn, you roll three dice, with each die face showing a balloon color and a shape, then record the results by circling numbers from the bottom of the column, going up. The highest number you circle in a column equals the points that you score.&lt;br /&gt;
&lt;br /&gt;
Not happy with your results? Then roll again with any number of dice — but you have to roll an additional die as well, which means you&#039;ll circle more results on your scoresheet. You can reroll a second time as well to add a fifth die to your results. This (possibly) gives you better control over the results, while helping you ascend the columns more quickly to higher potential scores.&lt;br /&gt;
&lt;br /&gt;
However, at the top of each column is a different colored number that&#039;s much lower than the numbers immediately below it. Hit this number, and your balloon&#039;s popped because it went too high. What&#039;s more, this popping triggers a scoring break that occurs at the end of the round, with everyone scoring based on their current heights in the columns. You want to go high, but don&#039;t trigger the break or else your points will plummet right before scoring.&lt;br /&gt;
&lt;br /&gt;
After three breaks, players total their scores to see who wins.&lt;br /&gt;
&lt;br /&gt;
- From BGG Description (https://boardgamegeek.com/boardgame/212027/balloon-pop)&lt;/div&gt;</summary>
		<author><name>Saugust2</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User_talk:Saugust2&amp;diff=4369</id>
		<title>User talk:Saugust2</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User_talk:Saugust2&amp;diff=4369"/>
		<updated>2020-05-12T21:41:23Z</updated>

		<summary type="html">&lt;p&gt;Saugust2: Created page with &amp;quot; == &amp;#039;&amp;#039;&amp;#039;Let me know of any issues with any changes I make:&amp;#039;&amp;#039;&amp;#039; == ===Issues=== 1. None Yet&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Let me know of any issues with any changes I make:&#039;&#039;&#039; ==&lt;br /&gt;
===Issues===&lt;br /&gt;
1. None Yet&lt;/div&gt;</summary>
		<author><name>Saugust2</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_sapiens&amp;diff=4321</id>
		<title>Tips sapiens</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_sapiens&amp;diff=4321"/>
		<updated>2020-05-08T21:13:00Z</updated>

		<summary type="html">&lt;p&gt;Saugust2: Added the Scene Bonuses which may not be intuitive to first time players.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Game End Condition:&#039;&#039;&#039;&lt;br /&gt;
Game ends when Common Pool and Stack of Dominoes are both empty.  End the Current Turn so that all players have played same number of turns.  You will have leftover tiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Winning:&#039;&#039;&#039;&lt;br /&gt;
Keep in mind while playing that the greater of your two scores is removed as well as your opponents.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scene Bonuses:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bones - White - Feast -&#039;&#039;&#039; Play one additional tile, but do not gain FP or Scene Bonuses linked to it.  May be used to join to a cave and score SP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tree - Green - Picking -&#039;&#039;&#039; Can only play on forest tiles. Add +1 FP in addition to other FPs.  Token: Play Picking tile on Plain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rock - Gray - Ritual -&#039;&#039;&#039; Take a Mountain token from your board.  If none available, take back one already used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fist - Red - Fight -&#039;&#039;&#039; Place a fight token on a tile, either in own or opponent pool.  When tile is played owner of fight token wins 1 FP and player which places token loses 1 FP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Water - Blue - Water -&#039;&#039;&#039; Swap a tile in your pool with any tile in another player&#039;s pool or the Common Pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House - Orange - Camp -&#039;&#039;&#039; +3 SP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mammoth - Brown - Hunt -&#039;&#039;&#039; Take a Steak token form the pool then convert any or all Steak tokens into FP.  1 3 5 7 10 FPs for 1 2 3 4 5+ Steaks respectively.&lt;br /&gt;
Token: Just take a steak, not able to then convert.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame - Yellow - Fire -&#039;&#039;&#039; Take a Bear token from your Pool and lay it on another player&#039;s Personal Board.  Must be on a free square, adjacent to any tile already in play.  Score as many SP as tiles connected to bear token.  OR Remove a Bear token from your board.&lt;/div&gt;</summary>
		<author><name>Saugust2</name></author>
	</entry>
</feed>