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	<updated>2026-10-19T23:16:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20521</id>
		<title>Love Letter tips for experienced player</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20521"/>
		<updated>2024-03-20T02:59:03Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is still incomplete but I&#039;ll gradually add more information to this guide. A Love Letter guide already exists on BGA wiki and the guide is more suitable for newer players. You can find the guide by clicking on this link -&amp;gt; [[Tips loveletter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first glance, the priest appears to be a rather useless card because your opponent should be able to immediately get rid of the card that was seen by your priest. But if you look further, you&#039;ll realize that there are some cards that are difficult to get rid from the hand and they are Baron, King and Princess.&lt;br /&gt;
&lt;br /&gt;
When someone wins the Baron by knocking out the Prince, this means that they have a card of value 6 and above. If you have the opportunity to use the Guard on that player, it is actually better to guard for the Countess. That is because the Countess is the easiest card to get rid of out of the card pool of (6, 7, 8). If that player don&#039;t have the Countess, then you have successfully &amp;quot;trapped&amp;quot; them with either the King or the Princess, both of which are difficult to get rid of from the hand.&lt;br /&gt;
== Guard ==&lt;br /&gt;
The guard is a multi-purpose card. When you play the guard to guess for the Handmaid for example, you are essentially trying to say to the others that:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;I do not have the Handmaid.&amp;quot; Because there are 2 copies of Handmaid out there, which means I have a higher chance of taking someone out, and it also means that I do not currently have the Handmaid in hand&lt;br /&gt;
# &amp;quot;I do not want you to have the Handmaid&amp;quot;. This most often happen when someone has 3 Hearts, which means they are just 1 more Heart away from getting the victory. You do not want them to have the Handmaid to protect themselves. That opponent always have 2 cards in hand on their turn and one of the card cannot be the Handmaid because you&#039;ve already checked for it, thus reducing the chance of them having a Handmaid on their turn.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20520</id>
		<title>Love Letter tips for experienced player</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20520"/>
		<updated>2024-03-20T00:57:04Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is still incomplete but I&#039;ll gradually add more information to this guide. A Love Letter guide already exists on BGA wiki and the guide is more suitable for newer players. You can find the guide by clicking on this link -&amp;gt; [[Tips loveletter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first glance, the priest appears to be a rather useless card because your opponent should be able to immediately get rid of the card that was seen by your priest. But if you look further, you&#039;ll realize that there are some cards that are difficult to get rid from the hand and they are Baron, King and Princess.&lt;br /&gt;
&lt;br /&gt;
When someone wins the Baron by knocking out the Prince, this means that they have a card of value 6 and above. If you have the opportunity to use the Guard on that player, it is actually better to guard for the Countess. That is because the Countess is the easiest card to get rid of out of the card pool of (6, 7, 8). If that player don&#039;t have the Countess, then you have successfully &amp;quot;trapped&amp;quot; them with either the King or the Princess, both of which are difficult to get rid of from the hand.&lt;br /&gt;
== Guard ==&lt;br /&gt;
The guard is a multi-purpose card. When you play the guard to guess for the Handmaid for example, you are essentially trying to tell the others that:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;I do not have the Handmaid.&amp;quot; Because there are 2 copies of Handmaid out there, which means I have a higher chance of taking someone out, and it also means that I do not currently have the Handmaid in hand&lt;br /&gt;
# &amp;quot;I do not want you to have the Handmaid&amp;quot;. This most often happen when someone has 3 Hearts, which means they are just 1 more Heart away from getting the victory. You do not want them to have the Handmaid to protect themselves. That opponent always have 2 cards in hand on their turn and one of the card cannot be the Handmaid because you&#039;ve already checked for it, thus reducing the chance of them having a Handmaid on their turn.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20519</id>
		<title>Love Letter tips for experienced player</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20519"/>
		<updated>2024-03-19T23:26:50Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is still incomplete but I&#039;ll gradually add more information to this guide. A Love Letter guide already exists on BGA wiki and the guide is more suitable for newer players. You can find the guide by clicking on this link -&amp;gt; [[Tips loveletter]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first glance, the priest appears to be a rather useless card because your opponent should be able to immediately get rid of the card that was seen by your priest. But if you look further, you&#039;ll realize that there are some cards that are difficult to get rid from the hand and they are Baron, King and Princess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When someone wins the Baron by knocking out the Prince, this means that they have a card of value 6 and above. If you have the opportunity to use the Guard on that player, it is actually better to guard for the Countess. That is because the Countess is the easiest card to get rid of out of the pool of (6, 7, 8). If that player don&#039;t have the Countess, then you have successfully trapped them with either the King or the Princess, both of which are difficult to get rid of from the hand.&lt;br /&gt;
&lt;br /&gt;
== Guard ==&lt;br /&gt;
The guard is a multi-purpose card. When you play the guard to guess for the Handmaid for example, you are essentially trying to tell the others that:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;I do not have the Handmaid.&amp;quot; Because there are 2 copies of Handmaid out there, which means I have a higher chance of taking someone out, and it also means that I do not currently have the Handmaid in hand&lt;br /&gt;
# &amp;quot;I do not want you to have the Handmaid&amp;quot;. This most often happen when someone has 3 Hearts, which means they are just 1 more Heart away from getting the victory. You do not want them to have the Handmaid to protect themselves. That opponent have 2 cards in hand on their turn and one of the card cannot be the Handmaid, thus reducing the chance of them getting a Handmaid.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20518</id>
		<title>Love Letter tips for experienced player</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20518"/>
		<updated>2024-03-19T23:20:09Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is still incomplete but I&#039;ll gradually add more information to this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first glance, the priest appears to be a rather useless card because your opponent should be able to immediately get rid of the card that was seen by your priest. But if you look further, you&#039;ll realize that there are some cards that are difficult to get rid from the hand and they are Baron, King and Princess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When someone wins the Baron by knocking out the Prince, this means that they have a card of value 6 and above. If you have the opportunity to use the Guard on that player, it is actually better to guard for the Countess. That is because the Countess is the easiest card to get rid of out of the pool of (6, 7, 8). If that player don&#039;t have the Countess, then you have successfully trapped them with either the King or the Princess, both of which are difficult to get rid of from the hand.&lt;br /&gt;
&lt;br /&gt;
== Guard ==&lt;br /&gt;
The guard is a multi-purpose card. When you play the guard to guess for the Handmaid for example, you are essentially trying to tell the others that:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;I do not have the Handmaid.&amp;quot; Because there are 2 copies of Handmaid out there, which means I have a higher chance of taking someone out, and it also means that I do not currently have the Handmaid in hand&lt;br /&gt;
# &amp;quot;I do not want you to have the Handmaid&amp;quot;. This most often happen when someone has 3 Hearts, which means they are just 1 more Heart away from getting the victory. You do not want them to have the Handmaid to protect themselves. That opponent have 2 cards in hand on their turn and one of the card cannot be the Handmaid, thus reducing the chance of them getting a Handmaid.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20517</id>
		<title>Love Letter tips for experienced player</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20517"/>
		<updated>2024-03-19T11:03:18Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At first glance, the priest appears to be a rather useless card because your opponent should be able to immediately get rid of the card that was seen by your priest. But if you look further, you&#039;ll realize that there are some cards that are difficult to get rid from the hand and they are Baron, King and Princess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When someone wins the Baron by knocking out the Prince, this means that they have a card of value 6 and above. If you have the opportunity to use the Guard on that player, it is actually better to guard for the Countess. That is because the Countess is the easiest card to get rid of out of the pool of (6, 7, 8). If that player don&#039;t have the Countess, then you have successfully trapped them with either the King or the Princess, both of which are difficult to get rid of from the hand.&lt;br /&gt;
&lt;br /&gt;
== Guard ==&lt;br /&gt;
The guard is a multi-purpose card. When you play the guard to guess for the Handmaid for example, you are essentially trying to tell the others that:&lt;br /&gt;
&lt;br /&gt;
# &amp;quot;I do not have the Handmaid.&amp;quot; Because there are 2 copies of Handmaid out there, which means I have a higher chance of taking someone out, and it also means that I do not currently have the Handmaid in hand&lt;br /&gt;
# &amp;quot;I do not want you to have the Handmaid&amp;quot;. This most often happen when someone has 3 Hearts, which means they are just 1 more Heart away from getting the victory. You do not want them to have the Handmaid to protect themselves. That opponent have 2 cards in hand on their turn and one of the card cannot be the Handmaid, thus reducing the chance of them getting a Handmaid.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20516</id>
		<title>Love Letter tips for experienced player</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20516"/>
		<updated>2024-03-19T10:45:24Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At first glance, the priest appears to be a rather useless card because your opponent should be able to immediately get rid of the card that was seen by your priest. But if you look further, you&#039;ll realize that there are some cards that are difficult to get rid from the hand and they are Baron, King and Princess.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When someone wins the Baron by knocking out the Prince, this means that they have a card of value 6 and above. If you have the opportunity to use the Guard on that player, it is actually better to guard for the Countess. That is because the Countess is the easiest card to get rid of out of the pool of (6, 7, 8). If that player don&#039;t have the Countess, then you have successfully trapped them with either the King or the Princess, both of which are difficult to get rid of from the hand.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20515</id>
		<title>Love Letter tips for experienced player</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Love_Letter_tips_for_experienced_player&amp;diff=20515"/>
		<updated>2024-03-19T10:12:15Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: Created page with &amp;quot;Just gonna type something here first.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just gonna type something here first.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=User:TigerKungFu&amp;diff=20514</id>
		<title>User:TigerKungFu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=User:TigerKungFu&amp;diff=20514"/>
		<updated>2024-03-19T10:06:36Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: Created page with &amp;quot;Just testing out what this does exactly.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just testing out what this does exactly.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_santorini&amp;diff=18964</id>
		<title>Tips santorini</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_santorini&amp;diff=18964"/>
		<updated>2023-11-21T08:43:55Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: /* God Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
There are in total 64 gods in BGA Santorini. However it does not mean there are only 64 strategies for god matchups. This is because every matchup is composed of two gods. Therefore you not only need a specific strategy on your gods, but also on how to use your god well to counter the opponent’s god. A good example is Pegasus vs Hades, in this situation, Pegasus should never jump to an alone level-3 or it will immediately lose 1 worker (because Pegasus can never win the game by that level-3 worker). Also, attempting to win by moving from the corner is never good against Hippolyta (because she can block it and you will immediately lose 1 worker).&lt;br /&gt;
&lt;br /&gt;
In the review provided, I (Santorini Full Guide Developers) would write a comment on every god, on how to use it well, and the strategy to counter it well. Beware that Santorini is a two-player two-god game. Therefore simply reading about game strategies could not help you much on that god, as you need to know how to counter different gods under different matchups.&lt;br /&gt;
&lt;br /&gt;
== Basic strategy ==&lt;br /&gt;
Here are some basic tips and jargons (especially for newbies) that might be used in the review&lt;br /&gt;
&lt;br /&gt;
===Get familiar with your board===&lt;br /&gt;
We define spaces to inner space and perimeter space (which includes corner space). Every inner space has 8 neighbouring spaces, but a perimeter space only has 5, and a corner space only has 3. That’s why winning always occurs in perimeter space. Opponent has fewer options to block your winning in corner space (Only 3).&lt;br /&gt;
&lt;br /&gt;
===Stages in your turn and winning condition===&lt;br /&gt;
Usually you can only win by moving up to a level-3. If you realise that there are 4 stages in your turn: start of the turn, move stage, build stage and end of the turn, you should know that victory can only happen at the move stage. This could be an easier explanation of why being thrown to a tower by Charon, or Zeus building a level-3 below him cannot yield a win. Also, moving to a level-3 from level-3 cannot win since it is not moving “up”. &lt;br /&gt;
&lt;br /&gt;
For the explanation of stages, start of the turn and end of the turn are the stages where some power may happen here. Move stage is the stage where one of your workers must move. Build stage is the stage where your moved worker must build. If you cannot do what is required in these two stages, you need to resign.&lt;br /&gt;
&lt;br /&gt;
(Remark: The official explanation of the Charon case is the word “forced” by Charon does not fit the winning condition “move”, but I just think that using turn explanation is a better understanding for all gods, especially for the Zeus case)&lt;br /&gt;
&lt;br /&gt;
===Level-2 Blocking===&lt;br /&gt;
Mostly we need to move up to win. There are three common strategies in the early game. The first one is level-2 blocking, by building up the level-1 your opponent just built. In the mid-game, level-3 blocking is a common strategy too, by towering up every level-2 your opponent builds.&lt;br /&gt;
&lt;br /&gt;
===No-Interaction Strategy===&lt;br /&gt;
Another one is no interaction strategy, by building up a level-1 simply next to yourself that is far away from your opponent, ignoring your opponent’s action and building for your victory. This strategy is best to be used by some fast builders.&lt;br /&gt;
&lt;br /&gt;
===Level-1 forfeiting Strategy===&lt;br /&gt;
The third one that I commonly use against fast mover is this one. It means building a block next to you, such that if your opponent goes up that block, he needs to build for you. That can happen when your C4 worker builds at C5. This strategy will make you stay with your opponent in most stages of the game.&lt;br /&gt;
&lt;br /&gt;
===Corner-L strategy===&lt;br /&gt;
I would call this “Corner-L” strategy. If you have a worker on level-2 and you are in the corner, and there are two level-2’s next to you, forming exactly a “L-shape” in the corner, in most of the cases, you win. For example, you are on level-2 on E5 and there are two level-2’s on E4 and D5. This is because if the opponent worker moves to D4, you can build a third level on E5 and you win. If the opponent knows that and stays away however, you can move your second worker over to D4 and build at the corner. This makes you block that space and get the victory. If your opponent tries to block you when you are coming over there by moving into that space, then you still win because now he is in that space.&lt;br /&gt;
&lt;br /&gt;
===Grounded and ungrounded===&lt;br /&gt;
When you are on the upper level with your opponent on the ground. You would like to ground your opponent. However, your opponent would like to be ungrounded and may build some level-1 next to your area of level-2’s. In this case, simply move your worker and build up the level-1 so that your opponent can be kept grounded.&lt;br /&gt;
&lt;br /&gt;
==God Powers==&lt;br /&gt;
The powers can be classified into these categories:&lt;br /&gt;
* Opponent blocking: Blocking the opponent from moving, building or using their god power.&lt;br /&gt;
* Opponent forcing: Forcing the opponent to move, build or use their god power.&lt;br /&gt;
* Player move: Give more options for the player to move, change their times of moving or increase their number of workers.&lt;br /&gt;
* Player build: Give more options for the player to build or change their times of building.&lt;br /&gt;
* Winning conditions: Provide more winning methods for the player, steal the opponent&#039;s win or prevent the opponent from winning.&lt;br /&gt;
* Others: Not mentioned categories, such as Chaos.&lt;br /&gt;
&lt;br /&gt;
==Phases of Game==&lt;br /&gt;
Early game means the situation when most of the workers are on ground and level-1.&lt;br /&gt;
&lt;br /&gt;
Mid game means the situation when workers are on both ground, level-1 and level-2. It could be an advantageous position, 50-50, or disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
Late game means the situation when most non-domed spaces are level-2.&lt;br /&gt;
&lt;br /&gt;
These are just some abstract ideas and have no clear definition.&lt;br /&gt;
&lt;br /&gt;
==Tier Ranking==&lt;br /&gt;
* Tier S: These gods can definitely win if the opponent is not a counter.&lt;br /&gt;
* Tier A: These gods have no big counter other than Tier S gods.&lt;br /&gt;
* Tier B: These gods are good most of the time, but might have a hard time against some of the few gods.&lt;br /&gt;
* Tier C: These gods are actually still good, when used by experts, but can be easily countered by many gods. Thus, you require a very good skill to control them well.&lt;br /&gt;
* Tier D: These are the bad gods that nearly 80% of the matchup they are in a disadvantageous position.&lt;br /&gt;
&lt;br /&gt;
==Link to Guide==&lt;br /&gt;
* [[Fullguidesantorini|Full Guide of Santorini]]&lt;br /&gt;
&lt;br /&gt;
Remark: This guide is based on 1v1 but not a 3-player or 4-player game.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=18919</id>
		<title>SantoriniPowerApollo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=18919"/>
		<updated>2023-11-18T07:46:23Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Santorini-Apollo.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Apollo seems dumb to beginners at first. What is useful with a god that can only swap places with others? However, the truth is not like what it seems. This is because he can steal advantages from opponents and give his disadvantages to them, leaving their innocent workers in despair. In the following review, we will see when the swaps should be used, and if done correctly, Apollo is in my opinion the strongest power in the whole of santorini!&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your move stage, your worker may move into your opponent worker’s space by forcing their workers to the space yours just vacated.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move/Opponent forcing&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens during your move turn. This skill only applies when you can move to that space without that worker. Thus, you can’t move to a level-2 from ground by using this skill.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Apollo’s power is the most significant during the early game. In early game, everyone wants to at least move one worker to level-1. However, simply putting Apollo’s worker next to a level-1 would threaten your opponent not to move up. If your opponent does move up, Apollo can pull him off by swapping with him by a grounded worker. By doing this, your opponent simply wastes a single turn and would have built some block that favours your moved worker. Therefore, a smart opponent would not move up in this case. Instead, they may keep moving away from Apollo’s workers. Thus, in the early game, try to keep both of your workers next to your opponent. Do not apply no-interaction strategy, your opponent would be happy to have you not being next to him. Under no-interaction strategy, you lose Apollo’s power and may easily lose this game. Apollo is never faster than a good mover or a good builder.&lt;br /&gt;
&lt;br /&gt;
Do not forget that your threat of pulling opponents off the level will no longer exist if your worker is on a higher level, so don’t be too greedy in going up at first. Wherever you go up, you should guarantee yourself to be able to move up to a level-2. Therefore, the early game against Apollo is usually a bunch of level-1 on the board, with both players waiting for the others to go up.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If Apollo is in a disadvantageous position, it would be very hard to come back since the opponent can just ground your worker and keep setting up. Apollo’s skill becomes nothing when its workers are kept away from the opponent, so remember to do better in the early game. If Apollo is in a 50-50 situation, with workers staying with the opponent’s, it could be hard for the opponent to fight against you. Since moving up to a level-2 is again a threat due to the swapping power, while leaving this area to find a better platform for winning would bring your opponent in a disadvantageous position. Thus, a 50-50 situation in mid-game is in fact very good for Apollo to set up. If Apollo is in an advantageous position, the power of Apollo actually doesn’t really matter, since you can just ground your opponent carefully and create the best condition for your win.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Apollo’s power is also unstoppable in the late game. For example, there are all level-2’s on the 3x3 space on the bottom right corner. Apollo’s workers are on C3 and E2, while the opponent workers are on D2 and E3. Normally it would be hard for you to win since the opponent is standing at the center of all level-2’s, that is, your opponent can always move up to the level-3 you newly built. However, Apollos can simply swap the worker at C3 and D2, and secure a win by building at the corner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Apollo-1.png]]&lt;br /&gt;
&lt;br /&gt;
Thus, your opponent would feel it hard to stop you from cornering up the winning position. Other than this, your opponent would also feel very challenging to corner up their winning position. Using the same example setup with Apollo’s workers at C3 and D3, while opponent’s workers at D2 and E2, with a level-3 at the corner. In this case, Apollo can dome the winning position by swapping with the D2 worker. Thus, Apollo is very powerful in the late game, in both attacking and defensive ways.&lt;br /&gt;
&lt;br /&gt;
[[Image:Apollo-2.png]]&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Minotaur===&lt;br /&gt;
This would be a fun matchup. Both of the gods are waiting for the opponent to move up so that they can pull the opponent off a higher level. In the late game, the winning strategy mentioned above can no longer work on Minotaur since Minotaur movement is hard to be blocked. Anyway, Apollo has an advantage since his movement is more flexable and useable than Minotaur.&lt;br /&gt;
&lt;br /&gt;
===Charon===&lt;br /&gt;
In my opinion, Charon dominates the power of Apollo. There is a very small chance that Charon is worse than Apollo, with forcing the opponent to move TWO spaces instead of only ONE for Apollo (There is a chance that Charon cannot ferry the opponent but Apollo can swap, esp. in very late game where domes are everywhere). Moreover, in the early game, Apollo’s threatening ability can no longer work on Charon. Charon can still move up to a level-1, since Apollo’s swapping power would keep his worker neighbouring Charon’s worker at the start of Charon’s turn, and hence Charon would just throw him away to a deserted place on the board and further move away from Apollo. Apollo can never be able to catch up with Charon in this case. Thus, try to avoid this matchup or Apollo would have a very hard time.&lt;br /&gt;
&lt;br /&gt;
===Medusa===&lt;br /&gt;
Not a big threat to Apollo but Apollo’s threatening strategy can no longer apply on Medusa. Waiting an opponent to go up to a higher level will kill your worker instead!&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is a very brutal god in Santorini. However, Apollo’s threatening strategy works very well on Poseidon. Poseidon’s flourishing set up would become your favour if you swap your position with him! Moreover, swapping with Poseidon’s grounded worker could destroy his whole winning plan.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g. Artemis, Triton, Pegasus, Iris)===&lt;br /&gt;
They can easily move away from Apollo, by simply going up from the ground to a level 2. This would leave poor Apollo on the ground without any usable power.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Apollo’s early game strategy is to stick with your opponent, but sticking with Urania would be a very hard job for Apollo. The game may simply become Apollo watching the intelligent Urania going up to the level-3 unstoppably.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Apollo’s power is very useful in both early game and late game, only if Apollo’s workers stick with the opponent’s. Thus, using Apollo is a game of how to stay with your opponent while moving up with them.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: S.&lt;br /&gt;
&lt;br /&gt;
Apollo could have a very hard time against jumper gods, and Charon. However, as long as the opponent is not using some good counter on Apollo, Apollo can always prove his mighty power throughout every stage of the game.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerTriton&amp;diff=18901</id>
		<title>SantoriniPowerTriton</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerTriton&amp;diff=18901"/>
		<updated>2023-11-17T01:16:58Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Triton.jpeg]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Triton’s power is seen as great, but vulnerable. It is great that he can move indefinitely without Hermes’ level constraints, casuing a sudden win when the opponent is careless. Yet, a tower may be what is needed to break his tides. So, how to ride on his waves without being knocked over by his opponent?&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
Each time your worker moves to a perimeter space, it may immediately move again.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
This applies during his move. After his first move, if he steps on a perimeter space, he gets an extra move, but he may stop instead. If Triton is forced to a perimeter space, this doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Triton should try to stay outside of the perimeter but one square away from the perimeter, e.g. B2 or B3. I see many players finishing Triton’s turn with a worker in A3 while it is possible for it to finish in B3. There could be situations where staying in A3 is better than B3, but most of the cases you prefer your worker in B3. In that square you have 3 perimeter squares to go to (as opposed to B2) and you still have control over C3. Moreover, it is a classical strategy of Santorini to let your workers in the way of the opponent so that it is harder for him to get closer (Apollo cries in laughter). Consider this simple yet instructive example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Triton-1.jpeg|800px]]&lt;br /&gt;
&lt;br /&gt;
Triton plays b2-b1-b2, build B1(2), and the opponent can’t get closer. Why finish the turn in A1, A2 or B1 while you are obstructing your opponent in a much central square? In the next turn, if Triton wishes, he can still not move up by playing b2-a1-b2, build A2(2). Notice how in this example staying in B2 allows Triton to use the C1 square in case he wants to reach the lower right area of the board (in the future, this can be important if a dome is built in B1). &lt;br /&gt;
&lt;br /&gt;
Anyway, Triton should build in the perimeter (or near it) and usually avoid the center.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
Triton should keep building in the perimeter, avoiding big differences of levels. For example, A2(0), A3(2) and A4(0) doesn’t allow a Triton worker in B2(0) to reach B4 via the A-column. This is a common try for an opponent who wants to weaken Triton: build a dome in A3 (or equivalent). This dome restricts Triton’s ability since it is cutting the access on that side of the perimeter (if you don’t understand, try playing a game with/against Triton, where the board starts with a dome in A3 and E3). Naturally, as Triton, you want to avoid this situation.&lt;br /&gt;
&lt;br /&gt;
Is a dome in A2 equivalent to a dome in A3? Not quite, a dome in A3 is much more devastating for Triton. Firstly, a worker in B2 (and this square is easier to access than B3) can use the A column normally. Secondly, Triton can use the A1 and B1 squares to create a deadly with his workers in B2 and C2. Many times, a dome in A2 brings more advantages to Triton than disadvantages so be very careful when you do that. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Triton-2.jpeg|800px]]&lt;br /&gt;
&lt;br /&gt;
Triton has just built in A2, threatening to move up. The opponent can build a dome in A2, but this takes two turns, which gives enough time for Triton to win.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
The more domes there are in the perimeter, the weaker Triton becomes. Like previously mentioned, Triton should be more worried with domes in A3 (or equivalent) and the corners. If a dome in A3 happens, Triton should stay in the B3 square for as long as he can. That way, he can use the A-column for his mobility and has two adjacent perimeter squares which he can use in case he wants to return to the same square.&lt;br /&gt;
&lt;br /&gt;
In the endgame, Triton will usually be very good due to the fact that he has an easier control of the squares he controls (he ignores opposition and puts the opponent in a situation where the opponent would be worse due to being forced to move). Moreover, Triton should try to stay in B2 or B3 (or equivalent), i.e., almost any square outside of the perimeter which is not the center (pretty easy right?). If the opponent tries to create a threat in a distant area of the board, Triton can use his power to go there and build and start to build a staircase close to that zone. The most important thing is that there are no big differences between square levels (especially in the perimeter).&lt;br /&gt;
&lt;br /&gt;
==Specific Matchups==&lt;br /&gt;
===Aeolus===&lt;br /&gt;
Aeolus is very strong and he can definitely defeat Triton. However, he needs to be careful when placing his wind as there can be more than one way for Triton to reach a certain square.&lt;br /&gt;
&lt;br /&gt;
===Apollo &amp;amp; Charon===&lt;br /&gt;
It could seem like that if Triton keeps building levels 2 and then moves up directly to the second floor he might be able to get away with it. However, a clever Apollo will just focus on moving to a level 1, and from that point on the game shouldn’t be much complicated. With Charon, things are much more complicated for Triton and he doesn’t seem to stand even a chance.&lt;br /&gt;
&lt;br /&gt;
===Ares===&lt;br /&gt;
This can be a nice try to destroy the perimeter. However, Triton should still be stronger.&lt;br /&gt;
&lt;br /&gt;
===Artemis===&lt;br /&gt;
This is a balanced matchup. Triton is probably stronger, but if Artemis is able to equalize in terms of height the whole board, things might become complicated for Triton.&lt;br /&gt;
&lt;br /&gt;
===Asteria===&lt;br /&gt;
This is an interesting matchup which can be quite balanced. Asteria is able to directly place a dome in those poisonous squares (A3). Still, moving down might give time for Triton to create more threats. In the endgame, Triton proves to be stronger due to easily putting Asteria in zugzwang.&lt;br /&gt;
&lt;br /&gt;
===Atlas===&lt;br /&gt;
Atlas has one goal in this game: dome every single square of the perimeter. Whenever he does it, the game will be lost for Triton. But Atlas has to be very careful about the order he places his domes. He should preferentially start by placing them in the corners or A3 (or equivalent). He still has to be aware of strategies Triton could do in the long run in order to trap himself in a corner. It is possible for Triton to win this matchup, but not if Atlas plays well.&lt;br /&gt;
&lt;br /&gt;
===Charybdis===&lt;br /&gt;
It will be hard for Charybdis to use her power effectively due to Triton being able to reach almost the entire board in every turn. Charybdis can still try her luck in this game.&lt;br /&gt;
&lt;br /&gt;
===Double builders (e.g. Castor &amp;amp; Pollux, Demeter, Hephaestus, Hestia, Prometheus, Terpsichore)===&lt;br /&gt;
The analysis for the double builders cannot be done equally, although I think Triton is superior to most of them!&lt;br /&gt;
&lt;br /&gt;
Terpsichore is the best try against Triton as she can use her workers as domes in the perimeter and still build twice in the same square, which also proves to be useful (she is better in this matchup). Then it comes Prometheus which is a good pick but still needs to play very carefully. Hephaestus and Castor &amp;amp; Pollux can try to win but it won’t be easy (Hephaestus can build a level 2 in A3, which is quite nice, but is that enough?). Hestia and Demeter stand on the bottom of the chain. It will be very difficult to win as any of these gods against Triton, but I still want you to try it so that you can see Triton’s strength.&lt;br /&gt;
&lt;br /&gt;
===Eros===&lt;br /&gt;
Triton will have to defend in the beginning (if not, Eros might win). But after building a certain number of level 2s, Triton will control the game.&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
What I like about this matchup is that you pick one of the weakest powers of the game, put it against one of the strongest, and the game is somehow balanced. If played well, Triton is better, but the fact that Triton cannot move down will force him to a complete change of strategy. Hades should start by building (just once is enough) in A3 (or equivalent).&lt;br /&gt;
&lt;br /&gt;
===Hippolyta===&lt;br /&gt;
This can be another try against Triton, but the fact that Triton can stay at the same square most of the time, is very good against Hippolyta and should be enough.&lt;br /&gt;
&lt;br /&gt;
===Hydra===&lt;br /&gt;
Hydra is pretty good in this matchup. Besides being able to cover the whole board, she can use her workers as “domes” in the perimeter. She holds an advantage in this matchup.&lt;br /&gt;
&lt;br /&gt;
===Scylla===&lt;br /&gt;
This monster can try to take the sea from Triton and she might actually be able to do it. Scylla is not as strong as Apollo or Charon, but she is very good to defend and it won’t be easy for Triton to win.&lt;br /&gt;
&lt;br /&gt;
===Siren===&lt;br /&gt;
Who would have thought that Siren could share the ocean with Triton? That’s right, a good Siren player will put up a good fight against Triton. I consider this a balanced matchup, and Triton will likely be the one defending most of the game.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
It is funny how both gods in this matchup love the perimeter. Therefore, the matchup is balanced. Triton will want to dome the corners while Urania will dome A3 (or equivalent).&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
You should be very scared of Triton and it will be very hard to win against him without first destroying a piece of the perimeter. Triton is very strong, but still needs to be handled correctly. This said, you probably need to play some matches with and against him in order to fully recognize his power and try to understand how to beat him.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: S&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerTriton&amp;diff=18900</id>
		<title>SantoriniPowerTriton</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerTriton&amp;diff=18900"/>
		<updated>2023-11-17T01:12:32Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: /* Conclusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Triton.jpeg]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Triton’s power is seen as great, but vulnerable. It is great that he can move indefinitely without Hermes’ level constraints, casuing a sudden win when the opponent is careless. Yet, a tower may be what needed to break his tides. So, how to ride on his waves without being turned by his opponent?&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
Each time your worker moves to a perimeter space, it may immediately move again.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
This applies during his move. After his first move, if he steps on a perimeter space, he gets an extra move, but he may stop instead. If Triton is forced to a perimeter space, this doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Triton should try to stay outside of the perimeter but one square away from the perimeter, e.g. B2 or B3. I see many players finishing Triton’s turn with a worker in A3 while it is possible for it to finish in B3. There could be situations where staying in A3 is better than B3, but most of the cases you prefer your worker in B3. In that square you have 3 perimeter squares to go to (as opposed to B2) and you still have control over C3. Moreover, it is a classical strategy of Santorini to let your workers in the way of the opponent so that it is harder for him to get closer (Apollo cries in laughter). Consider this simple yet instructive example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Triton-1.jpeg|800px]]&lt;br /&gt;
&lt;br /&gt;
Triton plays b2-b1-b2, build B1(2), and the opponent can’t get closer. Why finish the turn in A1, A2 or B1 while you are obstructing your opponent in a much central square? In the next turn, if Triton wishes, he can still not move up by playing b2-a1-b2, build A2(2). Notice how in this example staying in B2 allows Triton to use the C1 square in case he wants to reach the lower right area of the board (in the future, this can be important if a dome is built in B1). &lt;br /&gt;
&lt;br /&gt;
Anyway, Triton should build in the perimeter (or near it) and usually avoid the center.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
Triton should keep building in the perimeter, avoiding big differences of levels. For example, A2(0), A3(2) and A4(0) doesn’t allow a Triton worker in B2(0) to reach B4 via the A-column. This is a common try for an opponent who wants to weaken Triton: build a dome in A3 (or equivalent). This dome restricts Triton’s ability since it is cutting the access on that side of the perimeter (if you don’t understand, try playing a game with/against Triton, where the board starts with a dome in A3 and E3). Naturally, as Triton, you want to avoid this situation.&lt;br /&gt;
&lt;br /&gt;
Is a dome in A2 equivalent to a dome in A3? Not quite, a dome in A3 is much more devastating for Triton. Firstly, a worker in B2 (and this square is easier to access than B3) can use the A column normally. Secondly, Triton can use the A1 and B1 squares to create a deadly with his workers in B2 and C2. Many times, a dome in A2 brings more advantages to Triton than disadvantages so be very careful when you do that. Consider the following example:&lt;br /&gt;
&lt;br /&gt;
[[Image:Triton-2.jpeg|800px]]&lt;br /&gt;
&lt;br /&gt;
Triton has just built in A2, threatening to move up. The opponent can build a dome in A2, but this takes two turns, which gives enough time for Triton to win.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
The more domes there are in the perimeter, the weaker Triton becomes. Like previously mentioned, Triton should be more worried with domes in A3 (or equivalent) and the corners. If a dome in A3 happens, Triton should stay in the B3 square for as long as he can. That way, he can use the A-column for his mobility and has two adjacent perimeter squares which he can use in case he wants to return to the same square.&lt;br /&gt;
&lt;br /&gt;
In the endgame, Triton will usually be very good due to the fact that he has an easier control of the squares he controls (he ignores opposition and puts the opponent in a situation where the opponent would be worse due to being forced to move). Moreover, Triton should try to stay in B2 or B3 (or equivalent), i.e., almost any square outside of the perimeter which is not the center (pretty easy right?). If the opponent tries to create a threat in a distant area of the board, Triton can use his power to go there and build and start to build a staircase close to that zone. The most important thing is that there are no big differences between square levels (especially in the perimeter).&lt;br /&gt;
&lt;br /&gt;
==Specific Matchups==&lt;br /&gt;
===Aeolus===&lt;br /&gt;
Aeolus is very strong and he can definitely defeat Triton. However, he needs to be careful when placing his wind as there can be more than one way for Triton to reach a certain square.&lt;br /&gt;
&lt;br /&gt;
===Apollo &amp;amp; Charon===&lt;br /&gt;
It could seem like that if Triton keeps building levels 2 and then moves up directly to the second floor he might be able to get away with it. However, a clever Apollo will just focus on moving to a level 1, and from that point on the game shouldn’t be much complicated. With Charon, things are much more complicated for Triton and he doesn’t seem to stand even a chance.&lt;br /&gt;
&lt;br /&gt;
===Ares===&lt;br /&gt;
This can be a nice try to destroy the perimeter. However, Triton should still be stronger.&lt;br /&gt;
&lt;br /&gt;
===Artemis===&lt;br /&gt;
This is a balanced matchup. Triton is probably stronger, but if Artemis is able to equalize in terms of height the whole board, things might become complicated for Triton.&lt;br /&gt;
&lt;br /&gt;
===Asteria===&lt;br /&gt;
This is an interesting matchup which can be quite balanced. Asteria is able to directly place a dome in those poisonous squares (A3). Still, moving down might give time for Triton to create more threats. In the endgame, Triton proves to be stronger due to easily putting Asteria in zugzwang.&lt;br /&gt;
&lt;br /&gt;
===Atlas===&lt;br /&gt;
Atlas has one goal in this game: dome every single square of the perimeter. Whenever he does it, the game will be lost for Triton. But Atlas has to be very careful about the order he places his domes. He should preferentially start by placing them in the corners or A3 (or equivalent). He still has to be aware of strategies Triton could do in the long run in order to trap himself in a corner. It is possible for Triton to win this matchup, but not if Atlas plays well.&lt;br /&gt;
&lt;br /&gt;
===Charybdis===&lt;br /&gt;
It will be hard for Charybdis to use her power effectively due to Triton being able to reach almost the entire board in every turn. Charybdis can still try her luck in this game.&lt;br /&gt;
&lt;br /&gt;
===Double builders (e.g. Castor &amp;amp; Pollux, Demeter, Hephaestus, Hestia, Prometheus, Terpsichore)===&lt;br /&gt;
The analysis for the double builders cannot be done equally, although I think Triton is superior to most of them!&lt;br /&gt;
&lt;br /&gt;
Terpsichore is the best try against Triton as she can use her workers as domes in the perimeter and still build twice in the same square, which also proves to be useful (she is better in this matchup). Then it comes Prometheus which is a good pick but still needs to play very carefully. Hephaestus and Castor &amp;amp; Pollux can try to win but it won’t be easy (Hephaestus can build a level 2 in A3, which is quite nice, but is that enough?). Hestia and Demeter stand on the bottom of the chain. It will be very difficult to win as any of these gods against Triton, but I still want you to try it so that you can see Triton’s strength.&lt;br /&gt;
&lt;br /&gt;
===Eros===&lt;br /&gt;
Triton will have to defend in the beginning (if not, Eros might win). But after building a certain number of level 2s, Triton will control the game.&lt;br /&gt;
&lt;br /&gt;
===Hades===&lt;br /&gt;
What I like about this matchup is that you pick one of the weakest powers of the game, put it against one of the strongest, and the game is somehow balanced. If played well, Triton is better, but the fact that Triton cannot move down will force him to a complete change of strategy. Hades should start by building (just once is enough) in A3 (or equivalent).&lt;br /&gt;
&lt;br /&gt;
===Hippolyta===&lt;br /&gt;
This can be another try against Triton, but the fact that Triton can stay at the same square most of the time, is very good against Hippolyta and should be enough.&lt;br /&gt;
&lt;br /&gt;
===Hydra===&lt;br /&gt;
Hydra is pretty good in this matchup. Besides being able to cover the whole board, she can use her workers as “domes” in the perimeter. She holds an advantage in this matchup.&lt;br /&gt;
&lt;br /&gt;
===Scylla===&lt;br /&gt;
This monster can try to take the sea from Triton and she might actually be able to do it. Scylla is not as strong as Apollo or Charon, but she is very good to defend and it won’t be easy for Triton to win.&lt;br /&gt;
&lt;br /&gt;
===Siren===&lt;br /&gt;
Who would have thought that Siren could share the ocean with Triton? That’s right, a good Siren player will put up a good fight against Triton. I consider this a balanced matchup, and Triton will likely be the one defending most of the game.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
It is funny how both gods in this matchup love the perimeter. Therefore, the matchup is balanced. Triton will want to dome the corners while Urania will dome A3 (or equivalent).&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
You should be very scared of Triton and it will be very hard to win against him without first destroying a piece of the perimeter. Triton is very strong, but still needs to be handled correctly. This said, you probably need to play some matches with and against him in order to fully recognize his power and try to understand how to beat him.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: S&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerArtemis&amp;diff=18897</id>
		<title>SantoriniPowerArtemis</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerArtemis&amp;diff=18897"/>
		<updated>2023-11-16T22:24:52Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: /* Conclusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Artemis.png]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
At the first glance, her power is so simple that I don’t think she is a good god. However, to all those who have faced Artemis, you should have questioned yourself: how can I win with my opponent being Artemis? With a good positioning of workers, she can just go everywhere on the board and dome your winning position! Moreover, unlike Hermes, her moving power is not confined to moving up and down, so she can move up two levels in one turn. Thus, moving down to the ground is not really a big cost for Artemis, she can simply come back within one turn. So how can we set up for Artemis or to counter her?&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
During your move stage, your worker may move one additional time, but not back to its initial space.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
It happens in your move stage. Moreover, it is a “may” statement, so you can move one time as usual.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
For most of the gods, in the early game, players usually would not build a level-1 next to your worker, or your worker can simply take the advantage by moving up. Some players love to build one space away from the opponent’s worker. However in this case, the opponent can simply move next to the new block and build up to a level-2 (level-2 blocking strategy). Thus, a player would usually build at a space where the opponent’s worker cannot even touch the new block by moving one space. &lt;br /&gt;
&lt;br /&gt;
However, this strategy does not work well on Artemis. In early game, unless both workers of Artemis stay in the corner, no matter where you build, Artemis should be able come and block your path, or even take advantage of your level-1. Thus, using Artemis is like a guaranteed level-1 start: if you cannot take advantage of your opponent’s building, just move one of your workers away from the crowd and set up a new platform (I personally do not recommend this one especially facing good builders. Artemis is not fast enough to move up compared to most of the builders gods), or to use level-2 blocking strategy until you can use your opponent level-1. If your opponent is careful enough to not let you go up to a level-1, you can simply build a level-1 next to the level-2’s area, just after the turn that your opponent did the same. Your opponent may not be brave enough to go up since Artemis must be the faster one to reach level-2. You would find Artemis unstoppable to move to a higher level.&lt;br /&gt;
&lt;br /&gt;
For the opponent of Artemis, I would recommend building a level-1 such that, as long as Artemis reaches that level-1, she needs to build another level-1 for you. For example, having your worker at C4 building at C5. In this case, if Artemis moves up to C5, she needs to build at B5, D5, B4 or D4, which are all accessible by you. Yes this is level-1 forfeiting strategy mentioned in the intro. Moreover, ignoring Artemis and setting up a new platform for winning is still possible against Artemis since she is never a good builder. She cannot show her power without high-rise buildings around, so you may just let her move up without threat.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
It is rare that Artemis is in a disadvantageous position here. In the mid-game, using the similar logic as your early game, you should be able to have at least one of your workers on level-2. If you really played badly in the early game such that both of the workers are grounded, use your super turbo to keep building level-1 next to your opponent’s level-2’s. Your opponent should not be fast enough to block all your way to move up to level-2’s. For example, there are level-2’s on E2 E3 E4, her opponent&#039;s worker on E3 and hers on C3.&lt;br /&gt;
&lt;br /&gt;
[[Image:Artemis-1.png]]&lt;br /&gt;
&lt;br /&gt;
Artemis can move to D2 to build a level-1 on E1. If the opponent builds it up, just move to D4 and build another level-1. Keep moving north and south alternatively and your opponent should finally be outplayed by you, letting you to move up helplessly. Remember that Artemis only requires one turn to come back from the ground. Do not try to leave your opponent and set up some new platform. Artemis is not a good builder and can never catch up with your superior opponent.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
I think this is the weakest stage of Artemis, where domes start to appear, though she is still powerful. As we know, without domes and workers, Artemis should be able to move to anywhere on the board, as long as her worker is in the inner space. Thus, the only way to protect your winning position from Artemis is by domes and your workers. However, if level-2 are everywhere on the board, leaving the crowd and building a far-away level-3 could help Artemis to secure a win.&lt;br /&gt;
&lt;br /&gt;
Thus, as an opponent of Artemis, try to “capture” the corner. Using two workers and a dome is already enough to block Artemis from touching your winning tower. However, in order to defend an Artemis win, you need to separate your workers so that you won’t be left alone by the fast-moving Artemis. Try to dome the level-2 area such that you can lock Artemis in a small area. &lt;br /&gt;
&lt;br /&gt;
As Artemis, try to set up the building such that level-2’s are not only concentrated on one side of the board. In order to utilize your turbo power, a straight rectangular 5x2 level-2 area is better than a square 3x3 level-2 area.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Domers (e.g. Atlas, Selene)===&lt;br /&gt;
Artemis has no solution on opponents&#039; workers blocks, unlike Apollo or Minotaur. Thus, Atlas and Selene can easily corner up a winning position by domes and their workers. Moreover, due to the lack of building power, Artemis is quite vulnerable to a level-2 doming strategy by Domers. However, Artemis could still use her quick moving ability to stay away from Atlas and Selene.&lt;br /&gt;
&lt;br /&gt;
===Hermes===&lt;br /&gt;
I personally like Artemis more. Hermes on the ground is easier to be kept grounded than Artemis, since using Hermes power means not moving up. However, Hermes is able to move further, and even not move or move with both workers. Thus, in the late game where both workers are on level-2, Artemis is not as swift as Hermes does. The winning key is in the early game and mid-game. As long as Artemis did well and was in an advantageous position by the late game, Artemis could easily block most of Hermes&#039;s routes.&lt;br /&gt;
&lt;br /&gt;
===Pan===&lt;br /&gt;
Artemis is super effective on Pan. Pan is vulnerable to level-2 blocking due to his lack of active power. Moreover, as long as level-2 blocking is applied on Pan in the early game. That level-2’s area might become the winning area of Artemis since Artemis only needs only a single turn to rush up the level-2 and even top Santorini.&lt;br /&gt;
&lt;br /&gt;
===Aphrodite===&lt;br /&gt;
Aphrodite cannot do much on Artemis since Artemis can move to wherever, as long as her last move is next to Aphrodite. However, I did lose to Aphrodite using Artemis. The strong Aphrodite player simply separated the two workers, cornering herself at A1, building a level-3 at A2, with a dome at B1 and grounded me at B2. Due to Aphrodite’s power, my closest worker cannot dome her winning position, but needs to move to another Aphrodite’s worker instead. However, it requires a lot of setup and I still think Aphrodite would have a bad time against Artemis.&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is super brutal in early game. As long as he keeps away from you in early game, he can guarantee a win. However, it would be super hard for Poseidon to keep away from Artemis, as she is really a fast mover. Without the “moving up” constraint, a careless Poseidon player could simply forfeit the whole flourishing setup to the hand of Artemis.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Artemis is a very good god for beginners to choose, having an easy-to-understand power. However, it is still a very powerful god. Winning Artemis is usually a long effort and is in the late game. By the late game, having Artemis to move up is unavoidable, but its moving ability is still constrained by the opponent&#039;s workers and domes. As Artemis, place your workers carefully at the end of each turn such that your opponent cannot corner up their winning position. Remember to set up the buildings so that you can utilize the fast-moving ability of Artemis!&lt;br /&gt;
&lt;br /&gt;
Tier ranking: A. &lt;br /&gt;
&lt;br /&gt;
The biggest threat on Artemis are domers. Without good build power, Artemis can have a bad time against domers especially Atlas, where both of his workers can dome Artemis work, and doom her whole game. As its building power is low, try to take advantage of your opponent’s building instead!&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerAtlas&amp;diff=18896</id>
		<title>SantoriniPowerAtlas</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerAtlas&amp;diff=18896"/>
		<updated>2023-11-16T22:22:23Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: /* Conclusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Atlas.png]]&lt;br /&gt;
==Introduction==&lt;br /&gt;
Atlas could be a joke for newbies as some newbies will just keep building domes and finally trap themselves, or someone will just keep building domes and forget to move up for winning. However, it is actually a very formidable god to play against. In early game, as long as one of his workers stays at the center, he can go wherever to block your moving by a dome. When you think you are securing a win in a corner, he just builds a dome from the ground level and blocks your innocent worker. You can simply win by blocking both of the opponent’s workers using Atlas. Moreover, there is a special winning strategy for Atlas, it is to dome one of your workers on an alone island. That means no one can go and block your win. In the following review, we would focus on the normal strategy of Atlas.&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your build stage, (instead of your normal build), your worker may build a dome at any level.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player build&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
I don&#039;t think this explanation is not clear enough. To me, Selene’s and Morpheus power mentioned the sentence “instead of your normal build”, but this isn’t mentioned in Atlas’s power. However, both of Atlas and Selene’s powers are alternative builds. That means if you activate the power, you cannot normally build, but you build with the description instead. Moreover, “at any level” means you can simply place a dome on ground, level-1, level-2 or level-3.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Atlas is neither a good builder nor a good mover. If you want to simply keep building and moving up without any interaction with your opponent, Atlas could be a bad choice. Thus in the early game, you should always have at least one worker around your opponent (and at best only one). If the opponent is already on level-1, you can ignore the level-1 they recently built. It would not be a big threat and you should grab this chance to move up another worker. Yet, try to dome the level-2 your opponent builds. The reason behind is, doming a level-2 is simply wasting your opponent two building turns, but doming a level-1 is actually using your own single turn to waste one turn of your opponent. &lt;br /&gt;
&lt;br /&gt;
Moreover, keep an eye on the cornered worker, Atlas can easily trap a cornered worker by doming ONLY 3 SPACES. With this corner-blocking skill, your smart opponent would try to keep away from corners. Thus, Atlas is actually the best user of corner-winning strategy. Your opponent would be less willing to reach a corner to block your way.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
It depends on the situation of the game, if you are on the disadvantageous position, where both of your workers are still on ground level, try to block the way of your opponent’s level-2 worker. You may be able to force him to move down by blocking all other possible routes, and so the game will be back to a situation like the early game. If you are in a 50-50 situation, try to keep one of your workers around the opponent’s mover, not letting them build more level-2 and hence they may just need to move down to create a new platform for winning. During these blocking, remember to keep the momentum of your other worker to move up! Do not let your workers both on the ground in the late game! If you are in an advantageous position, Atlas’s skill could easily secure your win. You can dome all opponent’s ways to block your win and corner-up your winning position.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
If both of your workers are still on ground level… GG, since your opponent could easily use level-2 to corner up their winning position. If at least one of your workers stays with the opponent, Atlas skill could become handy here. In late game, sometimes our moves are confined by the “MUST move and build” rule. Some moves in the late game would force us to build a level-3 for the opponent and guarantee a loss. Atlas will not encounter this problem because he can simply build a dome instead of a level-3. In the late game, try to use domes to force your opponent to make some unwanted moves.&lt;br /&gt;
&lt;br /&gt;
===Another Amazing Strategy===&lt;br /&gt;
Now this is a different strategy, but this is what I like to do and for me, I always win doing this. If you do this correctly, no one will be able to beat you. What I do is pretty much only build domes. For me, since Atlas is not a good builder, there is no point in building normal blocks because that wastes his power. I like to win by trapping both opponents so they can’t move anywhere. The way I do this is start by doming one of the corners. Then, from there, I build one or two more domes in a line on the perimeter spaces from that corner. The reason I like to start at the corners is because I don’t want to put all of these domes down and then have a bunch of little spots where opponents can sneak into and I can’t block them. So, once I get 2 or 3 in a row from the corner on a perimeter space, I start doing that from another corner. As said before, don’t dome a level 1 unless it is a necessity.&lt;br /&gt;
&lt;br /&gt;
Now, only dome level 2’s. This will give you time at the beginning of the game to build on perimeter spaces. It is very important to keep as many domes as possible at first on the perimeter spaces. If a level 2 is in the middle, if possible, don’t even dome it. Wait until they either build a level 3 or you have to because they will block you otherwise. Once an opponent worker moves into a perimeter space, try not to let them out. You can do this by moving one of your workers adjacent to the opponent worker in the perimeter spaces, then if there is an open middle space that that worker can access, dome it so the worker has to stay in perimeter spaces. Keep following that worker until you trap them by not letting them into the middle and eventually closing off all ends. Then, when you move away, dome where you just left so they can’t escape.&lt;br /&gt;
&lt;br /&gt;
I like to try and trap 1 opponent early game so I don’t have to worry about 2 later on. Then, just focus on doming the outside of the space that is left, until there are 4 spaces left. When it is your turn, dome one of the spaces. No one can move anymore, but since it is their turn, you win.&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Good builders (e.g. Demeter, Terpsichore, Castor &amp;amp; Pollux, Prometheus, Hestia, Morpheus, Poseidon)===&lt;br /&gt;
A good player should never corner yourself against Atlas, hence your winning position is usually in the inner space instead. Demeter and Hestia are good builders even in the inner space. Recall the level-2 blocking strategy from Atlas? Atlas cannot perform this strategy well on Demeter because Demeter can simply set up a two-way for herself to move up to level-2. &lt;br /&gt;
&lt;br /&gt;
For Atlas, facing this two-way situation, think deeper and dome the level-2 that favours your opponent more. For example, Demeter moves up to a level-1 E2 and builds two level-2 on E1 and E3. Blocking E3 would be a good choice since Demeter would then move up to a corner space if she really wants to move up, which then makes her vulnerable to corner-trapping. Do not try to ignore the opponent’s mover. You are never faster than a good builder.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Atlas cannot easily block her but may block himself instead. Urania is not vulnerable to corner-trapping and pausing the momentum of Urania would be a very hard work for Atlas.&lt;br /&gt;
For Atlas, use your domes wisely. Be more careful for the position of your worker. Always keeping a worker at the center may help you to block all possible routes for Urania to move up. A ridiculous strategy could come handy: block every perimeter space and Urania’s power would become useless.&lt;br /&gt;
&lt;br /&gt;
===Chronus===&lt;br /&gt;
Chronus would be overwhelmed by Atlas&#039;s ability. When using Chronus against Atlas, just play as if you do not have any power, since Atlas can simply build domes everywhere, shutting down the possibilities to build 5 complete towers on the board. I don’t really recommend this matchup in tournament setup. Avoid it.&lt;br /&gt;
&lt;br /&gt;
===Zeus===&lt;br /&gt;
Matchup against Zeus could be quite different. It is hard to block Zeus from going to level-2, so the level-2 blocking strategy by Atlas is no longer useful. &lt;br /&gt;
&lt;br /&gt;
For Atlas, as you can’t really block Zeus from moving up to level-2, you can just let Zeus stay on level-2. However, it is still useful to dome a level-2 or a level-3 as it is using a single turn to destroy what your opponent has done in several turns.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Atlas’ domes should never be a joke, but a nightmare to your opponent. Keep your worker at the best position so that you can block every of your opponent’s best moves. Remember that his ability is useful in all stages of the game, so you need to be very careful on every dome to be created.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: B. &lt;br /&gt;
&lt;br /&gt;
Atlas is useful on most of the matchup and there is no perfect counter on Atlas. Choosing Atlas from the two gods available is never a bad choice for you!&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=18895</id>
		<title>SantoriniPowerApollo</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerApollo&amp;diff=18895"/>
		<updated>2023-11-16T22:17:32Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: /* Conclusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Santorini-Apollo.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Apollo seems dumb to beginners at first. What is useful with a god that can only swap places with others? However, the truth is not like what it seems. This is because he can steal advantages from opponents and give his disadvantages to them, leaving their innocent workers in despair. In the following review, we will see when the swaps should be used, and if done correctly, Apollo is in my opinion the strongest power in santorini!&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
In your move stage, your worker may move into your opponent worker’s space by forcing their workers to the space yours just vacated.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Player move/Opponent forcing&lt;br /&gt;
&lt;br /&gt;
===Explanation===&lt;br /&gt;
It happens during your move turn. This skill only applies when you can move to that space without that worker. Thus, you can’t move to a level-2 from ground by using this skill.&lt;br /&gt;
&lt;br /&gt;
==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
Apollo’s power is the most significant during the early game. In early game, everyone wants to at least move one worker to level-1. However, simply putting Apollo’s worker next to a level-1 would threaten your opponent not to move up. If your opponent does move up, Apollo can pull him off by swapping with him by a grounded worker. By doing this, your opponent simply wastes a single turn and would have built some block that favours your moved worker. Therefore, a smart opponent would not move up in this case. Instead, they may keep moving away from Apollo’s workers. Thus, in the early game, try to keep both of your workers next to your opponent. Do not apply no-interaction strategy, your opponent would be happy to have you not being next to him. Under no-interaction strategy, you lose Apollo’s power and may easily lose this game. Apollo is never faster than a good mover or a good builder.&lt;br /&gt;
&lt;br /&gt;
Do not forget that your threat of pulling opponents off the level will no longer exist if your worker is on a higher level, so don’t be too greedy in going up at first. Wherever you go up, you should guarantee yourself to be able to move up to a level-2. Therefore, the early game against Apollo is usually a bunch of level-1 on the board, with both players waiting for the others to go up.&lt;br /&gt;
&lt;br /&gt;
===Mid Game===&lt;br /&gt;
If Apollo is in a disadvantageous position, it would be very hard to come back since the opponent can just ground your worker and keep setting up. Apollo’s skill becomes nothing when its workers are kept away from the opponent, so remember to do better in the early game. If Apollo is in a 50-50 situation, with workers staying with the opponent’s, it could be hard for the opponent to fight against you. Since moving up to a level-2 is again a threat due to the swapping power, while leaving this area to find a better platform for winning would bring your opponent in a disadvantageous position. Thus, a 50-50 situation in mid-game is in fact very good for Apollo to set up. If Apollo is in an advantageous position, the power of Apollo actually doesn’t really matter, since you can just ground your opponent carefully and create the best condition for your win.&lt;br /&gt;
&lt;br /&gt;
===Late Game===&lt;br /&gt;
Apollo’s power is also unstoppable in the late game. For example, there are all level-2’s on the 3x3 space on the bottom right corner. Apollo’s workers are on C3 and E2, while the opponent workers are on D2 and E3. Normally it would be hard for you to win since the opponent is standing at the center of all level-2’s, that is, your opponent can always move up to the level-3 you newly built. However, Apollos can simply swap the worker at C3 and D2, and secure a win by building at the corner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Apollo-1.png]]&lt;br /&gt;
&lt;br /&gt;
Thus, your opponent would feel it hard to stop you from cornering up the winning position. Other than this, your opponent would also feel very challenging to corner up their winning position. Using the same example setup with Apollo’s workers at C3 and D3, while opponent’s workers at D2 and E2, with a level-3 at the corner. In this case, Apollo can dome the winning position by swapping with the D2 worker. Thus, Apollo is very powerful in the late game, in both attacking and defensive ways.&lt;br /&gt;
&lt;br /&gt;
[[Image:Apollo-2.png]]&lt;br /&gt;
&lt;br /&gt;
==Specific Matchup==&lt;br /&gt;
===Minotaur===&lt;br /&gt;
This would be a fun matchup. Both of the gods are waiting for the opponent to move up so that they can pull the opponent off a higher level. In the late game, the winning strategy mentioned above can no longer work on Minotaur since Minotaur movement is hard to be blocked. Anyway, Apollo has an advantage since his movement is more flexable and useable than Minotaur.&lt;br /&gt;
&lt;br /&gt;
===Charon===&lt;br /&gt;
In my opinion, Charon dominates the power of Apollo. There is a very small chance that Charon is worse than Apollo, with forcing the opponent to move TWO spaces instead of only ONE for Apollo (There is a chance that Charon cannot ferry the opponent but Apollo can swap, esp. in very late game where domes are everywhere). Moreover, in the early game, Apollo’s threatening ability can no longer work on Charon. Charon can still move up to a level-1, since Apollo’s swapping power would keep his worker neighbouring Charon’s worker at the start of Charon’s turn, and hence Charon would just throw him away to a deserted place on the board and further move away from Apollo. Apollo can never be able to catch up with Charon in this case. Thus, try to avoid this matchup or Apollo would have a very hard time.&lt;br /&gt;
&lt;br /&gt;
===Medusa===&lt;br /&gt;
Not a big threat to Apollo but Apollo’s threatening strategy can no longer apply on Medusa. Waiting an opponent to go up to a higher level will kill your worker instead!&lt;br /&gt;
&lt;br /&gt;
===Poseidon===&lt;br /&gt;
Poseidon is a very brutal god in Santorini. However, Apollo’s threatening strategy works very well on Poseidon. Poseidon’s flourishing set up would become your favour if you swap your position with him! Moreover, swapping with Poseidon’s grounded worker could destroy his whole winning plan.&lt;br /&gt;
&lt;br /&gt;
===Good jumpers (e.g. Artemis, Triton, Pegasus, Iris)===&lt;br /&gt;
They can easily move away from Apollo, by simply going up from the ground to a level 2. This would leave poor Apollo on the ground without any usable power.&lt;br /&gt;
&lt;br /&gt;
===Urania===&lt;br /&gt;
Apollo’s early game strategy is to stick with your opponent, but sticking with Urania would be a very hard job for Apollo. The game may simply become Apollo watching the intelligent Urania going up to the level-3 unstoppably.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Apollo’s power is very useful in both early game and late game, only if Apollo’s workers stick with the opponent’s. Thus, using Apollo is a game of how to stay with your opponent while moving up with them.&lt;br /&gt;
&lt;br /&gt;
Tier ranking: S.&lt;br /&gt;
&lt;br /&gt;
Apollo could have a very hard time against jumper gods, and Charon. However, as long as the opponent is not using some good counter on Apollo, Apollo can always prove his mighty power throughout every stage of the game.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerCharon&amp;diff=18892</id>
		<title>SantoriniPowerCharon</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=SantoriniPowerCharon&amp;diff=18892"/>
		<updated>2023-11-16T12:40:01Z</updated>

		<summary type="html">&lt;p&gt;TigerKungFu: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Charon.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Charon is thought to be unimportant in Greek mythology, being just a ferryman on the river Styx. However, without him, the underworld will probably be in chaos. Here, just like his role in the underworld, Charon also seems pretty harmless to beginners. But I can tell you he is really useful, being able to steal wins from opponents! So how do we harness his power to reign the world of Santorini?&lt;br /&gt;
&lt;br /&gt;
===God Power===&lt;br /&gt;
Before your Worker moves, you may force a neighboring opponent worker to the space directly on the other side of your worker, if that space is unoccupied.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
Opponent forcing&lt;br /&gt;
&lt;br /&gt;
===Explaination===&lt;br /&gt;
Charon can only use his ability before he moves, not after. Moreover, the ability of Charon is to force (and not move), therefore being forced to level 3 doesn’t imply a win.&lt;br /&gt;
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==Game Strategies==&lt;br /&gt;
===Early Game===&lt;br /&gt;
At the beginning of the game, Charon might not seem very good. In order for Charon to be effective, you need to stay close to your opponent (just as Apollo), and preferably in central squares (this way it is easier to use the Charon’s ability). You can start by building in the perimeter without worrying if your opponent moves there, because you can just force him out of there. You can try to build the following formation:&lt;br /&gt;
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[[Image:Charon-1.jpeg|800px]]&lt;br /&gt;
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This way, if the opponent moves to the central square C3, Charon can force him into a terrible position (the corner), by forcing C3 &amp;gt; E5, and then building in D4. And if this wasn’t bad enough, the opponent also gets trapped in the corner. This is an optimal situation, but just to give you an idea of why you might want to avoid building in the corners. But don’t get me wrong, building in the corners can also favor Charon, since there are a lot of strategies you could try.&lt;br /&gt;
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===Mid Game===&lt;br /&gt;
This is probably the phase in which Charon becomes stronger. Your opponent might be trying to create his own threats but similar to Apollo, you not only can ruin his plan, but also get advantage of what he has done. Consider the following example:&lt;br /&gt;
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[[Image:Charon-2.jpeg|800px]]&lt;br /&gt;
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Due to the great position of Charon’s workers, he has nothing to worry about. The opponent might foolishly moves his worker to e4 and threaten to win on e3, yet Charon can calmly replies by throwing it to c2, move up and make a double attack! Then the game is over. Not only did the opponent’s attempt to win fail, but it also provided a win for Charon. How annoying is this? &lt;br /&gt;
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But in order to emphasise the importance of the location of Charon’s workers, consider the following position, which is similar, but Charon has his workers badly placed:&lt;br /&gt;
&lt;br /&gt;
[[Image:Charon-3.jpeg|800px]]&lt;br /&gt;
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The A3 worker is still able to defend the lower left corner, but the same cannot be said about the E3 worker. The opponent wins by first building on e2 (forcing Charon to move to d2) then on d5. Here, Apollo would still be able to hold this position on the right side, but maybe not on the left one. Therefore, you can see the differences between Charon and Apollo.&lt;br /&gt;
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===Late Game===&lt;br /&gt;
If you were able to reach this phase of the game against Charon, congratulations. But jokes aside, this is the time where Charon weakens, although he is still very strong. Similar to some gods, the presence of domes affects Charon’s ability. He becomes weaker with more domes on the board (unlike Apollo, which becomes stronger). So this might just be the way to try to defeat Charon: since it is hard to create winning attacks, you can try to slowly weaken him. I can tell you right away that this won’t be easy, but it might be your only chance.&lt;br /&gt;
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==Specific Matchups==&lt;br /&gt;
===Aphrodite===&lt;br /&gt;
Aphrodite might be able to put up a fight against Charon, but the fact that Charon is able to “control” where Aphrodite has her workers, this will be a different game for her and she will have a hard time.&lt;br /&gt;
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===Apollo===&lt;br /&gt;
I consider Charon to be the ONLY power who has a clear upper hand against Apollo. Apollo wants to stay close to his opponent, but this will be very hard against Charon. Apollo’s only hope would be to play in the corners, but if Charon doesn’t mess up, he will never lose. &lt;br /&gt;
You saw that throughout this section, I compared Apollo and Charon several times. That is because their abilities look alike. The difference is that it might be easier for Apollo to use his ability but it might be more destructive for Charon to use it. In this matchup Charon is clearly better, but overall is hard to tell which god is stronger...&lt;br /&gt;
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===Bia===&lt;br /&gt;
This is a funny one since Charon’s ability should sometimes be avoided since it would give Bia the kill. But if for some reason, Charon loses a worker, Charon should still be stronger, assuming there are enough blocks on the board. Then, isn’t he hilariously powerful? &lt;br /&gt;
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===Domers (e.g. Asteria, Atlas, Selene)===&lt;br /&gt;
The more domes there are, the harder it is for Charon to use his power. But in this case, it is very difficult for the domers to dome the board without losing first. I still think Charon holds the upper hand.&lt;br /&gt;
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===Clio===&lt;br /&gt;
Recall that Clio’s coins are seen by Charon as domes. In particular, Charon cannot force any workers from or to there. This means that, if Clio plays wisely, she will have at least 3 safe squares. Therefore, Clio might be a good choice to defeat Charon.&lt;br /&gt;
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===Double builders (e.g. Demeter, excluding Terpsichore)===&lt;br /&gt;
These ones are tricky because, just as with Apollo, you will wonder how Charon possibly trumps over these gods. Well, I hate to be the one to tell you the bad news, but Charon is in fact better.  The case with Terpsichore is slightly different, since by moving both workers, she might be able to create several threats, though she also needs to be careful not to get trapped.&lt;br /&gt;
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===Hypnus===&lt;br /&gt;
This could be a balanced game as Hypnus restricts Charon’s ability in many ways. I would even dare to say that with correct play Hypnus might beat Charon.&lt;br /&gt;
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===Morpheus===&lt;br /&gt;
It won’t be easy for Morpheus to play against Charon, i.e., Charon is a good counter for Morpheus.&lt;br /&gt;
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===Poseidon===&lt;br /&gt;
Another very strong god which doesn’t scare Charon. Of course I’m exaggerating, but this matchup turns out to be balanced with a slight edge for Charon since he can just throw Poseidon’s grounded worker up and destroy his whole setup.&lt;br /&gt;
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===Triton===&lt;br /&gt;
Triton is also one of the strongest powers of the game. How does Charon cope with it? Quite well I would say, with chances to both sides.&lt;br /&gt;
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===Urania===&lt;br /&gt;
An interesting matchup in which Charon cannot take advantage of Urania’s threats (if she carefully uses her ability), so Charon might have a hard time defending all of Urania’s threats on corners of the board.&lt;br /&gt;
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==Conclusion==&lt;br /&gt;
In conclusion, you have every reason to fear Charon and there is, as far as I know, not a clear way of how to beat Charon. His power seems harmless, but it is incredibly powerful. He is one of the strongest gods of the game.&lt;br /&gt;
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Tier ranking: S&lt;br /&gt;
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Charon is one of the gods that are overlooked, but very useful. Choosing him is usually the right choice unless Urania is one of the choices.&lt;/div&gt;</summary>
		<author><name>TigerKungFu</name></author>
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