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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tricky+Warlord</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-21T21:41:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28213</id>
		<title>Gamehelpconcordia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpconcordia&amp;diff=28213"/>
		<updated>2026-01-22T13:53:00Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: Added descriptions of personality cards + costs of build with architect, so information is available without having to look at rulebook.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;B&amp;gt;Game flow&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
A player’s turn consists of playing 1 card from their hand of un-played personality cards and executing the action(s) on the card. All played cards form a personal discard pile, showing only the last card played. &lt;br /&gt;
&lt;br /&gt;
====== Personality cards ======&lt;br /&gt;
Tribune - With the Tribune, a player takes back ALL cards from their personal discard and receive 1 sestertius coin for cards returned beyond three. They may also build one additional colonist for one food + one tool.&lt;br /&gt;
&lt;br /&gt;
Architect - Move colonists, total moves based on number of colonists.  May build houses adjacent to colonists - cost 1 food in brick city, or one brick + one good of city type in other cities.  Coin cost: Brick = 1, Food = 2, Tool = 3, Wine = 4, Cloth = 5. Cost is multiplied by final number of houses which will be in the city.&lt;br /&gt;
&lt;br /&gt;
Prefect - Produce goods in a province and flip token to coin side, or collect the cash bonus (total of all coins shown on previously produced locations, which are then reset).&lt;br /&gt;
&lt;br /&gt;
Colonist - Either build new colonists for 1 food + 1 tool, or collect 5 coin + 1 coin per player colonist.&lt;br /&gt;
&lt;br /&gt;
Mercator - get the specified number of coins, then you may buy or sell up to two types of goods at prices shown on the storehouse board.&lt;br /&gt;
&lt;br /&gt;
Diplomat - execute the top card of another player&#039;s discard pile.&lt;br /&gt;
&lt;br /&gt;
Senator - Buy cards, at cost of goods shown in red field of card, + what is shown under card on the game board.  &lt;br /&gt;
&lt;br /&gt;
Consul - buy one card for just the cost shown in red field of card.&lt;br /&gt;
&lt;br /&gt;
Specialists - produce goods as directed, one per house of that good type across all locations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Game end&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game end is triggered after either a player purchases the last card from the display, or after any one player builds their 15th house. In either case, this player is awarded the CONCORDIA (worth 7 additional VP) card for triggering the Game End condition.&lt;br /&gt;
&lt;br /&gt;
Now all OTHER players execute their final turn and ALL players tally their final victory points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Scoring victory points&amp;lt;/B&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Each player scores victory points for EACH card with the respective god, including the those from their discard pile. &lt;br /&gt;
&lt;br /&gt;
VESTA: The value of all goods in the storehouse (usual price as depicted) is added to the cash money. Then the player receives 1 VP per full 10 sestertii, any fractions are ignored. &lt;br /&gt;
&lt;br /&gt;
JUPITER: For each house inside a non-brick city the player receives 1 VP. (max. 15 VP) &lt;br /&gt;
&lt;br /&gt;
SATURNUS: For each province with at least one of their houses the player receives 1 VP. (Imperium max. 12 VP, Italia max. 11 VP) &lt;br /&gt;
&lt;br /&gt;
MERCURIUS: For each type of goods that the player produces with their houses, they receives 2 VP. (max. 10 VP) &lt;br /&gt;
&lt;br /&gt;
MARS: For each of the players colonists on the game board the player receives 2 VP. (max. 12 VP) &lt;br /&gt;
&lt;br /&gt;
MINERVA: For each city of the related city type the player receives a certain number of VP as depicted on the specialist’s card.&lt;br /&gt;
&lt;br /&gt;
CONCORDIA: 7 VP.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcitadels&amp;diff=18331</id>
		<title>Gamehelpcitadels</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcitadels&amp;diff=18331"/>
		<updated>2023-10-11T10:41:59Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: Added some clarification around character cards vs district cards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gameplay==&lt;br /&gt;
* Each player starts with 2 gold and 4 district cards.&lt;br /&gt;
* At the start of each round, the crowned player place 0-2 faceup character cards and 1 facedown character card on the table.  These are out of play for the round. &lt;br /&gt;
* Starting with the crowned player, each player secretly chooses a character card. The last player, if with 7 players, also may choose the facedown card.&lt;br /&gt;
* The crowned player calls each rank, from lowest to highest. If someone has the called rank, they must reveal it and take their turn.&lt;br /&gt;
* During your turn, you must first gather either 2 gold or keep 1 district card from a draw of 2.&lt;br /&gt;
* Then, you may use your character ability and may build a district from your hand, paying its cost.&lt;br /&gt;
* Districts have 5 types: noble, religious, trade, military and unique. Unique districts have abilities.&lt;br /&gt;
* After all characters are called, a new round is started.&lt;br /&gt;
* If a city has 7 districts, it is completed: districts in it cannot be destroyed.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
* When a player builds their 7th district, it is the last round.&lt;br /&gt;
* Players score 1 point for each gold in their districts’ building costs.&lt;br /&gt;
* Players also score 3 points if they have 1 of each type, 2 points for finishing their cities, and 2 points for the first to do so.&lt;br /&gt;
* The player with the most points wins. If there is a tie, the tied player with the highest rank in the last round wins.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Setups: There are 5 scenarios beside the default one. Players can also randomise or choose the characters and unique districts.&lt;br /&gt;
&lt;br /&gt;
===2 or 3 Players===&lt;br /&gt;
* If there are 3 players, you must use rank 9 characters.&lt;br /&gt;
* Each player gets 2 characters in each round.&lt;br /&gt;
* The game ends when a player build their 8th district instead.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=13125</id>
		<title>Gamehelpgreatwesterntrail</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=13125"/>
		<updated>2022-05-09T16:27:53Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Great Western Trail, you&#039;ll play the role of mid-1800&#039;s-era ranchers traversing the American west in order to trade cattle and develop the area leading west. You&#039;ll do this by moving along the trail, taking an action related to the space you end up, and restocking your cattle. Periodically you&#039;ll arrive at Kansas City to make a bigger trade and develop your abilities even further. This is a game containing a mix of deck building, tile placement, and engine development. Players earn points based on their cards, buildings placed, the deliveries made, how far their train can reach, and various other measures. The player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
The central board and the area immediately around it consists of:&lt;br /&gt;
* The game map, with the trail itself appearing as a dotted line.&lt;br /&gt;
* Various buildings showing the different actions that can be taken. Gray buildings are neutral and can be used by all players. Buildings of a specific player color can only be used by that player. Square outlines are spaces that can be built on by a player later. Other tokens are hazards and require a money cost to move through.&lt;br /&gt;
* The delivery track, along the top edge of the board. As you complete the trail, you can place discs on here for points and other bonuses (or penalties).&lt;br /&gt;
* The train station, appearing just under the delivery track and continuing along the right edge of the board. You can upgrade the stations along this for additional points and bonuses.&lt;br /&gt;
* The worker market, along the left side of the board. This shows the workers available for hire. It also shows the approximate game progress - if the marker along the right side of it is scrolled off the board, the game will end shortly after.&lt;br /&gt;
* The cattle market, shown under the board. This allows you to purchase more cattle.&lt;br /&gt;
* The objective display, shown under that. This allows you to pick up new objectives.&lt;br /&gt;
&lt;br /&gt;
Each player has their own board, which also shows:&lt;br /&gt;
* The overall turn structure, shown along the top of the board. This shows your movement, actions, and cleanup parameters, which can be upgraded as the game proceeds.&lt;br /&gt;
* Auxiliary actions, shown on the left side of this board. These show various actions you can take - if the disc next to the action has been removed, you can take this action.&lt;br /&gt;
* Your workers, in the center of your board. The number of cowboys, craftsmen, and engineers are shown here, along with bonuses for hiring these workers.&lt;br /&gt;
* Your certificates, represented by ribbons along the right side of your board. These can be spent in order to get a higher value hand.&lt;br /&gt;
* Your buildings still left to build, represented by tiles of your player color.&lt;br /&gt;
* Your cattle cards. These can be spent on various actions for money, or taken to the end of the trail for a delivery.&lt;br /&gt;
* Your objectives. You can complete these for extra points.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
A turn of Great Western Trail consists of three phases: a movement phase, an action phase, and a cleanup phase, performed in that order. So in general, you will move some number of spaces, take an action related to where you moved to, and replenish any spent cards during your turn.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
During your movement phase, you can move up to your movement rating, which is listed on your player board. You don&#039;t have to move all of your allotted movement, but you do have to move at least once. You can only move forward along the trail, never backwards. One move consists of touching any building or token on the board - moving through empty space is free.&lt;br /&gt;
&lt;br /&gt;
Some spaces have a toll to cross, represented by a hand symbol. If you touch here, you must pay money - if it&#039;s a hazard on the board, you pay to the general supply, but if it&#039;s from another player&#039;s building, you pay them the money. However, if you don&#039;t have enough money, you just pay what you can and move ahead.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
If you ended your movement on a neutral building or one of your color, you can take actions for the spaces you are currently on. Alternatively, you can also take one of the auxiliary actions on your player board.&lt;br /&gt;
&lt;br /&gt;
==== Auxiliary Actions ====&lt;br /&gt;
&lt;br /&gt;
These actions can be taken regardless of where you stop on the board, and can sometimes be taken as part of another building&#039;s action, frequently as a double action (i.e. take the same action twice). However, these need to be unlocked as the game progresses (the first two of these start the game unlocked).&lt;br /&gt;
- Gain 1 coin.&lt;br /&gt;
- Draw a card from your deck, then discard a card.&lt;br /&gt;
- Pay 1 coin and move your train back one space to gain 1 certificate.&lt;br /&gt;
- Pay 1 coin to advance your train 1 space.&lt;br /&gt;
- Move your train back one space to permanently remove one of your cards from the game.&lt;br /&gt;
&lt;br /&gt;
==== Building Actions ====&lt;br /&gt;
&lt;br /&gt;
These are some of the common building actions. Note that all of these actions are optional and can be performed in any order.&lt;br /&gt;
* Discard a card for money. The tile will tell you which cards to discard and how much you will receive for it.&lt;br /&gt;
&lt;br /&gt;
* Go to the cattle market. &lt;br /&gt;
** For each cowboy you have, you can take a certain number of actions - these actions are listed along the bottom of the board. &lt;br /&gt;
** In general, you can use some number of cowboys to acquire a card of a certain number at a specific cost. &lt;br /&gt;
** When you buy a card, it goes to your discard pile (where it will return to your draw pile once you have run out of cards to draw). &lt;br /&gt;
** You may use these available cowboys in any combination of purchases, including taking the same purchase action twice. &lt;br /&gt;
** You can also use 1 cowboy to add 2 more cards to the cattle market. Note that you will earn points just for having these cows in your deck.&lt;br /&gt;
&lt;br /&gt;
* Build a building. &lt;br /&gt;
** Buildings are restricted based on the number of craftsmen available. &lt;br /&gt;
** Each building will tell you how many craftsmen are required, and for each craftsmen used this way, you will spend 2 coins. &lt;br /&gt;
** Alternatively, you may remodel an existing building by paying the difference in craftsmen, but the old building is permanently lost. &lt;br /&gt;
** Note that you will earn points just for having buildings on the map.&lt;br /&gt;
&lt;br /&gt;
* Move your train. &lt;br /&gt;
** When you move your train, skip over any occupied spaces (this also applies if you ever have to move your train backwards). &lt;br /&gt;
** Some of these actions will be dependent on the number of engineers. You can also use these to move to the stations - if you end your movement there, you can pay to place a disc on the station, gaining points and another ability. &lt;br /&gt;
** You can also trade a worker for the stationmaster tile, also gaining a one-time bonus and some conditional victory points.&lt;br /&gt;
&lt;br /&gt;
* Hire more workers. &lt;br /&gt;
** The cost to hire is based on which row the worker is placed on. &lt;br /&gt;
** Only workers above the round marker are available. &lt;br /&gt;
** If hiring a worker covers an action on your board, immediately perform that action if able. &lt;br /&gt;
** Workers in the 5th and 6th column of your board are worth extra points.&lt;br /&gt;
&lt;br /&gt;
* Trade with the natives/outlaws. &lt;br /&gt;
** Pick up the native/outlaw tile and gain coins based on its position.&lt;br /&gt;
&lt;br /&gt;
* Clear a hazard. &lt;br /&gt;
** Pay money, then pick up the hazard tile. &lt;br /&gt;
** These will also award points at the end of the game.&lt;br /&gt;
&lt;br /&gt;
* Take auxiliary actions. &lt;br /&gt;
** These will let you take any of your unlocked auxiliary actions, usually twice.&lt;br /&gt;
&lt;br /&gt;
Other similar actions may exist on your building tiles.&lt;br /&gt;
&lt;br /&gt;
==== Actions in Kansas City ====&lt;br /&gt;
&lt;br /&gt;
If you end your move in Kansas City, instead take the following actions:&lt;br /&gt;
# Add one tile from each of the three columns to the board. These will contain hazards and workers.&lt;br /&gt;
# Discard your hand. Gain coins equal to its numerical value, but ignore any duplicate cards - only unique cows are worth anything here! You may also spend certificates to add to this value.&lt;br /&gt;
# Place one of your discs on a delivery space up to the value you received in the previous step. &lt;br /&gt;
## These discs will unlock auxiliary actions or improve your movement, hand size, or maximum certificate. &lt;br /&gt;
## If there are any train crossings between your train and the space you&#039;re placing a disc, pay 1 coin for each of these. &lt;br /&gt;
## Note that the white bordered disc spaces can only accept white bordered discs (unless none are available), but black bordered spaces, which usually unlock stronger abilities, can accept either type of disc.&lt;br /&gt;
# Return your player marker to the start of the trail.&lt;br /&gt;
&lt;br /&gt;
==== Cleanup ====&lt;br /&gt;
&lt;br /&gt;
During the cleanup phase, draw until you have 4 cards in hand (potentially more if you&#039;ve removed the discs to increase your hand size). Any cards that were previously in your hand are kept.&lt;br /&gt;
&lt;br /&gt;
==== End Game ====&lt;br /&gt;
&lt;br /&gt;
End game is triggered when a player places a worker tile onto the last space of the job market, moving the job market token off the bottom of the market.   They finish their turn, and each other player has a last turn.  &lt;br /&gt;
&lt;br /&gt;
Then scoring takes place:&lt;br /&gt;
&lt;br /&gt;
*1 VP per 5 dollars&lt;br /&gt;
&lt;br /&gt;
*VP from tiles on the board&lt;br /&gt;
&lt;br /&gt;
*VP from disks on the city crests&lt;br /&gt;
&lt;br /&gt;
*VP next to train stations with disks on&lt;br /&gt;
&lt;br /&gt;
*VP from hazard tiles&lt;br /&gt;
&lt;br /&gt;
*VP from all cattle cards with VP&#039;s on&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from all objectives in the deck, moving them to personal objective area. &lt;br /&gt;
 &lt;br /&gt;
*Subtract VP&#039;s from unfulfilled objectives&lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from station master tiles. &lt;br /&gt;
&lt;br /&gt;
*VP&#039;s from workers in 5th or 6th row&lt;br /&gt;
&lt;br /&gt;
*VP from certain locations on the player card&lt;br /&gt;
&lt;br /&gt;
*2 VP for the job market token.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=13124</id>
		<title>Gamehelpgreatwesterntrail</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=13124"/>
		<updated>2022-05-09T16:24:44Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Great Western Trail, you&#039;ll play the role of mid-1800&#039;s-era ranchers traversing the American west in order to trade cattle and develop the area leading west. You&#039;ll do this by moving along the trail, taking an action related to the space you end up, and restocking your cattle. Periodically you&#039;ll arrive at Kansas City to make a bigger trade and develop your abilities even further. This is a game containing a mix of deck building, tile placement, and engine development. Players earn points based on their cards, buildings placed, the deliveries made, how far their train can reach, and various other measures. The player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
The central board and the area immediately around it consists of:&lt;br /&gt;
* The game map, with the trail itself appearing as a dotted line.&lt;br /&gt;
* Various buildings showing the different actions that can be taken. Gray buildings are neutral and can be used by all players. Buildings of a specific player color can only be used by that player. Square outlines are spaces that can be built on by a player later. Other tokens are hazards and require a money cost to move through.&lt;br /&gt;
* The delivery track, along the top edge of the board. As you complete the trail, you can place discs on here for points and other bonuses (or penalties).&lt;br /&gt;
* The train station, appearing just under the delivery track and continuing along the right edge of the board. You can upgrade the stations along this for additional points and bonuses.&lt;br /&gt;
* The worker market, along the left side of the board. This shows the workers available for hire. It also shows the approximate game progress - if the marker along the right side of it is scrolled off the board, the game will end shortly after.&lt;br /&gt;
* The cattle market, shown under the board. This allows you to purchase more cattle.&lt;br /&gt;
* The objective display, shown under that. This allows you to pick up new objectives.&lt;br /&gt;
&lt;br /&gt;
Each player has their own board, which also shows:&lt;br /&gt;
* The overall turn structure, shown along the top of the board. This shows your movement, actions, and cleanup parameters, which can be upgraded as the game proceeds.&lt;br /&gt;
* Auxiliary actions, shown on the left side of this board. These show various actions you can take - if the disc next to the action has been removed, you can take this action.&lt;br /&gt;
* Your workers, in the center of your board. The number of cowboys, craftsmen, and engineers are shown here, along with bonuses for hiring these workers.&lt;br /&gt;
* Your certificates, represented by ribbons along the right side of your board. These can be spent in order to get a higher value hand.&lt;br /&gt;
* Your buildings still left to build, represented by tiles of your player color.&lt;br /&gt;
* Your cattle cards. These can be spent on various actions for money, or taken to the end of the trail for a delivery.&lt;br /&gt;
* Your objectives. You can complete these for extra points.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
A turn of Great Western Trail consists of three phases: a movement phase, an action phase, and a cleanup phase, performed in that order. So in general, you will move some number of spaces, take an action related to where you moved to, and replenish any spent cards during your turn.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
During your movement phase, you can move up to your movement rating, which is listed on your player board. You don&#039;t have to move all of your allotted movement, but you do have to move at least once. You can only move forward along the trail, never backwards. One move consists of touching any building or token on the board - moving through empty space is free.&lt;br /&gt;
&lt;br /&gt;
Some spaces have a toll to cross, represented by a hand symbol. If you touch here, you must pay money - if it&#039;s a hazard on the board, you pay to the general supply, but if it&#039;s from another player&#039;s building, you pay them the money. However, if you don&#039;t have enough money, you just pay what you can and move ahead.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
If you ended your movement on a neutral building or one of your color, you can take actions for the spaces you are currently on. Alternatively, you can also take one of the auxiliary actions on your player board.&lt;br /&gt;
&lt;br /&gt;
==== Auxiliary Actions ====&lt;br /&gt;
&lt;br /&gt;
These actions can be taken regardless of where you stop on the board, and can sometimes be taken as part of another building&#039;s action, frequently as a double action (i.e. take the same action twice). However, these need to be unlocked as the game progresses (the first two of these start the game unlocked).&lt;br /&gt;
- Gain 1 coin.&lt;br /&gt;
- Draw a card from your deck, then discard a card.&lt;br /&gt;
- Pay 1 coin and move your train back one space to gain 1 certificate.&lt;br /&gt;
- Pay 1 coin to advance your train 1 space.&lt;br /&gt;
- Move your train back one space to permanently remove one of your cards from the game.&lt;br /&gt;
&lt;br /&gt;
==== Building Actions ====&lt;br /&gt;
&lt;br /&gt;
These are some of the common building actions. Note that all of these actions are optional and can be performed in any order.&lt;br /&gt;
* Discard a card for money. The tile will tell you which cards to discard and how much you will receive for it.&lt;br /&gt;
* Go to the cattle market. &lt;br /&gt;
** For each cowboy you have, you can take a certain number of actions - these actions are listed along the bottom of the board. &lt;br /&gt;
** In general, you can use some number of cowboys to acquire a card of a certain number at a specific cost. &lt;br /&gt;
** When you buy a card, it goes to your discard pile (where it will return to your draw pile once you have run out of cards to draw). &lt;br /&gt;
** You may use these available cowboys in any combination of purchases, including taking the same purchase action twice. &lt;br /&gt;
** You can also use 1 cowboy to add 2 more cards to the cattle market. Note that you will earn points just for having these cows in your deck.&lt;br /&gt;
* Build a building. &lt;br /&gt;
** Buildings are restricted based on the number of craftsmen available. &lt;br /&gt;
** Each building will tell you how many craftsmen are required, and for each craftsmen used this way, you will spend 2 coins. &lt;br /&gt;
** Alternatively, you may remodel an existing building by paying the difference in craftsmen, but the old building is permanently lost. &lt;br /&gt;
** Note that you will earn points just for having buildings on the map.&lt;br /&gt;
* Move your train. &lt;br /&gt;
** When you move your train, skip over any occupied spaces (this also applies if you ever have to move your train backwards). &lt;br /&gt;
** Some of these actions will be dependent on the number of engineers. You can also use these to move to the stations - if you end your movement there, you can pay to place a disc on the station, gaining points and another ability. &lt;br /&gt;
** You can also trade a worker for the stationmaster tile, also gaining a one-time bonus and some conditional victory points.&lt;br /&gt;
* Hire more workers. &lt;br /&gt;
** The cost to hire is based on which row the worker is placed on. &lt;br /&gt;
** Only workers above the round marker are available. &lt;br /&gt;
** If hiring a worker covers an action on your board, immediately perform that action if able. &lt;br /&gt;
** Workers in the 5th and 6th column of your board are worth extra points.&lt;br /&gt;
* Trade with the natives/outlaws. &lt;br /&gt;
** Pick up the native/outlaw tile and gain coins based on its position.&lt;br /&gt;
* Clear a hazard. &lt;br /&gt;
** Pay money, then pick up the hazard tile. &lt;br /&gt;
** These will also award points at the end of the game.&lt;br /&gt;
* Take auxiliary actions. &lt;br /&gt;
** These will let you take any of your unlocked auxiliary actions, usually twice.&lt;br /&gt;
&lt;br /&gt;
Other similar actions may exist on your building tiles.&lt;br /&gt;
&lt;br /&gt;
==== Actions in Kansas City ====&lt;br /&gt;
&lt;br /&gt;
If you end your move in Kansas City, instead take the following actions:&lt;br /&gt;
# Add one tile from each of the three columns to the board. These will contain hazards and workers.&lt;br /&gt;
# Discard your hand. Gain coins equal to its numerical value, but ignore any duplicate cards - only unique cows are worth anything here! You may also spend certificates to add to this value.&lt;br /&gt;
# Place one of your discs on a delivery space up to the value you received in the previous step. &lt;br /&gt;
## These discs will unlock auxiliary actions or improve your movement, hand size, or maximum certificate. &lt;br /&gt;
## If there are any train crossings between your train and the space you&#039;re placing a disc, pay 1 coin for each of these. &lt;br /&gt;
## Note that the white bordered disc spaces can only accept white bordered discs (unless none are available), but black bordered spaces, which usually unlock stronger abilities, can accept either type of disc.&lt;br /&gt;
# Return your player marker to the start of the trail.&lt;br /&gt;
&lt;br /&gt;
==== Cleanup ====&lt;br /&gt;
&lt;br /&gt;
During the cleanup phase, draw until you have 4 cards in hand (potentially more if you&#039;ve removed the discs to increase your hand size). Any cards that were previously in your hand are kept.&lt;br /&gt;
&lt;br /&gt;
==== End Game ====&lt;br /&gt;
&lt;br /&gt;
End game is triggered when a player places a worker tile onto the last space of the job market, moving the job market token off the bottom of the market.   They finish their turn, and each other player has a last turn.  Then scoring takes place:&lt;br /&gt;
1 VP per 5 dollars&lt;br /&gt;
VP from tiles on the board&lt;br /&gt;
VP from disks on the city crests&lt;br /&gt;
VP next to train stations with disks on&lt;br /&gt;
VP from hazard tiles&lt;br /&gt;
VP from all cattle cards with VP&#039;s on&lt;br /&gt;
VP&#039;s from all objectives in the deck, moving them to personal objective area.  &lt;br /&gt;
Subtract VP&#039;s from unfulfilled objectives&lt;br /&gt;
VP&#039;s from station master tiles. &lt;br /&gt;
VP&#039;s from workers in 5th or 6th row&lt;br /&gt;
VP from certain locations on the player card&lt;br /&gt;
2 VP for the job market token.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=12814</id>
		<title>Gamehelpgreatwesterntrail</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=12814"/>
		<updated>2022-04-19T16:22:34Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: /* Actions in Kansas City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Great Western Trail, you&#039;ll play the role of mid-1800&#039;s-era ranchers traversing the American west in order to trade cattle and develop the area leading west. You&#039;ll do this by moving along the trail, taking an action related to the space you end up, and restocking your cattle. Periodically you&#039;ll arrive at Kansas City to make a bigger trade and develop your abilities even further. This is a game containing a mix of deck building, tile placement, and engine development. Players earn points based on their cards, buildings placed, the deliveries made, how far their train can reach, and various other measures. The player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
The central board and the area immediately around it consists of:&lt;br /&gt;
- The game map, with the trail itself appearing as a dotted line.&lt;br /&gt;
- Various buildings showing the different actions that can be taken. Gray buildings are neutral and can be used by all players. Buildings of a specific player color can only be used by that player. Square outlines are spaces that can be built on by a player later. Other tokens are hazards and require a money cost to move through.&lt;br /&gt;
- The delivery track, along the top edge of the board. As you complete the trail, you can place discs on here for points and other bonuses (or penalties).&lt;br /&gt;
- The train station, appearing just under the delivery track and continuing along the right edge of the board. You can upgrade the stations along this for additional points and bonuses.&lt;br /&gt;
- The worker market, along the left side of the board. This shows the workers available for hire. It also shows the approximate game progress - if the marker along the right side of it is scrolled off the board, the game will end shortly after.&lt;br /&gt;
- The cattle market, shown under the board. This allows you to purchase more cattle.&lt;br /&gt;
- The objective display, shown under that. This allows you to pick up new objectives.&lt;br /&gt;
&lt;br /&gt;
Each player has their own board, which also shows:&lt;br /&gt;
- The overall turn structure, shown along the top of the board. This shows your movement, actions, and cleanup parameters, which can be upgraded as the game proceeds.&lt;br /&gt;
- Auxiliary actions, shown on the left side of this board. These show various actions you can take - if the disc next to the action has been removed, you can take this action.&lt;br /&gt;
- Your workers, in the center of your board. The number of cowboys, craftsmen, and engineers are shown here, along with bonuses for hiring these workers.&lt;br /&gt;
- Your certificates, represented by ribbons along the right side of your board. These can be spent in order to get a higher value hand.&lt;br /&gt;
- Your buildings still left to build, represented by tiles of your player color.&lt;br /&gt;
- Your cattle cards. These can be spent on various actions for money, or taken to the end of the trail for a delivery.&lt;br /&gt;
- Your objectives. You can complete these for extra points.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
A turn of Great Western Trail consists of three phases: a movement phase, an action phase, and a cleanup phase, performed in that order. So in general, you will move some number of spaces, take an action related to where you moved to, and replenish any spent cards during your turn.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
During your movement phase, you can move up to your movement rating, which is listed on your player board. You don&#039;t have to move all of your allotted movement, but you do have to move at least once. You can only move forward along the trail, never backwards. One move consists of touching any building or token on the board - moving through empty space is free.&lt;br /&gt;
&lt;br /&gt;
Some spaces have a toll to cross, represented by a hand symbol. If you touch here, you must pay money - if it&#039;s a hazard on the board, you pay to the general supply, but if it&#039;s from another player&#039;s building, you pay them the money. However, if you don&#039;t have enough money, you just pay what you can and move ahead.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
If you ended your movement on a neutral building or one of your color, you can take actions for the spaces you are currently on. Alternatively, you can also take one of the auxiliary actions on your player board.&lt;br /&gt;
&lt;br /&gt;
==== Auxiliary Actions ====&lt;br /&gt;
&lt;br /&gt;
These actions can be taken regardless of where you stop on the board, and can sometimes be taken as part of another building&#039;s action, frequently as a double action (i.e. take the same action twice). However, these need to be unlocked as the game progresses (the first two of these start the game unlocked).&lt;br /&gt;
- Gain 1 coin.&lt;br /&gt;
- Draw a card from your deck, then discard a card.&lt;br /&gt;
- Pay 1 coin and move your train back one space to gain 1 certificate.&lt;br /&gt;
- Pay 1 coin to advance your train 1 space.&lt;br /&gt;
- Move your train back one space to permanently remove one of your cards from the game.&lt;br /&gt;
&lt;br /&gt;
==== Building Actions ====&lt;br /&gt;
&lt;br /&gt;
These are some of the common building actions. Note that all of these actions are optional and can be performed in any order.&lt;br /&gt;
* Discard a card for money. The tile will tell you which cards to discard and how much you will receive for it.&lt;br /&gt;
* Go to the cattle market. &lt;br /&gt;
** For each cowboy you have, you can take a certain number of actions - these actions are listed along the bottom of the board. &lt;br /&gt;
** In general, you can use some number of cowboys to acquire a card of a certain number at a specific cost. &lt;br /&gt;
** When you buy a card, it goes to your discard pile (where it will return to your draw pile once you have run out of cards to draw). &lt;br /&gt;
** You may use these available cowboys in any combination of purchases, including taking the same purchase action twice. &lt;br /&gt;
** You can also use 1 cowboy to add 2 more cards to the cattle market. Note that you will earn points just for having these cows in your deck.&lt;br /&gt;
* Build a building. &lt;br /&gt;
** Buildings are restricted based on the number of craftsmen available. &lt;br /&gt;
** Each building will tell you how many craftsmen are required, and for each craftsmen used this way, you will spend 2 coins. &lt;br /&gt;
** Alternatively, you may remodel an existing building by paying the difference in craftsmen, but the old building is permanently lost. &lt;br /&gt;
** Note that you will earn points just for having buildings on the map.&lt;br /&gt;
* Move your train. &lt;br /&gt;
** When you move your train, skip over any occupied spaces (this also applies if you ever have to move your train backwards). &lt;br /&gt;
** Some of these actions will be dependent on the number of engineers. You can also use these to move to the stations - if you end your movement there, you can pay to place a disc on the station, gaining points and another ability. &lt;br /&gt;
** You can also trade a worker for the stationmaster tile, also gaining a one-time bonus and some conditional victory points.&lt;br /&gt;
* Hire more workers. &lt;br /&gt;
** The cost to hire is based on which row the worker is placed on. &lt;br /&gt;
** Only workers above the round marker are available. &lt;br /&gt;
** If hiring a worker covers an action on your board, immediately perform that action if able. &lt;br /&gt;
** Workers in the 5th and 6th column of your board are worth extra points.&lt;br /&gt;
* Trade with the natives/outlaws. &lt;br /&gt;
** Pick up the native/outlaw tile and gain coins based on its position.&lt;br /&gt;
* Clear a hazard. &lt;br /&gt;
** Pay money, then pick up the hazard tile. &lt;br /&gt;
** These will also award points at the end of the game.&lt;br /&gt;
* Take auxiliary actions. &lt;br /&gt;
** These will let you take any of your unlocked auxiliary actions, usually twice.&lt;br /&gt;
&lt;br /&gt;
Other similar actions may exist on your building tiles.&lt;br /&gt;
&lt;br /&gt;
==== Actions in Kansas City ====&lt;br /&gt;
&lt;br /&gt;
If you end your move in Kansas City, instead take the following actions:&lt;br /&gt;
# Add one tile from each of the three columns to the board. These will contain hazards and workers.&lt;br /&gt;
# Discard your hand. Gain coins equal to its numerical value, but ignore any duplicate cards - only unique cows are worth anything here! You may also spend certificates to add to this value.&lt;br /&gt;
# Place one of your discs on a delivery space up to the value you received in the previous step. &lt;br /&gt;
## These discs will unlock auxiliary actions or improve your movement, hand size, or maximum certificate. &lt;br /&gt;
## If there are any train crossings between your train and the space you&#039;re placing a disc, pay 1 coin for each of these. &lt;br /&gt;
## Note that the white bordered disc spaces can only accept white bordered discs (unless none are available), but black bordered spaces, which usually unlock stronger abilities, can accept either type of disc.&lt;br /&gt;
# Return your player marker to the start of the trail.&lt;br /&gt;
&lt;br /&gt;
==== Cleanup ====&lt;br /&gt;
&lt;br /&gt;
During the cleanup phase, draw until you have 4 cards in hand (potentially more if you&#039;ve removed the discs to increase your hand size). Any cards that were previously in your hand are kept.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=12813</id>
		<title>Gamehelpgreatwesterntrail</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpgreatwesterntrail&amp;diff=12813"/>
		<updated>2022-04-19T16:16:55Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: /* Building Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Great Western Trail, you&#039;ll play the role of mid-1800&#039;s-era ranchers traversing the American west in order to trade cattle and develop the area leading west. You&#039;ll do this by moving along the trail, taking an action related to the space you end up, and restocking your cattle. Periodically you&#039;ll arrive at Kansas City to make a bigger trade and develop your abilities even further. This is a game containing a mix of deck building, tile placement, and engine development. Players earn points based on their cards, buildings placed, the deliveries made, how far their train can reach, and various other measures. The player with the most points at the end of the game wins!&lt;br /&gt;
&lt;br /&gt;
== Game Anatomy ==&lt;br /&gt;
&lt;br /&gt;
The central board and the area immediately around it consists of:&lt;br /&gt;
- The game map, with the trail itself appearing as a dotted line.&lt;br /&gt;
- Various buildings showing the different actions that can be taken. Gray buildings are neutral and can be used by all players. Buildings of a specific player color can only be used by that player. Square outlines are spaces that can be built on by a player later. Other tokens are hazards and require a money cost to move through.&lt;br /&gt;
- The delivery track, along the top edge of the board. As you complete the trail, you can place discs on here for points and other bonuses (or penalties).&lt;br /&gt;
- The train station, appearing just under the delivery track and continuing along the right edge of the board. You can upgrade the stations along this for additional points and bonuses.&lt;br /&gt;
- The worker market, along the left side of the board. This shows the workers available for hire. It also shows the approximate game progress - if the marker along the right side of it is scrolled off the board, the game will end shortly after.&lt;br /&gt;
- The cattle market, shown under the board. This allows you to purchase more cattle.&lt;br /&gt;
- The objective display, shown under that. This allows you to pick up new objectives.&lt;br /&gt;
&lt;br /&gt;
Each player has their own board, which also shows:&lt;br /&gt;
- The overall turn structure, shown along the top of the board. This shows your movement, actions, and cleanup parameters, which can be upgraded as the game proceeds.&lt;br /&gt;
- Auxiliary actions, shown on the left side of this board. These show various actions you can take - if the disc next to the action has been removed, you can take this action.&lt;br /&gt;
- Your workers, in the center of your board. The number of cowboys, craftsmen, and engineers are shown here, along with bonuses for hiring these workers.&lt;br /&gt;
- Your certificates, represented by ribbons along the right side of your board. These can be spent in order to get a higher value hand.&lt;br /&gt;
- Your buildings still left to build, represented by tiles of your player color.&lt;br /&gt;
- Your cattle cards. These can be spent on various actions for money, or taken to the end of the trail for a delivery.&lt;br /&gt;
- Your objectives. You can complete these for extra points.&lt;br /&gt;
&lt;br /&gt;
== What To Do On Your Turn ==&lt;br /&gt;
&lt;br /&gt;
A turn of Great Western Trail consists of three phases: a movement phase, an action phase, and a cleanup phase, performed in that order. So in general, you will move some number of spaces, take an action related to where you moved to, and replenish any spent cards during your turn.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
During your movement phase, you can move up to your movement rating, which is listed on your player board. You don&#039;t have to move all of your allotted movement, but you do have to move at least once. You can only move forward along the trail, never backwards. One move consists of touching any building or token on the board - moving through empty space is free.&lt;br /&gt;
&lt;br /&gt;
Some spaces have a toll to cross, represented by a hand symbol. If you touch here, you must pay money - if it&#039;s a hazard on the board, you pay to the general supply, but if it&#039;s from another player&#039;s building, you pay them the money. However, if you don&#039;t have enough money, you just pay what you can and move ahead.&lt;br /&gt;
&lt;br /&gt;
=== Actions ===&lt;br /&gt;
&lt;br /&gt;
If you ended your movement on a neutral building or one of your color, you can take actions for the spaces you are currently on. Alternatively, you can also take one of the auxiliary actions on your player board.&lt;br /&gt;
&lt;br /&gt;
==== Auxiliary Actions ====&lt;br /&gt;
&lt;br /&gt;
These actions can be taken regardless of where you stop on the board, and can sometimes be taken as part of another building&#039;s action, frequently as a double action (i.e. take the same action twice). However, these need to be unlocked as the game progresses (the first two of these start the game unlocked).&lt;br /&gt;
- Gain 1 coin.&lt;br /&gt;
- Draw a card from your deck, then discard a card.&lt;br /&gt;
- Pay 1 coin and move your train back one space to gain 1 certificate.&lt;br /&gt;
- Pay 1 coin to advance your train 1 space.&lt;br /&gt;
- Move your train back one space to permanently remove one of your cards from the game.&lt;br /&gt;
&lt;br /&gt;
==== Building Actions ====&lt;br /&gt;
&lt;br /&gt;
These are some of the common building actions. Note that all of these actions are optional and can be performed in any order.&lt;br /&gt;
* Discard a card for money. The tile will tell you which cards to discard and how much you will receive for it.&lt;br /&gt;
* Go to the cattle market. &lt;br /&gt;
** For each cowboy you have, you can take a certain number of actions - these actions are listed along the bottom of the board. &lt;br /&gt;
** In general, you can use some number of cowboys to acquire a card of a certain number at a specific cost. &lt;br /&gt;
** When you buy a card, it goes to your discard pile (where it will return to your draw pile once you have run out of cards to draw). &lt;br /&gt;
** You may use these available cowboys in any combination of purchases, including taking the same purchase action twice. &lt;br /&gt;
** You can also use 1 cowboy to add 2 more cards to the cattle market. Note that you will earn points just for having these cows in your deck.&lt;br /&gt;
* Build a building. &lt;br /&gt;
** Buildings are restricted based on the number of craftsmen available. &lt;br /&gt;
** Each building will tell you how many craftsmen are required, and for each craftsmen used this way, you will spend 2 coins. &lt;br /&gt;
** Alternatively, you may remodel an existing building by paying the difference in craftsmen, but the old building is permanently lost. &lt;br /&gt;
** Note that you will earn points just for having buildings on the map.&lt;br /&gt;
* Move your train. &lt;br /&gt;
** When you move your train, skip over any occupied spaces (this also applies if you ever have to move your train backwards). &lt;br /&gt;
** Some of these actions will be dependent on the number of engineers. You can also use these to move to the stations - if you end your movement there, you can pay to place a disc on the station, gaining points and another ability. &lt;br /&gt;
** You can also trade a worker for the stationmaster tile, also gaining a one-time bonus and some conditional victory points.&lt;br /&gt;
* Hire more workers. &lt;br /&gt;
** The cost to hire is based on which row the worker is placed on. &lt;br /&gt;
** Only workers above the round marker are available. &lt;br /&gt;
** If hiring a worker covers an action on your board, immediately perform that action if able. &lt;br /&gt;
** Workers in the 5th and 6th column of your board are worth extra points.&lt;br /&gt;
* Trade with the natives/outlaws. &lt;br /&gt;
** Pick up the native/outlaw tile and gain coins based on its position.&lt;br /&gt;
* Clear a hazard. &lt;br /&gt;
** Pay money, then pick up the hazard tile. &lt;br /&gt;
** These will also award points at the end of the game.&lt;br /&gt;
* Take auxiliary actions. &lt;br /&gt;
** These will let you take any of your unlocked auxiliary actions, usually twice.&lt;br /&gt;
&lt;br /&gt;
Other similar actions may exist on your building tiles.&lt;br /&gt;
&lt;br /&gt;
==== Actions in Kansas City ====&lt;br /&gt;
&lt;br /&gt;
If you end your move in Kansas City, instead take the following actions:&lt;br /&gt;
- Add one tile from each of the three columns to the board. These will contain hazards and workers.&lt;br /&gt;
- Discard your hand. Gain coins equal to its numerical value, but ignore any duplicate cards - only unique cows are worth anything here! You may also spend certificates to add to this value.&lt;br /&gt;
- Place one of your discs on a delivery space up to the value you received in the previous step. These discs will unlock auxiliary actions or improve your movement, hand size, or maximum certificate. If there are any train crossings between your train and the space you&#039;re placing a disc, pay 1 coin for each of these. Note that the white bordered disc spaces can only accept white bordered discs (unless none are available), but black bordered spaces, which usually unlock stronger abilities, can accept either type of disc.&lt;br /&gt;
- Return your player marker to the start of the trail.&lt;br /&gt;
&lt;br /&gt;
==== Cleanup ====&lt;br /&gt;
&lt;br /&gt;
During the cleanup phase, draw until you have 4 cards in hand (potentially more if you&#039;ve removed the discs to increase your hand size). Any cards that were previously in your hand are kept.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_hawaii&amp;diff=5726</id>
		<title>Tips hawaii</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_hawaii&amp;diff=5726"/>
		<updated>2020-09-24T16:43:45Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic tips:&lt;br /&gt;
&lt;br /&gt;
There doesn&#039;t seem to be an english verison of the rules available from the BGA links, and the Rules as currently shown are limited.  &lt;br /&gt;
&lt;br /&gt;
1) The variable prices for tiles, the random placement of the tiles on the big island and the random small islands all will ensure that each game will be unique. The end of round markers are fixed, and provide more difficult targets with less resources steadily as the game progresses. This ensures that each game will be stressful.  &lt;br /&gt;
&lt;br /&gt;
2) There are certain tiles which are quite valuable in the early game, especially if you pay the double price.  A house that produces clams or feet, or scores points for &amp;quot;spear&amp;quot; tokens, could be quite useful if taken early.&lt;br /&gt;
&lt;br /&gt;
3) Remember that each round you&#039;d like to do well on the round end bonus, ideally getting first or second place overall.  If you tie for first, you both score maximum points!  Watch your scoring tokens and clams. Don&#039;t overspend, only to find that you have missed out on any round end bonus, a few points are usually better than none.  &lt;br /&gt;
&lt;br /&gt;
4) If you&#039;re out of clams, need some points for the end round and you have a few feet, hang out on the beach and go fishing - move to the fishing area and catch a fish token for each foot spent.  Number of fish on the token(s) are added to your end round score. Note that fishing also uses space on your boats, each fish token uses one space.&lt;br /&gt;
&lt;br /&gt;
5) if you choose to end your round early, if you move into any place but first place for the next round, you&#039;ll get the shown token.  &lt;br /&gt;
&lt;br /&gt;
6) If you want to go to the small islands, you&#039;re gonna need a bigger boat.  The furthest away requires six feet (your starting boat only has space for two feet, so you&#039;ll need a trip to the boat shop, paying double price to get the boat with four feet icons).  You get significant points for these boat journeys, in particular 9 points for the furthest island. .&lt;br /&gt;
&lt;br /&gt;
7) Remember to stretch each village on your own island to the right so that they have at least the leftmost tiki above each one. Otherwise, the gods will hate your villages, they won&#039;t score at the end of the game, and you will be sad.  The villages can be worth a lot at the end, if you manage to build several scorable villages and put a Kahuna in front of them. &lt;br /&gt;
&lt;br /&gt;
8) You&#039;ll get some bonus feet as you fill the tiki spaces above the villages from the right, and bonus clams as you build Kahunas beyond your first villages.  Kahunas are the hex shaped experts - if a village is scorable, they score the bonus points for that village.  &lt;br /&gt;
&lt;br /&gt;
9) You can only have one tile of the same type per village row.  While a conga line of hula girls would score some serious points, it&#039;s not allowed.  Sorry!&lt;br /&gt;
&lt;br /&gt;
10) You have to start each village with a hut.  &lt;br /&gt;
&lt;br /&gt;
11) Player that ends the game in first place on the player track in 5th round gets bonus 2 points.&lt;br /&gt;
&lt;br /&gt;
Please update this if you find any incorrect information - I&#039;m only human and not omnipotent like Kāne.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_dungeontwister&amp;diff=5656</id>
		<title>Tips dungeontwister</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_dungeontwister&amp;diff=5656"/>
		<updated>2020-09-17T12:27:33Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: Created page with &amp;quot;This is a fluid battlefield, adaptability is key.  Keep in mind:  combat cards are a limited resource, and it is crucial to not waste your high cards. Jump cards likewise are...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a fluid battlefield, adaptability is key.&lt;br /&gt;
&lt;br /&gt;
Keep in mind:&lt;br /&gt;
&lt;br /&gt;
combat cards are a limited resource, and it is crucial to not waste your high cards.&lt;br /&gt;
Jump cards likewise are a limited resource, and could be the difference between winning and losing in the late game as you try to get your winning piece off the board.  It&#039;s also important to remember them when considering where pieces can move; a pit is not always a block.&lt;br /&gt;
Ability to open the portcullis (or break through a wall!) is important; this is a race game (with occasional bouts of violent confrontation), and mobility is key. &lt;br /&gt;
Likewise, you can easily find your key pieces trapped in a corner if you don&#039;t control the spin control.  Even worse, once your pieces are immobilised, your opponent will be watching for you to try to free them.  Never forget the option of spinning the corresponding room, especially if your opponent is using it to plan their next attack!&lt;br /&gt;
&lt;br /&gt;
Moving your characters off the other side gains points towards the victory, but weakens what you have left on the board.  &lt;br /&gt;
&lt;br /&gt;
Information is visible, once the tiles are revealed.  You should be able to anticipate a couple of turns in advance, especially when the number of pieces are reduced.&lt;br /&gt;
Don&#039;t waste your high action cards without reason.  Be efficient, and save them towards a &amp;quot;killer turn&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Know what every character can do.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_hawaii&amp;diff=5223</id>
		<title>Tips hawaii</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_hawaii&amp;diff=5223"/>
		<updated>2020-08-07T16:46:10Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: Created page with &amp;quot;Basic tips:  There doesn&amp;#039;t seem to be an english verison of the rules available from the BGA links, and the Rules as currently shown are limited.    1) The variable prices for...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic tips:&lt;br /&gt;
&lt;br /&gt;
There doesn&#039;t seem to be an english verison of the rules available from the BGA links, and the Rules as currently shown are limited.  &lt;br /&gt;
&lt;br /&gt;
1) The variable prices for tiles, the random placement of the tiles on the big island and the random small islands all will ensure that each game will be unique. The end of round markers are fixed, and provide more difficult targets with less resources steadily as the game progresses. This ensures that each game will be stressful.  &lt;br /&gt;
&lt;br /&gt;
2) There are certain tiles which are quite valuable in the early game, especially if you pay the double price.  A house that produces clams or feet, or scores points for &amp;quot;spear&amp;quot; tokens, could be quite useful if taken early.&lt;br /&gt;
&lt;br /&gt;
3) Remember that each round you&#039;d like to do well on the round end bonus, ideally getting first or second place overall.  If you tie for first, you both score maximum points!  Watch your scoring tokens and clams. Don&#039;t overspend, only to find that you have missed out on any round end bonus, a few points are usually better than none.  &lt;br /&gt;
&lt;br /&gt;
4) If you&#039;re out of clams, need some points for the end round and you have a few feet, hang out on the beach and go fishing - move to the fishing area and catch a fish token for each foot spent.  Number of fish on the token(s) are added to your end round score. Note that fishing also uses space on your boats, each fish token uses one space.&lt;br /&gt;
&lt;br /&gt;
5) if you choose to end your round early, if you move into any place but first place for the next round, you&#039;ll get the shown token.  &lt;br /&gt;
&lt;br /&gt;
6) If you want to go to the small islands, you&#039;re gonna need a bigger boat.  The furthest away requires six feet (your starting boat only has space for two feet, so you&#039;ll need a trip to the boat shop, paying double price to get the boat with four feet icons).  You get significant points for these boat journeys, in particular 9 points for the furthest island. .&lt;br /&gt;
&lt;br /&gt;
7) Remember to stretch each village on your own island to the right so that they have at least the leftmost tiki above each one. Otherwise, the gods will hate your villages, they won&#039;t score at the end of the game, and you will be sad.  The villages can be worth a lot at the end, if you manage to build several scorable villages and put a Kahuna in front of them.  &lt;br /&gt;
&lt;br /&gt;
8) You&#039;ll get some bonus feet when you stretch your village to the right, and bonus clams as you build Kahunas beyond your first villages.  Kahunas are the hex shaped experts - if a village is scorable, they score the bonus points for that village.  &lt;br /&gt;
&lt;br /&gt;
9) You can only have one tile of the same type per village row.  While a conga line of hula girls would score some serious points, it&#039;s not allowed.  Sorry!&lt;br /&gt;
&lt;br /&gt;
10) You have to start each village with a hut.  &lt;br /&gt;
&lt;br /&gt;
11) Player that ends the game in first place on the player track in 5th round gets bonus 2 points.&lt;br /&gt;
&lt;br /&gt;
Please update this if you find any incorrect information - I&#039;m only human and not omnipotent like Kāne.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_lewisclark&amp;diff=5040</id>
		<title>Tips lewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_lewisclark&amp;diff=5040"/>
		<updated>2020-07-23T16:53:26Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From the rulebook:&lt;br /&gt;
&lt;br /&gt;
p5: Advice to Beginners: During your first games we advise you not to discard your Interpreter and Commander ... without these two cards, and without having recruited the necessary Characters, you would not be able to win the game!&lt;br /&gt;
&lt;br /&gt;
Not shown in the original rulebook - if you decide to let your scout drift downriver and enjoy St. Louis, penalties will be exacted upon you. &amp;quot;Scout is at the first space of the Route during Encampment. The U.S. government is disturbed that the expedition wasted its federally-funded resources in the bars and brothels of New Orleans. In response, funding is cut off and the leaders must return in shame to Saint Louis, to start again with the original Corps.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This fixes a &amp;quot;bug&amp;quot; in the game which allowed expeditions to bulk up in St Louis and amass significant resources.  &lt;br /&gt;
&lt;br /&gt;
There are two expedition upgrades available to you, a resource boat or an &amp;quot;Indian&amp;quot; boat.  These have two sides with different benefits/penalties.  finding the balance between wallowing up the Missouri overloaded with resources and Indians, or traveling lightly but lacking in trade goods and Indians to take needed actions, is a big part of the game.  The rulebook suggests the upgrade action is more valuable early in the game. &lt;br /&gt;
&lt;br /&gt;
When spending character cards to power the actions of other cards, be aware that the face down card will not be available till the next time you reset your hand.&lt;br /&gt;
&lt;br /&gt;
The Camp never moves backwards.&lt;br /&gt;
&lt;br /&gt;
Camps can be in the same location, but two scouts cannot be in the same location.  Your scout will push further on if he would end his move on another scout.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_lewisclark&amp;diff=5038</id>
		<title>Tips lewisclark</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_lewisclark&amp;diff=5038"/>
		<updated>2020-07-23T16:13:40Z</updated>

		<summary type="html">&lt;p&gt;Tricky Warlord: Lewis and Clark The Expedition Tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From the rulebook:&lt;br /&gt;
&lt;br /&gt;
p5: Advice to Beginners: During your first games we advise you not to discard your Interpreter and Commander ... without these two cards, and without having recruited the necessary Characters, you would not be able to win the game!&lt;br /&gt;
&lt;br /&gt;
Not shown in the original rulebook - if you decide to let your scout drift downriver and enjoy St. Louis, penalties will be exacted upon you.  This fixes a &amp;quot;bug&amp;quot; in the game which allowed expeditions to camp out in St Louis and amass significant resources.  &lt;br /&gt;
&lt;br /&gt;
There are two expedition upgrades available to you, a resource boat or an &amp;quot;Indian&amp;quot; boat.  These have two sides with different benefits/penalties.  finding the balance between wallowing up the Missouri overloaded with resources and Indians, or traveling lightly but lacking in trade goods and Indians to take needed actions, is a big part of the game.  The rulebook suggests the upgrade action is more valuable early in the game. &lt;br /&gt;
&lt;br /&gt;
When spending character cards to power the actions of other cards, be aware that the face down card will not be available till the next time you reset your hand.&lt;br /&gt;
&lt;br /&gt;
The Camp never moves backwards.&lt;br /&gt;
&lt;br /&gt;
Camps can be in the same location, but two scouts cannot be in the same location.  Your scout will push further on if he would end his move on another scout.&lt;/div&gt;</summary>
		<author><name>Tricky Warlord</name></author>
	</entry>
</feed>