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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-09-30T08:38:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=9088</id>
		<title>Gamehelproomtwentyfive</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelproomtwentyfive&amp;diff=9088"/>
		<updated>2021-08-11T10:35:32Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Prisoners */  added solo game end condition and updated formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Objectives ==&lt;br /&gt;
In  COOPERATION  mode,  players  control  prisoners  trying  to  find  Room  25  and  escape together before the end of the countdown. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, one to two guards infiltrate the prisoners, looking to prevent their escape through deception or brutality!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;VERY IMPORTANT:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Players always start in the central room, and the Room 25 is always initially placed amongst the 12 tiles at the corners &amp;lt;u&amp;gt;(3 in each corner)&amp;lt;/u&amp;gt;. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
Depending on the game mode and the number of players, the game lasts between 6 and 10 turns. &amp;lt;br&amp;gt;&lt;br /&gt;
In SUSPICION mode, there are 10 turns for 4-6 characters, 9 turns for 7 characters and 8 for 8 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
In COOPERATION mode, there are 8 turns for 4 characters, 7 turns for 5 characters and 6 for 6 characters. &amp;lt;br&amp;gt;&lt;br /&gt;
During each turn, characters move first from left to right, as indicated on the countdown board. &amp;lt;br&amp;gt;&lt;br /&gt;
At the end of each turn, first character becomes the last one, and is turn marker is moved to the right of the previous last character on the countdown board.&lt;br /&gt;
&lt;br /&gt;
== Game Setup ==&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (4 or 5 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 5 Random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 2 Mortal rooms + 1 Timer room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
=== Suspicion Mode (6 players) ===&lt;br /&gt;
BLUE: Central room + Room 25&lt;br /&gt;
&lt;br /&gt;
GREEN: 1 Regeneration room + 1 Robot room(*) + 5 random tiles&lt;br /&gt;
&lt;br /&gt;
YELLOW: 1 Jamming room + 7 random tiles&lt;br /&gt;
&lt;br /&gt;
RED: 1 Mortal rooms + 2 Shredder rooms + 7 random tiles&lt;br /&gt;
 &lt;br /&gt;
(*) Warning! During the setup the Robot rooms are part of the 12 rooms that is placed on the Exit Zones, as the Vision Room.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each turn includes 3 different phases: &amp;lt;br&amp;gt;&lt;br /&gt;
•PROGRAMMING: All players program simultaneously up to 2 actions by turn and, if they want, the ADRENALINE only once in the game &amp;lt;br&amp;gt;&lt;br /&gt;
•ACTION: In turn, the players resolve their first action, then the second &amp;lt;br&amp;gt;&lt;br /&gt;
•COUNTDOWN (advance the turn marker and change the turn order) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the players have a starting clue. During the first Turn, before the first Programming phase, each player secretly looks at one of the four rooms adjacent to the Central  room,  and  replaces  it  face-down  in  its  initial  location.  Warning:  Each  player looks at ONE room only, even if they play more than one characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
Each character has 4 base actions (Look, Move, Push and Control) plus a Special Talent (if enabled). &amp;lt;br&amp;gt;&lt;br /&gt;
Each player chooses two actions. The  order  of  the  actions  is  important,  the  one  placed  first will  be  played  first. Players choose their actions secretly and simultaneously. &amp;lt;br&amp;gt;&lt;br /&gt;
A player can also choose to program only one action. During the Action phase they will be able to choose if they play it during the first action turn or during the second one. &amp;lt;br&amp;gt;&lt;br /&gt;
Adrenaline token: The Adrenaline token allows the character to take a third action, once per game. During the programming phase, a player must decide whether or not to use its Adrenaline token.&lt;br /&gt;
&lt;br /&gt;
=== Action ===&lt;br /&gt;
The first player reveals their first action and resolves it immediately. Then, following the turn order, the next player does the same and so on until all the players resolved their first actions. Second actions are resolved using the same process. Every programmed action MUST be executed, even if it works against the player. If one action cannot be completed,  the action is lost.&lt;br /&gt;
&lt;br /&gt;
=== Look ===&lt;br /&gt;
Choose and observe secretly a room adjacent to your character. Once you have looked at it, replace it face down. You are allowed to give indications about the room’s danger level (the color of the room) but you CANNOT tell the other players the name of the room.&lt;br /&gt;
&lt;br /&gt;
=== Move ===&lt;br /&gt;
Move  your  character  to  an  adjacent  room.  If  the  room  is  still  hidden,  it is revealed  when  you  reach  it.  The  room  will  stay  revealed  for  the  rest  of  the  game.  A room effect applies every time a character enters it.&lt;br /&gt;
&lt;br /&gt;
=== Push ===&lt;br /&gt;
Move  a  character  standing  in  the  same  room  as  you  to  an  adjacent room. Your character stays put and the pushed character immediately applies the effects of the room in which they land. If the room was still hidden it’s revealed. Characters can&#039;t use Push inside the Central Room.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
Move the line that includes your character’s room one rank in the direction you choose (vertically or horizontally). All  the  rooms  slide  one  rank  in  the  same  direction,  all  the  characters stay on the rooms they’re standing on and slide with them. The room at the end of the line exits the Complex and is replaced at the other end of the line. Afterwards, a Control token is placed next to the line you just moved with the arrow pointing in the direction of the movement.&amp;lt;br&amp;gt;&lt;br /&gt;
1st exception: the Central room CANNOT be moved and always stays at the Complex’s center. Therefore, it is IMPOSSIBLE to use the Control action to move a central line (containing the Central Room).&amp;lt;br&amp;gt;&lt;br /&gt;
2nd  exception:  A  line  can  be  moved  several  times  during  the same turn but ONLY in the SAME direction.&lt;br /&gt;
&lt;br /&gt;
=== Special Talent (if enabled) ===&lt;br /&gt;
This special ability is represented by a special token for each character, which is added to their four basic actions (Look, Move, Push, and Control). During their programming phase, players now select two tokens from five available. &amp;lt;br&amp;gt;&lt;br /&gt;
Important : Special Abilities CANNOT be used in the Central Room NOR using Adrenaline.&lt;br /&gt;
&lt;br /&gt;
=== Adrenaline (if enabled) ===&lt;br /&gt;
After the Action step, if at least one player has scheduled an Adrenaline action, one more round is played. In turn order, each player who scheduled an Adrenaline action carries out one of the four basic actions (Look, Move, Push, or Control) immediately. They can even repeat an action already taken this turn or an action lost due to a penalty. The adrenaline token is then lost.&lt;br /&gt;
&lt;br /&gt;
=== M.A.C. Cards (if enabled, Cooperation and Solo modes only) ===&lt;br /&gt;
The M.A.C. cards (MOVE ALONE COMPLEX) generate immediate events that affect the complex or the characters and make the game much more difficult (but might provide assistance).&lt;br /&gt;
&lt;br /&gt;
M.A.C. cards have two levels of difficulty:&lt;br /&gt;
* Barrier cards - complex movement cards, Punishment cards, and various others.&lt;br /&gt;
* Madness cards (only in “Madness Level” Solo and Cooperative play) - more difficult and varied. &lt;br /&gt;
&lt;br /&gt;
Note: Players can look through the M.A.C. card discards at any point during the game.&lt;br /&gt;
&lt;br /&gt;
=== Reminder tokens ===&lt;br /&gt;
Each player has a Reminder Token they can use at any time during their turn, in addition to  their  actions.  They  can  place  the  token  on  any  room  still  hidden  anywhere  on  the  board  as  a  reminder.  The  token  is  recovered only when the room it’s placed on is revealed. Once recovered, the player can use it again.&lt;br /&gt;
To place a reminder token double click on the room during the look action. &lt;br /&gt;
&lt;br /&gt;
NOTE: You are unable to put down a reminder token during the first look pre-programming action when the game starts.&lt;br /&gt;
&lt;br /&gt;
== Countdown ==&lt;br /&gt;
When all actions have been resolved, the TURN ENDS: All Control tokens are removed from the complex. The first player becomes the last player.&lt;br /&gt;
&lt;br /&gt;
NOTE: Adrenaline actions are not within the same turn. The turn ends and then the adrenaline actions are resolved.&lt;br /&gt;
This is important for rooms like flooded - where you have to move out of the room before the end of your next action.&lt;br /&gt;
&lt;br /&gt;
== Winning conditions ==&lt;br /&gt;
=== Prisoners ===&lt;br /&gt;
To escape the Complex the characters have to:&lt;br /&gt;
#Activate the Key Room (Cooperation Mode only)&lt;br /&gt;
#Find the Room 25 and made each prisoners reach it&lt;br /&gt;
#Move  ROOM  25  from  EXIT  zone  towards  outside  the  complex  with  the  CONTROL action, once all prisoners are inside.&lt;br /&gt;
It is IMPOSSIBLE to escape alone. &amp;lt;p&amp;gt;&lt;br /&gt;
In Suspicion Mode, the prisoners can escape even if 1 or 2 guards remain within the ROOM 25. Also, if only one prisoner has been killed or didn’t reach Room 25 in time, the others can still escape but ONLY during the LAST TURN of the countdown. &amp;lt;p&amp;gt;&lt;br /&gt;
In SOLO mode, all prisoners should escape; the game is lost even if one prisoner dies. &amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guards ===&lt;br /&gt;
The guards win if two prisoners are killed or if the prisoners did not escape before the end of the countdown.&lt;br /&gt;
&lt;br /&gt;
== Identity reveals ==&lt;br /&gt;
=== Take off the masks ===&lt;br /&gt;
When playing with a single guard, a character must reveal their identity whenever all the others characters have reached Room 25 (even if that character is a prisoner). &amp;lt;br&amp;gt;&lt;br /&gt;
When playing with two guards, the same applies as soon as two characters are left out of Room 25. &amp;lt;br&amp;gt;&lt;br /&gt;
In both cases, the identities of players inside Room 25 are kept secret.&lt;br /&gt;
&lt;br /&gt;
=== After a character elimination ===&lt;br /&gt;
If one character is killed, they keep their identity secret. &amp;lt;br&amp;gt;&lt;br /&gt;
If a second character is killed: The 1st killed MUST reveal their identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 1st character is a prisoner, the 2nd character killed MUST reveal their identity. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is a guard, the game continues. &amp;lt;br&amp;gt;&lt;br /&gt;
If the 2nd is also a prisoner, the game ends and the guards win.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=7287</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=7287"/>
		<updated>2021-02-08T06:40:42Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Deep Sleep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Dream Companions ===&lt;br /&gt;
If Dream Companions are turned on, there&#039;s an extra companion animal tile provided to each player. This adds an additional challenge to the usual goal: Your &#039;&#039;&#039;companion animal should be present in the central location on the grid&#039;&#039;&#039; before you can earn a victory card.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039; per match: Animal on a &#039;&#039;&#039;marked&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on a &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039;: &#039;&#039;&#039;Companion&#039;&#039;&#039; positioned in the central location&lt;br /&gt;
* &#039;&#039;&#039;+3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering marks, hazards &amp;amp; companion)&lt;br /&gt;
&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=6519</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=6519"/>
		<updated>2020-12-15T10:03:17Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Game Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Dream Companions ===&lt;br /&gt;
If Dream Companions are turned on, there&#039;s an extra companion animal tile provided to each player. This adds an additional challenge to the usual goal: Your &#039;&#039;&#039;companion animal should be present in the central location on the grid&#039;&#039;&#039; before you can earn a victory card.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;marked&#039;&#039;&#039; locations as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039;: &#039;&#039;&#039;Companion&#039;&#039;&#039; positioned in the central location&lt;br /&gt;
* &#039;&#039;&#039;+3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering marks, hazards &amp;amp; companion)&lt;br /&gt;
&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=6304</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=6304"/>
		<updated>2020-11-30T08:22:54Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /*  Off discard  */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Score Ratings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 !Points&lt;br /&gt;
 !Overall impression&lt;br /&gt;
 |-&lt;br /&gt;
 |5 or less&lt;br /&gt;
 |horrible, booed by the crowd...&lt;br /&gt;
 |-&lt;br /&gt;
 |6-10&lt;br /&gt;
 |mediocre, just a spattering of applause.&lt;br /&gt;
 |-&lt;br /&gt;
 |11-15&lt;br /&gt;
 |honourable, but will not be remembered for very long...&lt;br /&gt;
 |-&lt;br /&gt;
 |16-20&lt;br /&gt;
 |excellent, crowd pleasing.&lt;br /&gt;
 |-&lt;br /&gt;
 |21-24&lt;br /&gt;
 |amazing, will be remembered for a very long time!&lt;br /&gt;
 |-&lt;br /&gt;
 |25&lt;br /&gt;
 |legendary, everyone left speechless, stars in their eyes&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Card distribution ==&lt;br /&gt;
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.&lt;br /&gt;
&lt;br /&gt;
There are 10 cards in each colour:&lt;br /&gt;
* three 1s&lt;br /&gt;
* two 2s&lt;br /&gt;
* two 3s&lt;br /&gt;
* two 4s&lt;br /&gt;
* one 5&lt;br /&gt;
&lt;br /&gt;
===Multicolour cards===&lt;br /&gt;
There are three variants that add a 6th colour: the multicolour.&lt;br /&gt;
&lt;br /&gt;
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# HARD DIFFICULTY adds &#039;&#039;&#039;5&#039;&#039;&#039; multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
The game can end in several ways:&lt;br /&gt;
&lt;br /&gt;
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.&lt;br /&gt;
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. &lt;br /&gt;
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. &lt;br /&gt;
#Your team &#039;abandons&#039; the game. Although discouraged, you receive zero (0) points.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
During your turn, you have one (1) action. You can choose to do one of the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Give a colour or number clue to a teammate:&#039;&#039;&#039;  This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.&lt;br /&gt;
#&#039;&#039;&#039;Play a card:&#039;&#039;&#039;  When a card is played, it is evaluated.  If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.&lt;br /&gt;
#&#039;&#039;&#039;Discard a card:&#039;&#039;&#039;  When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.&lt;br /&gt;
&lt;br /&gt;
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Black Powder ===&lt;br /&gt;
&lt;br /&gt;
* You may not give clues regarding the colour black.&lt;br /&gt;
* Black cards must be played in reverse order, from 5 to 1.&lt;br /&gt;
* In the deck there are 3 black fives, 2 black fours, 2 black threes, 2 black twos, and 1 black one.&lt;br /&gt;
&lt;br /&gt;
=== Five Flamboyants ===&lt;br /&gt;
&lt;br /&gt;
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:&lt;br /&gt;
&lt;br /&gt;
* Gain a clue token.&lt;br /&gt;
* Gain a clue token and recover a life.&lt;br /&gt;
* Give a clue regarding a colour.&lt;br /&gt;
* Give a clue regarding a number.&lt;br /&gt;
* Shuffle a discarded card into the deck.&lt;br /&gt;
* Play a discarded card, if possible.&lt;br /&gt;
&lt;br /&gt;
== Lingo ==&lt;br /&gt;
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MARKED&#039;&#039;&#039;: A card that is highlighted by a clue.&lt;br /&gt;
*&#039;&#039;&#039;UNMARKED&#039;&#039;&#039;: A card that is not clued.&lt;br /&gt;
*&#039;&#039;&#039;CHOP&#039;&#039;&#039;: The oldest, unmarked card. The card that you have no information on and will chop from your hand. &lt;br /&gt;
*&#039;&#039;&#039;DRAW&#039;&#039;&#039;: The newest, unmarked card. The card that you have no information on and was freshly drawn. &lt;br /&gt;
*&#039;&#039;&#039;TO BOMB&#039;&#039;&#039;: A play that causes the third misfire-token. Sometimes called &#039;&#039;&#039;EXPLOSION&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;UNIQUE&#039;&#039;&#039;: A card that has no copy (left) in the deck.&lt;br /&gt;
*&#039;&#039;&#039;DOUBLE DISCARD&#039;&#039;&#039;: Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). &lt;br /&gt;
*&#039;&#039;&#039;DOUBLE SAVE&#039;&#039;&#039;: To mark a card that is useless, because the copy of the card is already played, or marked.&lt;br /&gt;
*&#039;&#039;&#039;STRATEGY&#039;&#039;&#039;: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).&lt;br /&gt;
&lt;br /&gt;
== ELO rating ==&lt;br /&gt;
If you are playing with ELO rating on, your ELO may be changed at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Here is how it works:&lt;br /&gt;
&lt;br /&gt;
#Every player on the team is temporarily considered as having the average ELO rating of the team.&lt;br /&gt;
#The system will generate a bot associated with the score your team has achieved (let’s call it &#039;&#039;&#039;Hanabot&#039;&#039;&#039;). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team&#039;s score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.&lt;br /&gt;
#Your team (actually your team&#039;s average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.&lt;br /&gt;
&lt;br /&gt;
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot&#039;s ELO is always 1000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
You can find all bots&#039; ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&amp;amp;t=4814&lt;br /&gt;
&lt;br /&gt;
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.&lt;br /&gt;
&lt;br /&gt;
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.&lt;br /&gt;
&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be confirmed: I think the ELO-system has had an overhaul.&lt;br /&gt;
&lt;br /&gt;
== About &amp;quot;cheating&amp;quot; ==&lt;br /&gt;
In the &amp;quot;real life Hanabi&amp;quot;, you can talk. That&#039;s why we chose to let the chat open for the online version.&lt;br /&gt;
&lt;br /&gt;
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.&lt;br /&gt;
&lt;br /&gt;
==CONVENTIONS==&lt;br /&gt;
If people just play in a very basic way, meaning that they wait until they have received the colour and number to play each card, it is generally difficult to achieve a high score. &lt;br /&gt;
Common sense, observation and combination of given information allow to visualize which card(s) should be played according to a single clue (thus saving precious clue-tokens and speeding up the game in order to reach a better score).&lt;br /&gt;
However, many players have elaborated conventions in order to codify the sequence of actions and thus simplify the thinking process.&lt;br /&gt;
&lt;br /&gt;
In the following section, colours are indicated by their first letter: R - Red, Y - Yellow, G - Green, B - Blue, W - White. For example, 2Y means the card with number 2 and colour yellow.&lt;br /&gt;
&lt;br /&gt;
===Most standard convention===&lt;br /&gt;
In 4 words : &#039;&#039;Play left, discard right&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- When a clue designates several cards, it is generally the card furthest to the left that must be played.&lt;br /&gt;
&lt;br /&gt;
Indeed, the new cards arriving from the left, a playable card already in hand would have been indicated earlier whereas it is more likely that one wants to play the freshly drawn.&lt;br /&gt;
For example, if a player&#039;s hand is (1R, 4Y, 5B, 2Y, 2G), it is necessary and enough to give the clue 2 to make him play his 2Y.&lt;br /&gt;
&lt;br /&gt;
In complicated situations where the card to be indicated is neither the leftmost of its color nor the leftmost of its number, two players must complement each other by giving one of the elements each, although this rarely happens.&lt;br /&gt;
For example, if a player&#039;s hand is (1R, 4Y, 5B, 2G, 2Y), it is necessary to give him both the clue &#039;&#039;Yellow&#039;&#039; and the clue &#039;&#039;2&#039;&#039; to make him play his 2Y.&lt;br /&gt;
&lt;br /&gt;
- When a player, having no clue to give nor a card to play, is about to discard, he must discard his card furthest to the right among those without a clue. (the &#039;&#039;chop&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Indeed, the new cards arrive from the left, the cards on the right are older, and therefore less likely to be used since the other players have had more time to say that they should be played if necessary.&lt;br /&gt;
&lt;br /&gt;
This allows other players to anticipate which cards are about to be discarded and therefore protect them if necessary. So for example, when a 5 (card present in a single copy and therefore particularly valuable) arrives in a player&#039;s discard position, the others know that it risks being discarded and therefore give the clue &#039;&#039;5&#039;&#039; to be preserved (&#039;&#039; saving clue &#039;&#039;). It should be understood from the position of the card that it is thus to be preserved and not to be played, paying attention to the cards already discarded (last copy).&lt;br /&gt;
&lt;br /&gt;
In complicated situations where all of our cards have a clue and therefore theoretically no card should be discarded (since cards with clue should not be discarded) and where it is impossible to play, it is preferable to give a clue, even if it is not very relevant.&lt;br /&gt;
&lt;br /&gt;
Obviously, if a player has a card that he is sure he will never be able to play (for example a card on which he has a blue hint when the blue pile has already been completed), such card must be discarded in priority.&lt;br /&gt;
&lt;br /&gt;
===Advanced conventions===&lt;br /&gt;
The 3 most classical advanced conventions are: &#039;&#039;finesse&#039;&#039;, &#039;&#039;bluff&#039;&#039; et &#039;&#039;reverse&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Finesse&#039;&#039;====&lt;br /&gt;
An example is more telling than a long speech: suppose it is player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1B 5Y 3B 1W&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. This means that the card which fills the hole is somewhere upstream, in this case in the hand of player 2. The latter, seeing that indeed the 1B is missing, understands that it is a question of a &amp;quot;finesse&amp;quot; and plays his 1B according to the convention &amp;quot;play left, discard right&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the 1B had been in any other position in Player 2&#039;s hand, he would have needed a prior clue to know which one. Thus he would have played the card furthest to the left among his corresponding marked cards (in this case a 1 card or a blue card if the 1B and the 5Y had been reversed).&lt;br /&gt;
&lt;br /&gt;
Player 3 then only has to play his 2B: two cards have been played thanks to a single clue.&lt;br /&gt;
&lt;br /&gt;
In situations like the following:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1B 5Y 3B 3W&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
&lt;br /&gt;
where player 1 gives a clue &#039;&#039;blue&#039;&#039; to player 4, this can point to either player 2 and 3. To find out which one is designated, each looks at the other&#039;s cards. In this case, player 2 sees that finesse cannot be addressed to player 3 since he has a 4G card on the far left and not a 1B. Player 2 therefore plays his own card.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039; Bluff &#039;&#039; ====&lt;br /&gt;
&#039;&#039; Bluff &#039;&#039; looks like a &#039;&#039; finesse &#039;&#039;, except that the player who plays his card is in a way &amp;quot;trapped&amp;quot;: he does not play the card he expects from &#039; &#039;finesse&#039;.&lt;br /&gt;
&lt;br /&gt;
An example speaks louder than a long speech: suppose it&#039;s player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1W 5Y 3B 3W&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. As before, player 2 then assumes that his leftmost card is a 1B. So he plays it. Surprise, it&#039;s a 1W! Player 3 then understands that it is a bluff and DOES NOT PLAY his blue card. However, he knows that it is a 2, and keeps it for later, when he can play it.&lt;br /&gt;
&lt;br /&gt;
Unlike &amp;quot;finesse&amp;quot;, to avoid any ambiguity, it is better to &amp;quot;bluff&amp;quot; only on the person who follows us immediately in the turn order.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Reverse&#039;&#039; ====&lt;br /&gt;
&#039;&#039;Reverse&#039;&#039; looks like &#039;&#039;finesse&#039;&#039;, except that the player given the clue is located before the one with the card that fills the gap.&lt;br /&gt;
&lt;br /&gt;
This convention is riskier because it is sometimes possible that the player to whom the hint is given does not realize that it is a &#039;&#039;reverse&#039;&#039; and plays his card.&lt;br /&gt;
&lt;br /&gt;
An example speaks louder than a long speech: suppose it&#039;s player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
#1B 5Y 3B 3W&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 2, it clearly tells him his 2B, while the expected card is a 1B. He might think that it is indeed a 1B, but he sees a 1B in question in Player 3&#039;s hand and therefore plays something else (for example, he gives the clue to Player 4). Player 3, as before, seeing that the reverse cannot be addressed to player 4, plays his 1B. In the next turn, player 2 can play his 2B.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Off discard&#039;&#039; ====&lt;br /&gt;
It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right. This move tells the next player to play the card in the same position as the one that was discarded.&lt;br /&gt;
&lt;br /&gt;
Example: it&#039;s player 1&#039;s turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):&lt;br /&gt;
&lt;br /&gt;
#a? b? c? d? e?&lt;br /&gt;
#4Y 5R 2R 2B 2&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
#2G 1&#039;&#039;&#039;B&#039;&#039;&#039; 5Y 3&#039;&#039;&#039;B&#039;&#039;&#039; 3W&lt;br /&gt;
&lt;br /&gt;
Player 1 discards card d? instead of the e? card. This indicates to the player that he must play his card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.&lt;br /&gt;
&lt;br /&gt;
This movement is risky because the discarded card can be important or even blocking for the rest of the game. This movement should therefore only be used if there is no other solution.&lt;br /&gt;
It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=6303</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=6303"/>
		<updated>2020-11-30T08:21:07Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /*  Reverse  */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Score Ratings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 !Points&lt;br /&gt;
 !Overall impression&lt;br /&gt;
 |-&lt;br /&gt;
 |5 or less&lt;br /&gt;
 |horrible, booed by the crowd...&lt;br /&gt;
 |-&lt;br /&gt;
 |6-10&lt;br /&gt;
 |mediocre, just a spattering of applause.&lt;br /&gt;
 |-&lt;br /&gt;
 |11-15&lt;br /&gt;
 |honourable, but will not be remembered for very long...&lt;br /&gt;
 |-&lt;br /&gt;
 |16-20&lt;br /&gt;
 |excellent, crowd pleasing.&lt;br /&gt;
 |-&lt;br /&gt;
 |21-24&lt;br /&gt;
 |amazing, will be remembered for a very long time!&lt;br /&gt;
 |-&lt;br /&gt;
 |25&lt;br /&gt;
 |legendary, everyone left speechless, stars in their eyes&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Card distribution ==&lt;br /&gt;
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.&lt;br /&gt;
&lt;br /&gt;
There are 10 cards in each colour:&lt;br /&gt;
* three 1s&lt;br /&gt;
* two 2s&lt;br /&gt;
* two 3s&lt;br /&gt;
* two 4s&lt;br /&gt;
* one 5&lt;br /&gt;
&lt;br /&gt;
===Multicolour cards===&lt;br /&gt;
There are three variants that add a 6th colour: the multicolour.&lt;br /&gt;
&lt;br /&gt;
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# HARD DIFFICULTY adds &#039;&#039;&#039;5&#039;&#039;&#039; multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
The game can end in several ways:&lt;br /&gt;
&lt;br /&gt;
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.&lt;br /&gt;
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. &lt;br /&gt;
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. &lt;br /&gt;
#Your team &#039;abandons&#039; the game. Although discouraged, you receive zero (0) points.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
During your turn, you have one (1) action. You can choose to do one of the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Give a colour or number clue to a teammate:&#039;&#039;&#039;  This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.&lt;br /&gt;
#&#039;&#039;&#039;Play a card:&#039;&#039;&#039;  When a card is played, it is evaluated.  If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.&lt;br /&gt;
#&#039;&#039;&#039;Discard a card:&#039;&#039;&#039;  When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.&lt;br /&gt;
&lt;br /&gt;
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Black Powder ===&lt;br /&gt;
&lt;br /&gt;
* You may not give clues regarding the colour black.&lt;br /&gt;
* Black cards must be played in reverse order, from 5 to 1.&lt;br /&gt;
* In the deck there are 3 black fives, 2 black fours, 2 black threes, 2 black twos, and 1 black one.&lt;br /&gt;
&lt;br /&gt;
=== Five Flamboyants ===&lt;br /&gt;
&lt;br /&gt;
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:&lt;br /&gt;
&lt;br /&gt;
* Gain a clue token.&lt;br /&gt;
* Gain a clue token and recover a life.&lt;br /&gt;
* Give a clue regarding a colour.&lt;br /&gt;
* Give a clue regarding a number.&lt;br /&gt;
* Shuffle a discarded card into the deck.&lt;br /&gt;
* Play a discarded card, if possible.&lt;br /&gt;
&lt;br /&gt;
== Lingo ==&lt;br /&gt;
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MARKED&#039;&#039;&#039;: A card that is highlighted by a clue.&lt;br /&gt;
*&#039;&#039;&#039;UNMARKED&#039;&#039;&#039;: A card that is not clued.&lt;br /&gt;
*&#039;&#039;&#039;CHOP&#039;&#039;&#039;: The oldest, unmarked card. The card that you have no information on and will chop from your hand. &lt;br /&gt;
*&#039;&#039;&#039;DRAW&#039;&#039;&#039;: The newest, unmarked card. The card that you have no information on and was freshly drawn. &lt;br /&gt;
*&#039;&#039;&#039;TO BOMB&#039;&#039;&#039;: A play that causes the third misfire-token. Sometimes called &#039;&#039;&#039;EXPLOSION&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;UNIQUE&#039;&#039;&#039;: A card that has no copy (left) in the deck.&lt;br /&gt;
*&#039;&#039;&#039;DOUBLE DISCARD&#039;&#039;&#039;: Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). &lt;br /&gt;
*&#039;&#039;&#039;DOUBLE SAVE&#039;&#039;&#039;: To mark a card that is useless, because the copy of the card is already played, or marked.&lt;br /&gt;
*&#039;&#039;&#039;STRATEGY&#039;&#039;&#039;: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).&lt;br /&gt;
&lt;br /&gt;
== ELO rating ==&lt;br /&gt;
If you are playing with ELO rating on, your ELO may be changed at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Here is how it works:&lt;br /&gt;
&lt;br /&gt;
#Every player on the team is temporarily considered as having the average ELO rating of the team.&lt;br /&gt;
#The system will generate a bot associated with the score your team has achieved (let’s call it &#039;&#039;&#039;Hanabot&#039;&#039;&#039;). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team&#039;s score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.&lt;br /&gt;
#Your team (actually your team&#039;s average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.&lt;br /&gt;
&lt;br /&gt;
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot&#039;s ELO is always 1000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
You can find all bots&#039; ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&amp;amp;t=4814&lt;br /&gt;
&lt;br /&gt;
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.&lt;br /&gt;
&lt;br /&gt;
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.&lt;br /&gt;
&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be confirmed: I think the ELO-system has had an overhaul.&lt;br /&gt;
&lt;br /&gt;
== About &amp;quot;cheating&amp;quot; ==&lt;br /&gt;
In the &amp;quot;real life Hanabi&amp;quot;, you can talk. That&#039;s why we chose to let the chat open for the online version.&lt;br /&gt;
&lt;br /&gt;
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.&lt;br /&gt;
&lt;br /&gt;
==CONVENTIONS==&lt;br /&gt;
If people just play in a very basic way, meaning that they wait until they have received the colour and number to play each card, it is generally difficult to achieve a high score. &lt;br /&gt;
Common sense, observation and combination of given information allow to visualize which card(s) should be played according to a single clue (thus saving precious clue-tokens and speeding up the game in order to reach a better score).&lt;br /&gt;
However, many players have elaborated conventions in order to codify the sequence of actions and thus simplify the thinking process.&lt;br /&gt;
&lt;br /&gt;
In the following section, colours are indicated by their first letter: R - Red, Y - Yellow, G - Green, B - Blue, W - White. For example, 2Y means the card with number 2 and colour yellow.&lt;br /&gt;
&lt;br /&gt;
===Most standard convention===&lt;br /&gt;
In 4 words : &#039;&#039;Play left, discard right&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- When a clue designates several cards, it is generally the card furthest to the left that must be played.&lt;br /&gt;
&lt;br /&gt;
Indeed, the new cards arriving from the left, a playable card already in hand would have been indicated earlier whereas it is more likely that one wants to play the freshly drawn.&lt;br /&gt;
For example, if a player&#039;s hand is (1R, 4Y, 5B, 2Y, 2G), it is necessary and enough to give the clue 2 to make him play his 2Y.&lt;br /&gt;
&lt;br /&gt;
In complicated situations where the card to be indicated is neither the leftmost of its color nor the leftmost of its number, two players must complement each other by giving one of the elements each, although this rarely happens.&lt;br /&gt;
For example, if a player&#039;s hand is (1R, 4Y, 5B, 2G, 2Y), it is necessary to give him both the clue &#039;&#039;Yellow&#039;&#039; and the clue &#039;&#039;2&#039;&#039; to make him play his 2Y.&lt;br /&gt;
&lt;br /&gt;
- When a player, having no clue to give nor a card to play, is about to discard, he must discard his card furthest to the right among those without a clue. (the &#039;&#039;chop&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Indeed, the new cards arrive from the left, the cards on the right are older, and therefore less likely to be used since the other players have had more time to say that they should be played if necessary.&lt;br /&gt;
&lt;br /&gt;
This allows other players to anticipate which cards are about to be discarded and therefore protect them if necessary. So for example, when a 5 (card present in a single copy and therefore particularly valuable) arrives in a player&#039;s discard position, the others know that it risks being discarded and therefore give the clue &#039;&#039;5&#039;&#039; to be preserved (&#039;&#039; saving clue &#039;&#039;). It should be understood from the position of the card that it is thus to be preserved and not to be played, paying attention to the cards already discarded (last copy).&lt;br /&gt;
&lt;br /&gt;
In complicated situations where all of our cards have a clue and therefore theoretically no card should be discarded (since cards with clue should not be discarded) and where it is impossible to play, it is preferable to give a clue, even if it is not very relevant.&lt;br /&gt;
&lt;br /&gt;
Obviously, if a player has a card that he is sure he will never be able to play (for example a card on which he has a blue hint when the blue pile has already been completed), such card must be discarded in priority.&lt;br /&gt;
&lt;br /&gt;
===Advanced conventions===&lt;br /&gt;
The 3 most classical advanced conventions are: &#039;&#039;finesse&#039;&#039;, &#039;&#039;bluff&#039;&#039; et &#039;&#039;reverse&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Finesse&#039;&#039;====&lt;br /&gt;
An example is more telling than a long speech: suppose it is player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1B 5Y 3B 1W&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. This means that the card which fills the hole is somewhere upstream, in this case in the hand of player 2. The latter, seeing that indeed the 1B is missing, understands that it is a question of a &amp;quot;finesse&amp;quot; and plays his 1B according to the convention &amp;quot;play left, discard right&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the 1B had been in any other position in Player 2&#039;s hand, he would have needed a prior clue to know which one. Thus he would have played the card furthest to the left among his corresponding marked cards (in this case a 1 card or a blue card if the 1B and the 5Y had been reversed).&lt;br /&gt;
&lt;br /&gt;
Player 3 then only has to play his 2B: two cards have been played thanks to a single clue.&lt;br /&gt;
&lt;br /&gt;
In situations like the following:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1B 5Y 3B 3W&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
&lt;br /&gt;
where player 1 gives a clue &#039;&#039;blue&#039;&#039; to player 4, this can point to either player 2 and 3. To find out which one is designated, each looks at the other&#039;s cards. In this case, player 2 sees that finesse cannot be addressed to player 3 since he has a 4G card on the far left and not a 1B. Player 2 therefore plays his own card.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039; Bluff &#039;&#039; ====&lt;br /&gt;
&#039;&#039; Bluff &#039;&#039; looks like a &#039;&#039; finesse &#039;&#039;, except that the player who plays his card is in a way &amp;quot;trapped&amp;quot;: he does not play the card he expects from &#039; &#039;finesse&#039;.&lt;br /&gt;
&lt;br /&gt;
An example speaks louder than a long speech: suppose it&#039;s player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1W 5Y 3B 3W&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. As before, player 2 then assumes that his leftmost card is a 1B. So he plays it. Surprise, it&#039;s a 1W! Player 3 then understands that it is a bluff and DOES NOT PLAY his blue card. However, he knows that it is a 2, and keeps it for later, when he can play it.&lt;br /&gt;
&lt;br /&gt;
Unlike &amp;quot;finesse&amp;quot;, to avoid any ambiguity, it is better to &amp;quot;bluff&amp;quot; only on the person who follows us immediately in the turn order.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Reverse&#039;&#039; ====&lt;br /&gt;
&#039;&#039;Reverse&#039;&#039; looks like &#039;&#039;finesse&#039;&#039;, except that the player given the clue is located before the one with the card that fills the gap.&lt;br /&gt;
&lt;br /&gt;
This convention is riskier because it is sometimes possible that the player to whom the hint is given does not realize that it is a &#039;&#039;reverse&#039;&#039; and plays his card.&lt;br /&gt;
&lt;br /&gt;
An example speaks louder than a long speech: suppose it&#039;s player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
#1B 5Y 3B 3W&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 2, it clearly tells him his 2B, while the expected card is a 1B. He might think that it is indeed a 1B, but he sees a 1B in question in Player 3&#039;s hand and therefore plays something else (for example, he gives the clue to Player 4). Player 3, as before, seeing that the reverse cannot be addressed to player 4, plays his 1B. In the next turn, player 2 can play his 2B.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039; Off discard &#039;&#039; ====&lt;br /&gt;
It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right. This move tells the next player to play the card in the same position as the one that was discarded.&lt;br /&gt;
&lt;br /&gt;
Example: it&#039;s player 1&#039;s turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):&lt;br /&gt;
&lt;br /&gt;
1) a? b? c? d? e?&lt;br /&gt;
&lt;br /&gt;
2) 4Y 5R 2R 2B 2&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3) 2G 1&#039;&#039;&#039;B&#039;&#039;&#039; 5Y 3&#039;&#039;&#039;B&#039;&#039;&#039; 3W&lt;br /&gt;
&lt;br /&gt;
Player 1 discards card d? instead of the e? card. This indicates to the player that he must play his card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.&lt;br /&gt;
&lt;br /&gt;
This movement is risky because the discarded card can be important or even blocking for the rest of the game. This movement should therefore only be used if there is no other solution.&lt;br /&gt;
It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=6302</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=6302"/>
		<updated>2020-11-30T08:18:43Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /*  Bluff  */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Score Ratings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 !Points&lt;br /&gt;
 !Overall impression&lt;br /&gt;
 |-&lt;br /&gt;
 |5 or less&lt;br /&gt;
 |horrible, booed by the crowd...&lt;br /&gt;
 |-&lt;br /&gt;
 |6-10&lt;br /&gt;
 |mediocre, just a spattering of applause.&lt;br /&gt;
 |-&lt;br /&gt;
 |11-15&lt;br /&gt;
 |honourable, but will not be remembered for very long...&lt;br /&gt;
 |-&lt;br /&gt;
 |16-20&lt;br /&gt;
 |excellent, crowd pleasing.&lt;br /&gt;
 |-&lt;br /&gt;
 |21-24&lt;br /&gt;
 |amazing, will be remembered for a very long time!&lt;br /&gt;
 |-&lt;br /&gt;
 |25&lt;br /&gt;
 |legendary, everyone left speechless, stars in their eyes&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Card distribution ==&lt;br /&gt;
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.&lt;br /&gt;
&lt;br /&gt;
There are 10 cards in each colour:&lt;br /&gt;
* three 1s&lt;br /&gt;
* two 2s&lt;br /&gt;
* two 3s&lt;br /&gt;
* two 4s&lt;br /&gt;
* one 5&lt;br /&gt;
&lt;br /&gt;
===Multicolour cards===&lt;br /&gt;
There are three variants that add a 6th colour: the multicolour.&lt;br /&gt;
&lt;br /&gt;
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# HARD DIFFICULTY adds &#039;&#039;&#039;5&#039;&#039;&#039; multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
The game can end in several ways:&lt;br /&gt;
&lt;br /&gt;
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.&lt;br /&gt;
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. &lt;br /&gt;
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. &lt;br /&gt;
#Your team &#039;abandons&#039; the game. Although discouraged, you receive zero (0) points.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
During your turn, you have one (1) action. You can choose to do one of the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Give a colour or number clue to a teammate:&#039;&#039;&#039;  This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.&lt;br /&gt;
#&#039;&#039;&#039;Play a card:&#039;&#039;&#039;  When a card is played, it is evaluated.  If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.&lt;br /&gt;
#&#039;&#039;&#039;Discard a card:&#039;&#039;&#039;  When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.&lt;br /&gt;
&lt;br /&gt;
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Black Powder ===&lt;br /&gt;
&lt;br /&gt;
* You may not give clues regarding the colour black.&lt;br /&gt;
* Black cards must be played in reverse order, from 5 to 1.&lt;br /&gt;
* In the deck there are 3 black fives, 2 black fours, 2 black threes, 2 black twos, and 1 black one.&lt;br /&gt;
&lt;br /&gt;
=== Five Flamboyants ===&lt;br /&gt;
&lt;br /&gt;
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:&lt;br /&gt;
&lt;br /&gt;
* Gain a clue token.&lt;br /&gt;
* Gain a clue token and recover a life.&lt;br /&gt;
* Give a clue regarding a colour.&lt;br /&gt;
* Give a clue regarding a number.&lt;br /&gt;
* Shuffle a discarded card into the deck.&lt;br /&gt;
* Play a discarded card, if possible.&lt;br /&gt;
&lt;br /&gt;
== Lingo ==&lt;br /&gt;
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MARKED&#039;&#039;&#039;: A card that is highlighted by a clue.&lt;br /&gt;
*&#039;&#039;&#039;UNMARKED&#039;&#039;&#039;: A card that is not clued.&lt;br /&gt;
*&#039;&#039;&#039;CHOP&#039;&#039;&#039;: The oldest, unmarked card. The card that you have no information on and will chop from your hand. &lt;br /&gt;
*&#039;&#039;&#039;DRAW&#039;&#039;&#039;: The newest, unmarked card. The card that you have no information on and was freshly drawn. &lt;br /&gt;
*&#039;&#039;&#039;TO BOMB&#039;&#039;&#039;: A play that causes the third misfire-token. Sometimes called &#039;&#039;&#039;EXPLOSION&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;UNIQUE&#039;&#039;&#039;: A card that has no copy (left) in the deck.&lt;br /&gt;
*&#039;&#039;&#039;DOUBLE DISCARD&#039;&#039;&#039;: Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). &lt;br /&gt;
*&#039;&#039;&#039;DOUBLE SAVE&#039;&#039;&#039;: To mark a card that is useless, because the copy of the card is already played, or marked.&lt;br /&gt;
*&#039;&#039;&#039;STRATEGY&#039;&#039;&#039;: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).&lt;br /&gt;
&lt;br /&gt;
== ELO rating ==&lt;br /&gt;
If you are playing with ELO rating on, your ELO may be changed at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Here is how it works:&lt;br /&gt;
&lt;br /&gt;
#Every player on the team is temporarily considered as having the average ELO rating of the team.&lt;br /&gt;
#The system will generate a bot associated with the score your team has achieved (let’s call it &#039;&#039;&#039;Hanabot&#039;&#039;&#039;). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team&#039;s score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.&lt;br /&gt;
#Your team (actually your team&#039;s average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.&lt;br /&gt;
&lt;br /&gt;
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot&#039;s ELO is always 1000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
You can find all bots&#039; ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&amp;amp;t=4814&lt;br /&gt;
&lt;br /&gt;
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.&lt;br /&gt;
&lt;br /&gt;
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.&lt;br /&gt;
&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be confirmed: I think the ELO-system has had an overhaul.&lt;br /&gt;
&lt;br /&gt;
== About &amp;quot;cheating&amp;quot; ==&lt;br /&gt;
In the &amp;quot;real life Hanabi&amp;quot;, you can talk. That&#039;s why we chose to let the chat open for the online version.&lt;br /&gt;
&lt;br /&gt;
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.&lt;br /&gt;
&lt;br /&gt;
==CONVENTIONS==&lt;br /&gt;
If people just play in a very basic way, meaning that they wait until they have received the colour and number to play each card, it is generally difficult to achieve a high score. &lt;br /&gt;
Common sense, observation and combination of given information allow to visualize which card(s) should be played according to a single clue (thus saving precious clue-tokens and speeding up the game in order to reach a better score).&lt;br /&gt;
However, many players have elaborated conventions in order to codify the sequence of actions and thus simplify the thinking process.&lt;br /&gt;
&lt;br /&gt;
In the following section, colours are indicated by their first letter: R - Red, Y - Yellow, G - Green, B - Blue, W - White. For example, 2Y means the card with number 2 and colour yellow.&lt;br /&gt;
&lt;br /&gt;
===Most standard convention===&lt;br /&gt;
In 4 words : &#039;&#039;Play left, discard right&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- When a clue designates several cards, it is generally the card furthest to the left that must be played.&lt;br /&gt;
&lt;br /&gt;
Indeed, the new cards arriving from the left, a playable card already in hand would have been indicated earlier whereas it is more likely that one wants to play the freshly drawn.&lt;br /&gt;
For example, if a player&#039;s hand is (1R, 4Y, 5B, 2Y, 2G), it is necessary and enough to give the clue 2 to make him play his 2Y.&lt;br /&gt;
&lt;br /&gt;
In complicated situations where the card to be indicated is neither the leftmost of its color nor the leftmost of its number, two players must complement each other by giving one of the elements each, although this rarely happens.&lt;br /&gt;
For example, if a player&#039;s hand is (1R, 4Y, 5B, 2G, 2Y), it is necessary to give him both the clue &#039;&#039;Yellow&#039;&#039; and the clue &#039;&#039;2&#039;&#039; to make him play his 2Y.&lt;br /&gt;
&lt;br /&gt;
- When a player, having no clue to give nor a card to play, is about to discard, he must discard his card furthest to the right among those without a clue. (the &#039;&#039;chop&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Indeed, the new cards arrive from the left, the cards on the right are older, and therefore less likely to be used since the other players have had more time to say that they should be played if necessary.&lt;br /&gt;
&lt;br /&gt;
This allows other players to anticipate which cards are about to be discarded and therefore protect them if necessary. So for example, when a 5 (card present in a single copy and therefore particularly valuable) arrives in a player&#039;s discard position, the others know that it risks being discarded and therefore give the clue &#039;&#039;5&#039;&#039; to be preserved (&#039;&#039; saving clue &#039;&#039;). It should be understood from the position of the card that it is thus to be preserved and not to be played, paying attention to the cards already discarded (last copy).&lt;br /&gt;
&lt;br /&gt;
In complicated situations where all of our cards have a clue and therefore theoretically no card should be discarded (since cards with clue should not be discarded) and where it is impossible to play, it is preferable to give a clue, even if it is not very relevant.&lt;br /&gt;
&lt;br /&gt;
Obviously, if a player has a card that he is sure he will never be able to play (for example a card on which he has a blue hint when the blue pile has already been completed), such card must be discarded in priority.&lt;br /&gt;
&lt;br /&gt;
===Advanced conventions===&lt;br /&gt;
The 3 most classical advanced conventions are: &#039;&#039;finesse&#039;&#039;, &#039;&#039;bluff&#039;&#039; et &#039;&#039;reverse&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Finesse&#039;&#039;====&lt;br /&gt;
An example is more telling than a long speech: suppose it is player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1B 5Y 3B 1W&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. This means that the card which fills the hole is somewhere upstream, in this case in the hand of player 2. The latter, seeing that indeed the 1B is missing, understands that it is a question of a &amp;quot;finesse&amp;quot; and plays his 1B according to the convention &amp;quot;play left, discard right&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the 1B had been in any other position in Player 2&#039;s hand, he would have needed a prior clue to know which one. Thus he would have played the card furthest to the left among his corresponding marked cards (in this case a 1 card or a blue card if the 1B and the 5Y had been reversed).&lt;br /&gt;
&lt;br /&gt;
Player 3 then only has to play his 2B: two cards have been played thanks to a single clue.&lt;br /&gt;
&lt;br /&gt;
In situations like the following:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1B 5Y 3B 3W&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
&lt;br /&gt;
where player 1 gives a clue &#039;&#039;blue&#039;&#039; to player 4, this can point to either player 2 and 3. To find out which one is designated, each looks at the other&#039;s cards. In this case, player 2 sees that finesse cannot be addressed to player 3 since he has a 4G card on the far left and not a 1B. Player 2 therefore plays his own card.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039; Bluff &#039;&#039; ====&lt;br /&gt;
&#039;&#039; Bluff &#039;&#039; looks like a &#039;&#039; finesse &#039;&#039;, except that the player who plays his card is in a way &amp;quot;trapped&amp;quot;: he does not play the card he expects from &#039; &#039;finesse&#039;.&lt;br /&gt;
&lt;br /&gt;
An example speaks louder than a long speech: suppose it&#039;s player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1W 5Y 3B 3W&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. As before, player 2 then assumes that his leftmost card is a 1B. So he plays it. Surprise, it&#039;s a 1W! Player 3 then understands that it is a bluff and DOES NOT PLAY his blue card. However, he knows that it is a 2, and keeps it for later, when he can play it.&lt;br /&gt;
&lt;br /&gt;
Unlike &amp;quot;finesse&amp;quot;, to avoid any ambiguity, it is better to &amp;quot;bluff&amp;quot; only on the person who follows us immediately in the turn order.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039; Reverse &#039;&#039; ====&lt;br /&gt;
&#039;&#039; Reverse &#039;&#039; looks like &#039;&#039; finesse &#039;&#039;, except that the player given the clue is located before the one with the card that fills the gap.&lt;br /&gt;
&lt;br /&gt;
This convention is riskier because it is sometimes possible that the player to whom the hint is given does not realize that it is a &#039;&#039; reverse &#039;&#039; and plays his card.&lt;br /&gt;
&lt;br /&gt;
An example speaks louder than a long speech: suppose it&#039;s player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
1) ?  ?  ?  ?&lt;br /&gt;
&lt;br /&gt;
2) 5R 2R 2B 2G&lt;br /&gt;
&lt;br /&gt;
3) 1B 5Y 3B 3W&lt;br /&gt;
&lt;br /&gt;
4) 4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 2, it clearly tells him his 2B, while the expected card is a 1B. He might think that it is indeed a 1B, but he sees a 1B in question in Player 3&#039;s hand and therefore plays something else (for example, he gives the clue to Player 4). Player 3, as before, seeing that the reverse cannot be addressed to player 4, plays his 1B. In the next turn, player 2 can play his 2B.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039; Off discard &#039;&#039; ====&lt;br /&gt;
It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right. This move tells the next player to play the card in the same position as the one that was discarded.&lt;br /&gt;
&lt;br /&gt;
Example: it&#039;s player 1&#039;s turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):&lt;br /&gt;
&lt;br /&gt;
1) a? b? c? d? e?&lt;br /&gt;
&lt;br /&gt;
2) 4Y 5R 2R 2B 2&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3) 2G 1&#039;&#039;&#039;B&#039;&#039;&#039; 5Y 3&#039;&#039;&#039;B&#039;&#039;&#039; 3W&lt;br /&gt;
&lt;br /&gt;
Player 1 discards card d? instead of the e? card. This indicates to the player that he must play his card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.&lt;br /&gt;
&lt;br /&gt;
This movement is risky because the discarded card can be important or even blocking for the rest of the game. This movement should therefore only be used if there is no other solution.&lt;br /&gt;
It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=6301</id>
		<title>Gamehelphanabi</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelphanabi&amp;diff=6301"/>
		<updated>2020-11-30T08:17:53Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Finesse */  formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
Hanabi is a cooperative game. Your goal, as a team, is to build a fabulous fireworks show. You do this by playing the cards in the correct order. However, you cannot see your own cards; you can only see the cards of your team mates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Score Ratings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 !Points&lt;br /&gt;
 !Overall impression&lt;br /&gt;
 |-&lt;br /&gt;
 |5 or less&lt;br /&gt;
 |horrible, booed by the crowd...&lt;br /&gt;
 |-&lt;br /&gt;
 |6-10&lt;br /&gt;
 |mediocre, just a spattering of applause.&lt;br /&gt;
 |-&lt;br /&gt;
 |11-15&lt;br /&gt;
 |honourable, but will not be remembered for very long...&lt;br /&gt;
 |-&lt;br /&gt;
 |16-20&lt;br /&gt;
 |excellent, crowd pleasing.&lt;br /&gt;
 |-&lt;br /&gt;
 |21-24&lt;br /&gt;
 |amazing, will be remembered for a very long time!&lt;br /&gt;
 |-&lt;br /&gt;
 |25&lt;br /&gt;
 |legendary, everyone left speechless, stars in their eyes&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Card distribution ==&lt;br /&gt;
In a game of Hanabi on NORMAL DIFFICULTY, the deck contains 50 cards. Each has exactly one colour: either Red, Yellow, Green, Blue, or White.&lt;br /&gt;
&lt;br /&gt;
There are 10 cards in each colour:&lt;br /&gt;
* three 1s&lt;br /&gt;
* two 2s&lt;br /&gt;
* two 3s&lt;br /&gt;
* two 4s&lt;br /&gt;
* one 5&lt;br /&gt;
&lt;br /&gt;
===Multicolour cards===&lt;br /&gt;
There are three variants that add a 6th colour: the multicolour.&lt;br /&gt;
&lt;br /&gt;
# TRICKY DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# HARD DIFFICULTY adds &#039;&#039;&#039;5&#039;&#039;&#039; multicolour cards to the normal game: one of each number. These cards get marked by a separate multicolour clue.&lt;br /&gt;
# VERY DIFFICULT DIFFICULTY adds 10 multicolour cards to the normal game. These cards get marked by ANY colour clue.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
You each take turns. During a turn, a player may take one (1) of three actions. After your action, the turn ends and it is the next player&#039;s turn. &lt;br /&gt;
&lt;br /&gt;
The game can end in several ways:&lt;br /&gt;
&lt;br /&gt;
#All cards have been drawn from the deck. After this happens, everybody gets 1 more turn. The game ends with the score at the last turn.&lt;br /&gt;
#Your team played all possible cards. In this case, the game ends immediately and you receive the maximum possible score. &lt;br /&gt;
#Your team made three mistakes that caused misfires. In this case, you lose the game and get negative ten (-10) points. &lt;br /&gt;
#Your team &#039;abandons&#039; the game. Although discouraged, you receive zero (0) points.&lt;br /&gt;
&lt;br /&gt;
== Turn ==&lt;br /&gt;
During your turn, you have one (1) action. You can choose to do one of the following:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Give a colour or number clue to a teammate:&#039;&#039;&#039;  This costs one clue-token (-1). You cannot give a clue if there are zero (0) clue-tokens left. When you give a clue, you must indicate ALL cards of a certain colour, or ALL cards of a certain number.&lt;br /&gt;
#&#039;&#039;&#039;Play a card:&#039;&#039;&#039;  When a card is played, it is evaluated.  If the card fits in one of sequences, it is placed in the appropriate colour stack on the table. If it does not, it is placed in the discard pile and the team gets a misfire-token.&lt;br /&gt;
#&#039;&#039;&#039;Discard a card:&#039;&#039;&#039;  When you discard, the card is placed in the discard pile and you get a clue-token (+1). Note: cards on the discard pile are out of the game and can never return.&lt;br /&gt;
&lt;br /&gt;
When you remove a card from your hand, by either playing or discarding, at the end of your turn, you draw a new card.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
&lt;br /&gt;
=== Black Powder ===&lt;br /&gt;
&lt;br /&gt;
* You may not give clues regarding the colour black.&lt;br /&gt;
* Black cards must be played in reverse order, from 5 to 1.&lt;br /&gt;
* In the deck there are 3 black fives, 2 black fours, 2 black threes, 2 black twos, and 1 black one.&lt;br /&gt;
&lt;br /&gt;
=== Five Flamboyants ===&lt;br /&gt;
&lt;br /&gt;
After playing the last card of a colour, randomly select one of the following bonuses for immediate use:&lt;br /&gt;
&lt;br /&gt;
* Gain a clue token.&lt;br /&gt;
* Gain a clue token and recover a life.&lt;br /&gt;
* Give a clue regarding a colour.&lt;br /&gt;
* Give a clue regarding a number.&lt;br /&gt;
* Shuffle a discarded card into the deck.&lt;br /&gt;
* Play a discarded card, if possible.&lt;br /&gt;
&lt;br /&gt;
== Lingo ==&lt;br /&gt;
When you play with others, certain words are used to describe certain objects or situations. Here is a short list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MARKED&#039;&#039;&#039;: A card that is highlighted by a clue.&lt;br /&gt;
*&#039;&#039;&#039;UNMARKED&#039;&#039;&#039;: A card that is not clued.&lt;br /&gt;
*&#039;&#039;&#039;CHOP&#039;&#039;&#039;: The oldest, unmarked card. The card that you have no information on and will chop from your hand. &lt;br /&gt;
*&#039;&#039;&#039;DRAW&#039;&#039;&#039;: The newest, unmarked card. The card that you have no information on and was freshly drawn. &lt;br /&gt;
*&#039;&#039;&#039;TO BOMB&#039;&#039;&#039;: A play that causes the third misfire-token. Sometimes called &#039;&#039;&#039;EXPLOSION&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;UNIQUE&#039;&#039;&#039;: A card that has no copy (left) in the deck.&lt;br /&gt;
*&#039;&#039;&#039;DOUBLE DISCARD&#039;&#039;&#039;: Discarding the (usually CHOP) card when it can be Unique (or the last copy of the card in the discard pile). &lt;br /&gt;
*&#039;&#039;&#039;DOUBLE SAVE&#039;&#039;&#039;: To mark a card that is useless, because the copy of the card is already played, or marked.&lt;br /&gt;
*&#039;&#039;&#039;STRATEGY&#039;&#039;&#039;: A set of rules / guidelines / conventions on how to interpret actions by players (including spending of clue-tokens).&lt;br /&gt;
&lt;br /&gt;
== ELO rating ==&lt;br /&gt;
If you are playing with ELO rating on, your ELO may be changed at the end of the game.&lt;br /&gt;
&lt;br /&gt;
Here is how it works:&lt;br /&gt;
&lt;br /&gt;
#Every player on the team is temporarily considered as having the average ELO rating of the team.&lt;br /&gt;
#The system will generate a bot associated with the score your team has achieved (let’s call it &#039;&#039;&#039;Hanabot&#039;&#039;&#039;). Hanabot’s ELO rating depends on the variant you are playing (50 cards, 60 cards, 60 cards multicolor), the number of players on the team and, most importantly, your team&#039;s score. All Hanabot’s ELO ratings have been set by an experienced player, they are not random or simply proportional to the score/number of players.&lt;br /&gt;
#Your team (actually your team&#039;s average ELO) will now compete against Hanabot. The system will calculate your team’s ELO gain/loss as though your team had tied with Hanabot.&lt;br /&gt;
&lt;br /&gt;
If your score is below 18 (50-card game) or below 21 (60-card game), Hanabot&#039;s ELO is always 1000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
You can find all bots&#039; ELO ratings here: http://forum.boardgamearena.com/viewtopic.php?f=3&amp;amp;t=4814&lt;br /&gt;
&lt;br /&gt;
The 55-card variant (50 cards + 1 of each value in the sixth color) cannot be played with ELO rating on. This is because this variant is highly dependent on draw and a team’s score may not always reflect the players’ skills.&lt;br /&gt;
&lt;br /&gt;
If you achieve the perfect score and this should cost you ELO points, you will be considered as having beaten the bot associated with the score, so that you lose no ELO points.&lt;br /&gt;
&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To be confirmed: I think the ELO-system has had an overhaul.&lt;br /&gt;
&lt;br /&gt;
== About &amp;quot;cheating&amp;quot; ==&lt;br /&gt;
In the &amp;quot;real life Hanabi&amp;quot;, you can talk. That&#039;s why we chose to let the chat open for the online version.&lt;br /&gt;
&lt;br /&gt;
As a consequence, it is very easy to cheat at Hanabi. However, as you can imagine, cheating is very stupid and has no interest... except for ELO boosting. This is why there is no international ranking for this game (ie: best player, second best player) and no trophies associated to it.&lt;br /&gt;
&lt;br /&gt;
==CONVENTIONS==&lt;br /&gt;
If people just play in a very basic way, meaning that they wait until they have received the colour and number to play each card, it is generally difficult to achieve a high score. &lt;br /&gt;
Common sense, observation and combination of given information allow to visualize which card(s) should be played according to a single clue (thus saving precious clue-tokens and speeding up the game in order to reach a better score).&lt;br /&gt;
However, many players have elaborated conventions in order to codify the sequence of actions and thus simplify the thinking process.&lt;br /&gt;
&lt;br /&gt;
In the following section, colours are indicated by their first letter: R - Red, Y - Yellow, G - Green, B - Blue, W - White. For example, 2Y means the card with number 2 and colour yellow.&lt;br /&gt;
&lt;br /&gt;
===Most standard convention===&lt;br /&gt;
In 4 words : &#039;&#039;Play left, discard right&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
- When a clue designates several cards, it is generally the card furthest to the left that must be played.&lt;br /&gt;
&lt;br /&gt;
Indeed, the new cards arriving from the left, a playable card already in hand would have been indicated earlier whereas it is more likely that one wants to play the freshly drawn.&lt;br /&gt;
For example, if a player&#039;s hand is (1R, 4Y, 5B, 2Y, 2G), it is necessary and enough to give the clue 2 to make him play his 2Y.&lt;br /&gt;
&lt;br /&gt;
In complicated situations where the card to be indicated is neither the leftmost of its color nor the leftmost of its number, two players must complement each other by giving one of the elements each, although this rarely happens.&lt;br /&gt;
For example, if a player&#039;s hand is (1R, 4Y, 5B, 2G, 2Y), it is necessary to give him both the clue &#039;&#039;Yellow&#039;&#039; and the clue &#039;&#039;2&#039;&#039; to make him play his 2Y.&lt;br /&gt;
&lt;br /&gt;
- When a player, having no clue to give nor a card to play, is about to discard, he must discard his card furthest to the right among those without a clue. (the &#039;&#039;chop&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Indeed, the new cards arrive from the left, the cards on the right are older, and therefore less likely to be used since the other players have had more time to say that they should be played if necessary.&lt;br /&gt;
&lt;br /&gt;
This allows other players to anticipate which cards are about to be discarded and therefore protect them if necessary. So for example, when a 5 (card present in a single copy and therefore particularly valuable) arrives in a player&#039;s discard position, the others know that it risks being discarded and therefore give the clue &#039;&#039;5&#039;&#039; to be preserved (&#039;&#039; saving clue &#039;&#039;). It should be understood from the position of the card that it is thus to be preserved and not to be played, paying attention to the cards already discarded (last copy).&lt;br /&gt;
&lt;br /&gt;
In complicated situations where all of our cards have a clue and therefore theoretically no card should be discarded (since cards with clue should not be discarded) and where it is impossible to play, it is preferable to give a clue, even if it is not very relevant.&lt;br /&gt;
&lt;br /&gt;
Obviously, if a player has a card that he is sure he will never be able to play (for example a card on which he has a blue hint when the blue pile has already been completed), such card must be discarded in priority.&lt;br /&gt;
&lt;br /&gt;
===Advanced conventions===&lt;br /&gt;
The 3 most classical advanced conventions are: &#039;&#039;finesse&#039;&#039;, &#039;&#039;bluff&#039;&#039; et &#039;&#039;reverse&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Finesse&#039;&#039;====&lt;br /&gt;
An example is more telling than a long speech: suppose it is player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1B 5Y 3B 1W&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. This means that the card which fills the hole is somewhere upstream, in this case in the hand of player 2. The latter, seeing that indeed the 1B is missing, understands that it is a question of a &amp;quot;finesse&amp;quot; and plays his 1B according to the convention &amp;quot;play left, discard right&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the 1B had been in any other position in Player 2&#039;s hand, he would have needed a prior clue to know which one. Thus he would have played the card furthest to the left among his corresponding marked cards (in this case a 1 card or a blue card if the 1B and the 5Y had been reversed).&lt;br /&gt;
&lt;br /&gt;
Player 3 then only has to play his 2B: two cards have been played thanks to a single clue.&lt;br /&gt;
&lt;br /&gt;
In situations like the following:&lt;br /&gt;
&lt;br /&gt;
# ?  ?  ?  ?&lt;br /&gt;
#1B 5Y 3B 3W&lt;br /&gt;
#4G 1Y 1R 3Y&lt;br /&gt;
#5R 2R 2B 2G&lt;br /&gt;
&lt;br /&gt;
where player 1 gives a clue &#039;&#039;blue&#039;&#039; to player 4, this can point to either player 2 and 3. To find out which one is designated, each looks at the other&#039;s cards. In this case, player 2 sees that finesse cannot be addressed to player 3 since he has a 4G card on the far left and not a 1B. Player 2 therefore plays his own card.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039; Bluff &#039;&#039; ====&lt;br /&gt;
&#039;&#039; Bluff &#039;&#039; looks like a &#039;&#039; finesse &#039;&#039;, except that the player who plays his card is in a way &amp;quot;trapped&amp;quot;: he does not play the card he expects from &#039; &#039;finesse&#039;.&lt;br /&gt;
&lt;br /&gt;
An example speaks louder than a long speech: suppose it&#039;s player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
1) ?  ?  ?  ?&lt;br /&gt;
&lt;br /&gt;
2) 1W 5Y 3B 3W&lt;br /&gt;
&lt;br /&gt;
3) 5R 2R 2B 2G&lt;br /&gt;
&lt;br /&gt;
4) 4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 3, it clearly indicates his 2B, while the expected card is a 1B. As before, player 2 then assumes that his leftmost card is a 1B. So he plays it. Surprise, it&#039;s a 1W! Player 3 then understands that it is a bluff and DOES NOT PLAY his blue card. However, he knows that it is a 2, and keeps it for later, when he can play it.&lt;br /&gt;
&lt;br /&gt;
Unlike &amp;quot;finesse&amp;quot;, to avoid any ambiguity, it is better to &amp;quot;bluff&amp;quot; only on the person who follows us immediately in the turn order.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039; Reverse &#039;&#039; ====&lt;br /&gt;
&#039;&#039; Reverse &#039;&#039; looks like &#039;&#039; finesse &#039;&#039;, except that the player given the clue is located before the one with the card that fills the gap.&lt;br /&gt;
&lt;br /&gt;
This convention is riskier because it is sometimes possible that the player to whom the hint is given does not realize that it is a &#039;&#039; reverse &#039;&#039; and plays his card.&lt;br /&gt;
&lt;br /&gt;
An example speaks louder than a long speech: suppose it&#039;s player 1&#039;s turn and no card has yet been played, nor any clue given:&lt;br /&gt;
&lt;br /&gt;
1) ?  ?  ?  ?&lt;br /&gt;
&lt;br /&gt;
2) 5R 2R 2B 2G&lt;br /&gt;
&lt;br /&gt;
3) 1B 5Y 3B 3W&lt;br /&gt;
&lt;br /&gt;
4) 4G 1Y 1R 3Y&lt;br /&gt;
&lt;br /&gt;
If player 1 gives the blue clue to player 2, it clearly tells him his 2B, while the expected card is a 1B. He might think that it is indeed a 1B, but he sees a 1B in question in Player 3&#039;s hand and therefore plays something else (for example, he gives the clue to Player 4). Player 3, as before, seeing that the reverse cannot be addressed to player 4, plays his 1B. In the next turn, player 2 can play his 2B.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039; Off discard &#039;&#039; ====&lt;br /&gt;
It happens that in his turn a player no longer has a clue token and that a card must absolutely be played, it is then possible for him to discard another card than his card furthest to the right. This move tells the next player to play the card in the same position as the one that was discarded.&lt;br /&gt;
&lt;br /&gt;
Example: it&#039;s player 1&#039;s turn, there are no more clue tokens, a 1B has already been played and a 2B card has already been discarded (in bold the clues known by the players):&lt;br /&gt;
&lt;br /&gt;
1) a? b? c? d? e?&lt;br /&gt;
&lt;br /&gt;
2) 4Y 5R 2R 2B 2&#039;&#039;&#039;G&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3) 2G 1&#039;&#039;&#039;B&#039;&#039;&#039; 5Y 3&#039;&#039;&#039;B&#039;&#039;&#039; 3W&lt;br /&gt;
&lt;br /&gt;
Player 1 discards card d? instead of the e? card. This indicates to the player that he must play his card in the same position (therefore 2B), which avoids losing it and thus condemning the blue pile.&lt;br /&gt;
&lt;br /&gt;
This movement is risky because the discarded card can be important or even blocking for the rest of the game. This movement should therefore only be used if there is no other solution.&lt;br /&gt;
It is up to the other players to make sure, before leaving a player without a clue token, that the card he could discard to give this clue is not essential for the rest of the game.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=6205</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=6205"/>
		<updated>2020-11-21T21:02:14Z</updated>

		<summary type="html">&lt;p&gt;Trimall: Undo revision 6204 by Trimall (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;marked&#039;&#039;&#039; locations as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039;: &#039;&#039;&#039;Companion&#039;&#039;&#039; positioned in the central location&lt;br /&gt;
* &#039;&#039;&#039;+3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering marks, hazards &amp;amp; companion)&lt;br /&gt;
&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;br /&gt;
&lt;br /&gt;
=== Dream Companions ===&lt;br /&gt;
If Dream Companions are turned on, there&#039;s an extra companion animal tile provided to each player. This adds an additional challenge to the usual goal: Your &#039;&#039;&#039;companion animal should be present in the central location on the grid&#039;&#039;&#039; before you can earn a victory card.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=6204</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=6204"/>
		<updated>2020-11-21T20:59:48Z</updated>

		<summary type="html">&lt;p&gt;Trimall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on their walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;marked&#039;&#039;&#039; locations as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039;: &#039;&#039;&#039;Companion&#039;&#039;&#039; positioned in the central location&lt;br /&gt;
* &#039;&#039;&#039;+3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering marks, hazards &amp;amp; companion)&lt;br /&gt;
&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;br /&gt;
&lt;br /&gt;
=== Dream Companions ===&lt;br /&gt;
If Dream Companions are turned on, there&#039;s an extra companion animal tile provided to each player. This adds an additional challenge to the usual goal: Your &#039;&#039;&#039;companion animal should be present in the central location on the grid&#039;&#039;&#039; before you can earn a victory card.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=5996</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=5996"/>
		<updated>2020-10-28T09:40:08Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Deep Sleep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;marked&#039;&#039;&#039; locations as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039;: &#039;&#039;&#039;Companion&#039;&#039;&#039; positioned in the central location&lt;br /&gt;
* &#039;&#039;&#039;+3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering marks, hazards &amp;amp; companion)&lt;br /&gt;
&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;br /&gt;
&lt;br /&gt;
=== Dream Companions ===&lt;br /&gt;
If Dream Companions are turned on, there&#039;s an extra companion animal tile provided to each player. This adds an additional challenge to the usual goal: Your &#039;&#039;&#039;companion animal should be present in the central location on the grid&#039;&#039;&#039; before you can earn a victory card.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=5097</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=5097"/>
		<updated>2020-07-28T01:22:50Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Deep Sleep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;marked&#039;&#039;&#039; locations as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;+2 points&#039;&#039;&#039;: &#039;&#039;&#039;Companion&#039;&#039;&#039; positioned in the central location&lt;br /&gt;
* &#039;&#039;&#039;+3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering marks, hazards &amp;amp; companion)&lt;br /&gt;
&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;br /&gt;
&lt;br /&gt;
=== Dream Companions ===&lt;br /&gt;
If Dream Companions are turned on, there&#039;s an extra companion animal tile provided to each player. This adds an additional challenge to the usual goal: Your &#039;&#039;&#039;companion animal should be present in the central location on the grid&#039;&#039;&#039; before you can earn a victory card.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=5087</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=5087"/>
		<updated>2020-07-27T12:47:59Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Deep Sleep */  Adding scoring for positioning companion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;+1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;marked&#039;&#039;&#039; locations as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;+2 points&#039;&#039;&#039;: Companion positioned in the central location&lt;br /&gt;
* &#039;&#039;&#039;+3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering marks, hazards &amp;amp; companion)&lt;br /&gt;
&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;br /&gt;
&lt;br /&gt;
=== Dream Companions ===&lt;br /&gt;
If Dream Companions are turned on, there&#039;s an extra companion animal tile provided to each player. This adds an additional challenge to the usual goal: Your &#039;&#039;&#039;companion animal should be present in the central location on the grid&#039;&#039;&#039; before you can earn a victory card.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclansofcaledonia&amp;diff=4599</id>
		<title>Gamehelpclansofcaledonia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclansofcaledonia&amp;diff=4599"/>
		<updated>2020-06-03T18:57:31Z</updated>

		<summary type="html">&lt;p&gt;Trimall: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Overview:&#039;&#039;&#039; ==&lt;br /&gt;
Players play as one of nine clans of Caledonia, expanding over land and sea to establish production chains, fulfill contracts, and become the most successful clan of them all. Gameplay takes place over a setup phase followed by five rounds.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Setup.&#039;&#039;&#039; ==&lt;br /&gt;
After turn order has been randomly established, each player chooses a clan in reverse turn order. There is always one more clan available than the number of players in the game. Then, in turn order and then reverse turn order, each player puts down two workers (miners or woodcutters) on the map. These serve as starting points for expansion in future rounds; the two workers can be placed anywhere on the map, but subsequent placement in future rounds must be connected to previous units.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Rounds.&#039;&#039;&#039; ==&lt;br /&gt;
In turn order, players either (i) place units on the board, (ii) take a contract from the contract board, (iii) buy or sell goods, (iv) buy merchants, shipping upgrades, or worker upgrades, or (v) pass. If a player has access to a port (located at the corners of the map), the player may use the port as a bonus action before the main turn. Multiple ports can be used in the same turn. Each port may only be used once.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Placing units.&#039;&#039; ====&lt;br /&gt;
The total cost of each unit is the sum of a fixed unit cost and a variable land cost from £1-6. Units on land must be adjacent to each other; units next to water may extend their placement range by a number of water tiles less than or equal to their number of shipping upgrades. The first shipping upgrade allows players to cross streams (water along the edge of tiles), the second allows players to cross up to one water tile, and so on. There are five possible shipping upgrades, each costing £4.&lt;br /&gt;
&lt;br /&gt;
* Woodcutter - costs £6 - produces £4 (+£2*) each round&lt;br /&gt;
&lt;br /&gt;
* Miner - costs £10 - produces £6 (+£2*) each round&lt;br /&gt;
&lt;br /&gt;
* Sheep - costs £8 - produces 1 Wool each round&lt;br /&gt;
&lt;br /&gt;
* Cow - costs £9 - produces 1 Milk each round&lt;br /&gt;
&lt;br /&gt;
* Cheese - costs £8 - produces 1 Cheese from 1 Milk each round&lt;br /&gt;
&lt;br /&gt;
* Grain - costs £18 - produces 2 Wheat each round&lt;br /&gt;
&lt;br /&gt;
* Bread - costs £8 - produces 1 Bread from 1 Wheat each round&lt;br /&gt;
&lt;br /&gt;
* Whiskey - costs £10 - produces 1 whiskey from 1 Wheat each round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;The woodcutter and miner can be upgraded to produce an extra £2 each round (see &#039;Worker upgrades&#039;, below).&lt;br /&gt;
&lt;br /&gt;
Placing units that neighbor other players&#039; units over land (not crossing any streams or bodies of water) will trigger a neighborhood bonus, allowing the player to purchase up to three goods produced by neighboring units for a £2 (raw goods: wool, milk, grain) or £3 (processed goods: cheese, bread, whiskey) discount over the market price. This is a bonus action that takes place after the main turn. Each purchase requires one merchant. A neighborhood bonus may be triggered for multiple neighboring units in the same turn.&lt;br /&gt;
&lt;br /&gt;
Placing four production facilities of the same kind triggers a contract bonus, as depicted on the bottom of the player board. If the player&#039;s contract slot is empty, the player may choose from one of three random contracts drawn separately from those of the main contract board. The player must still pay the round cost for taking a contract.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Taking contracts.&#039;&#039; ====&lt;br /&gt;
Players may take contracts from the contract board for a certain cost depending on the round---the costs for each round are, respectively, -£5, £0, £5, £10, and £15. (Yes, you get £5 for taking a contract in the first round.) Players may have at most one unfulfilled contract at once.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Buying or selling goods.&#039;&#039; ====&lt;br /&gt;
Every good bought or sold requires the use of one merchant, which is then locked for the round. Players start out with two merchants, and can unlock up to five more for £4 each. Buying or selling goods respectively raises or lowers the position of the good marker on the market board by a number of steps equal to the number of goods bought or sold. This makes it more cost-effective to buy in bulk in one go. In a single round, a player cannot buy and sell the same good. The same rules apply to the neighborhood bonus (see above, &#039;Placing units that neighbor other players&#039; units&#039;).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Buying merchants, shipping upgrades, or worker upgrades.&#039;&#039; ====&lt;br /&gt;
The purpose of each upgrade has been detailed in the sections above. Merchants cost £4 and allow for more buying and selling from the market. Shipping upgrades extends the reach of tiles adjacent to water. Worker upgrades cost £10 and increase the profit from each worker by £2 per round.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Passing.&#039;&#039; ====&lt;br /&gt;
Once the player cannot or does not want to keep performing actions, the player can pass, stopping them from performing any more actions this round. The order in which players pass determine their turn order for next round; passing early also gives a slight monetary bonus for next round. In all cases, passing gives at least £10.&lt;br /&gt;
&lt;br /&gt;
After all players have passed, the production phase is triggered. Players decide what combinations of goods to produce with the units they have, end-of-round scoring takes place, and the next round begins.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scoring.&#039;&#039;&#039; ==&lt;br /&gt;
The main contributor to points are, in descending order, contracts (hops, sugar cane, tobacco, cotton), glory (end-of-round scoring), longest settlement and most contracts achievements, and goods (raw, processed, and money).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Contracts.&#039;&#039; ====&lt;br /&gt;
Each fulfilled contract gives up to three benefits---0-4 of an import (sugar cane, tobacco, and cotton; the rarest import is worth five points at the end of the game, the next rarest worth four, and the most common worth three), 0-9 hops (each worth one point), £3, £5, £10, or £15, an expansion bonus allowing you to expand once without paying the land cost, or 1-2 free upgrades (worker upgrades are reduced from £10 to £5 instead).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Glory.&#039;&#039; ====&lt;br /&gt;
Victory points are obtained for satisfying randomly drawn objectives after each round, as depicted on the top of the main board. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Longest settlement.&#039;&#039; ====&lt;br /&gt;
Each settlement is a group of units connected by land. The player with the most (then second-most and third-most) settlements gets the points listed at the top of the main board.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Most contracts.&#039;&#039; ====&lt;br /&gt;
The player who has fulfilled the most (then second-most) contracts gets the points listed at the top of the main board.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;Goods.&#039;&#039; ====&lt;br /&gt;
Raw goods are worth one point each and processed goods two. £10 is worth one point.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclansofcaledonia&amp;diff=4598</id>
		<title>Gamehelpclansofcaledonia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclansofcaledonia&amp;diff=4598"/>
		<updated>2020-06-03T18:54:31Z</updated>

		<summary type="html">&lt;p&gt;Trimall: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Overview:&#039;&#039;&#039; ==&lt;br /&gt;
Players play as one of nine clans of Caledonia, expanding over land and sea to establish production chains, fulfill contracts, and become the most successful clan of them all. Gameplay takes place over a setup phase followed by five rounds.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Setup.&#039;&#039;&#039; ==&lt;br /&gt;
After turn order has been randomly established, each player chooses a clan in reverse turn order. There is always one more clan available than the number of players in the game. Then, in turn order and then reverse turn order, each player puts down two workers (miners or woodcutters) on the map. These serve as starting points for expansion in future rounds; the two workers can be placed anywhere on the map, but subsequent placement in future rounds must be connected to previous units.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Rounds.&#039;&#039;&#039; ==&lt;br /&gt;
In turn order, players either (i) place units on the board, (ii) take a contract from the contract board, (iii) buy or sell goods, (iv) buy merchants, shipping upgrades, or worker upgrades, or (v) pass. If a player has access to a port (located at the corners of the map), the player may use the port as a bonus action before the main turn. Multiple ports can be used in the same turn. Each port may only be used once.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Placing units.&#039;&#039; ===&lt;br /&gt;
The total cost of each unit is the sum of a fixed unit cost and a variable land cost from £1-6. Units on land must be adjacent to each other; units next to water may extend their placement range by a number of water tiles less than or equal to their number of shipping upgrades. The first shipping upgrade allows players to cross streams (water along the edge of tiles), the second allows players to cross up to one water tile, and so on. There are five possible shipping upgrades, each costing £4.&lt;br /&gt;
&lt;br /&gt;
* Woodcutter - costs £6 - produces £4 (+£2*) each round&lt;br /&gt;
&lt;br /&gt;
* Miner - costs £10 - produces £6 (+£2*) each round&lt;br /&gt;
&lt;br /&gt;
* Sheep - costs £8 - produces 1 Wool each round&lt;br /&gt;
&lt;br /&gt;
* Cow - costs £9 - produces 1 Milk each round&lt;br /&gt;
&lt;br /&gt;
* Cheese - costs £8 - produces 1 Cheese from 1 Milk each round&lt;br /&gt;
&lt;br /&gt;
* Grain - costs £18 - produces 2 Wheat each round&lt;br /&gt;
&lt;br /&gt;
* Bread - costs £8 - produces 1 Bread from 1 Wheat each round&lt;br /&gt;
&lt;br /&gt;
* Whiskey - costs £10 - produces 1 whiskey from 1 Wheat each round&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;The woodcutter and miner can be upgraded to produce an extra £2 each round (see &#039;Worker upgrades&#039;, below).&lt;br /&gt;
&lt;br /&gt;
Placing units that neighbor other players&#039; units over land (not crossing any streams or bodies of water) will trigger a neighborhood bonus, allowing the player to purchase up to three goods produced by neighboring units for a £2 (raw goods: wool, milk, grain) or £3 (processed goods: cheese, bread, whiskey) discount over the market price. This is a bonus action that takes place after the main turn. Each purchase requires one merchant. A neighborhood bonus may be triggered for multiple neighboring units in the same turn.&lt;br /&gt;
&lt;br /&gt;
Placing four production facilities of the same kind triggers a contract bonus, as depicted on the bottom of the player board. If the player&#039;s contract slot is empty, the player may choose from one of three random contracts drawn separately from those of the main contract board. The player must still pay the round cost for taking a contract.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Taking contracts.&#039;&#039; ===&lt;br /&gt;
Players may take contracts from the contract board for a certain cost depending on the round---the costs for each round are, respectively, -£5, £0, £5, £10, and £15. (Yes, you get £5 for taking a contract in the first round.) Players may have at most one unfulfilled contract at once.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Buying or selling goods.&#039;&#039; ===&lt;br /&gt;
Every good bought or sold requires the use of one merchant, which is then locked for the round. Players start out with two merchants, and can unlock up to five more for £4 each. Buying or selling goods respectively raises or lowers the position of the good marker on the market board by a number of steps equal to the number of goods bought or sold. This makes it more cost-effective to buy in bulk in one go. In a single round, a player cannot buy and sell the same good. The same rules apply to the neighborhood bonus (see above, &#039;Placing units that neighbor other players&#039; units&#039;).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Buying merchants, shipping upgrades, or worker upgrades.&#039;&#039; ===&lt;br /&gt;
The purpose of each upgrade has been detailed in the sections above. Merchants cost £4 and allow for more buying and selling from the market. Shipping upgrades extends the reach of tiles adjacent to water. Worker upgrades cost £10 and increase the profit from each worker by £2 per round.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Passing.&#039;&#039; ===&lt;br /&gt;
Once the player cannot or does not want to keep performing actions, the player can pass, stopping them from performing any more actions this round. The order in which players pass determine their turn order for next round; passing early also gives a slight monetary bonus for next round. In all cases, passing gives at least £10.&lt;br /&gt;
&lt;br /&gt;
After all players have passed, the production phase is triggered. Players decide what combinations of goods to produce with the units they have, end-of-round scoring takes place, and the next round begins.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Scoring.&#039;&#039;&#039; ==&lt;br /&gt;
The main contributor to points are, in descending order, contracts (hops, sugar cane, tobacco, cotton), glory (end-of-round scoring), longest settlement and most contracts achievements, and goods (raw, processed, and money).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Contracts.&#039;&#039; ===&lt;br /&gt;
Each fulfilled contract gives up to three benefits---0-4 of an import (sugar cane, tobacco, and cotton; the rarest import is worth five points at the end of the game, the next rarest worth four, and the most common worth three), 0-9 hops (each worth one point), £3, £5, £10, or £15, an expansion bonus allowing you to expand once without paying the land cost, or 1-2 free upgrades (worker upgrades are reduced from £10 to £5 instead).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Glory.&#039;&#039; ===&lt;br /&gt;
Victory points are obtained for satisfying randomly drawn objectives after each round, as depicted on the top of the main board. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Longest settlement.&#039;&#039; ===&lt;br /&gt;
Each settlement is a group of units connected by land. The player with the most (then second-most and third-most) settlements gets the points listed at the top of the main board.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Most contracts.&#039;&#039; ===&lt;br /&gt;
The player who has fulfilled the most (then second-most) contracts gets the points listed at the top of the main board.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Goods.&#039;&#039; ===&lt;br /&gt;
Raw goods are worth one point each and processed goods two. £10 is worth one point.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clansofcaledonia&amp;diff=4597</id>
		<title>Tips clansofcaledonia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clansofcaledonia&amp;diff=4597"/>
		<updated>2020-06-03T18:37:48Z</updated>

		<summary type="html">&lt;p&gt;Trimall: Adding headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located here is a basic strategy for each clan.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;General strategy.&#039;&#039;&#039; ==&lt;br /&gt;
In general, the basic strategy for most clans is to put workers down and upgrade them in the first two rounds, focus on production in the third and fourth rounds, and fulfill contracts in the fourth and fifth rounds. &lt;br /&gt;
&lt;br /&gt;
Clan selection should be determined based on the available ports, the end-of-round scoring objectives, and possibly the resources that come with each clan, though usually this is of lesser importance. For example, Campbell can be a very good choice if the end-of-round scoring objective in round 5 is the number of production tiles laid down. MacDonald can be a very good choice if the end-of-round scoring objective in round 1 is the number of workers put down. MacEwen is an excellent choice if there is a 1-for-3 port, you are the first player, and there is a 1-whiskey/1-bread contract available. Cunningham is generally a good choice.&lt;br /&gt;
&lt;br /&gt;
During the initial worker placement, consider the ports that will be of greatest benefit to you to identify where to place your workers. The £10 port is generically useful for all clans and should be prioritized. The £5-and-contract port can be situationally useful for round 1 and is very useful for round 5 and may be prioritized, though you need not upgrade shipping to access it at the beginning. The 1-for-3 port can be very useful for particular clans, as detailed below. The another-port-for-£3 port is situationally useful depending on which other ports are available. The meat port can be useful for fulfilling a contract in round 1, but is generally of low priority. The swap-two-for-two port can be useful for Campbell in particular, but is generally of low priority.&lt;br /&gt;
&lt;br /&gt;
For most clans, having two workers near ports is effective; MacDonald in particular benefits from having a worker in the central loch instead. If the ports are unattractive or if most of the spots near a port are taken, having a worker near the central loch, particularly if the clan has upgraded shipping, can be very useful for early game expansion.&lt;br /&gt;
&lt;br /&gt;
Turns are precious at the very beginning. If you desperately need access to a port, ensure that you can do so. If there are valuable contracts available , generally having a low good cost and a large gold reward, take them. If you have access to a cheap spot that no one else does, you can build something on it later. Prioritize competitive actions: taking contracts, expanding on contested spots, and selling goods that other players have.&lt;br /&gt;
&lt;br /&gt;
Placing workers down is most effective in rounds 1 and 2. Generally, you are doing well if you can get all workers down by round 2; otherwise, you should at least have four of the same worker down and the corresponding worker upgrade at this point. You may consider putting the remaining workers down and finishing worker upgrades in round 3, but there are diminishing returns at this point. Nevertheless, woodcutters can be effective, low-cost pieces to put down for expansion or neighbor-bonus purposes. (MacDonald should have all workers down by round 1. Cunningham should focus on cows first.) &lt;br /&gt;
&lt;br /&gt;
By round 3, you should be building things from your player board based on your clan&#039;s specialty and the goods required for the contracts on the board. (MacDonald should be fulfilling contracts at this point. Other clans may start fulfilling low-cost contracts, but it&#039;s generally better to build up your engines instead.)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Buchanan.&#039;&#039;&#039; ==&lt;br /&gt;
(Two contract slots.) Get two contracts in &#039;&#039;&#039;separate&#039;&#039;&#039; turns in round 1. Note that using a port to take a contract and then taking a contract in the main turn only triggers the round cost for the contract once. In particular, this means you should not take a port contract and a regular contract in the same turn in round 1. In addition, if there are two very good contracts in round 1, you may wish to forfeit £5 to take both contracts on the same turn, though this is unlikely. You will want to build a strong production engine and then fulfill most of your contracts in rounds 4 and 5, when you have the most resources and can save the most money by using your clan power. Note that this power allows you to choose from six contracts upon triggering the contract port or the contract bonus from having four of the same facility.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Campbell.&#039;&#039;&#039; ==&lt;br /&gt;
(£3, £4, £4, and £5 cost reduction respectively for same facility purchases.) Expand aggressively in conjunction with putting workers down the first two rounds, but try to ensure that your facilities have enough raw goods to function in the production phase. To this end, purchasing raw goods from neighbor bonuses and using the 1-for-3 port can help immensely. The swap-two-for-two port can be very useful with this clan, allowing you to, for example, put down two cheap bakeries, possibly triggering a contract bonus, then using the port to swap those with two expensive cows or miners, hence giving you more bakeries to put down and refreshing the contract bonus. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Cunningham.&#039;&#039;&#039; ==&lt;br /&gt;
(Sells milk for £8 each during production phase.) Focus on cows, then workers. You should have all cows, all workers, and all worker upgrades down by the end of round 2. If there&#039;s a 1-for-3 port available, use it in round 1. If there&#039;s also a use-port-for-£3 port available, use that in round 1 too. If there are cows near you, purchase milk using the neighbor bonus. In round 3, build production facilities and possibly start fulfilling contracts.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;MacEwen.&#039;&#039;&#039; ==&lt;br /&gt;
(Sells up to min(3, # hops in contract) grain for £9 each on finishing contracts with hops.) Situational and difficult to play. You should be finishing contracts throughout the game, focusing particularly on those contracts that give 3+ hops, given that you have a corresponding amount of grain. This clan benefits immensely from having a 1-for-3 port in the game and access to the 1-whiskey/1-bread contract that gives 15 gold and 8 hops, providing a much-needed gold boost at the very beginning. Try to purchase as much grain as you can use via neighbor bonuses or, if unable to do so, put down your own wheat fields. This clan is particularly difficult because of the tight balancing act between building up a production chain and consuming goods and grain to finish contracts, but can snowball given a good start.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpclansofcaledonia&amp;diff=4596</id>
		<title>Gamehelpclansofcaledonia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpclansofcaledonia&amp;diff=4596"/>
		<updated>2020-06-03T18:32:45Z</updated>

		<summary type="html">&lt;p&gt;Trimall: Moving strategy tips out of Game Help wiki page and into Tips wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Overview:&#039;&#039;&#039; Players play as one of nine clans of Caledonia, expanding over land and sea to establish production chains, fulfill contracts, and become the most successful clan of them all. Gameplay takes place over a setup phase followed by five rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setup.&#039;&#039;&#039; After turn order has been randomly established, each player chooses a clan in reverse turn order. There is always one more clan available than the number of players in the game. Then, in turn order and then reverse turn order, each player puts down two workers (miners or woodcutters) on the map. These serve as starting points for expansion in future rounds; the two workers can be placed anywhere on the map, but subsequent placement in future rounds must be connected to previous units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rounds.&#039;&#039;&#039; In turn order, players either (i) place units on the board, (ii) take a contract from the contract board, (iii) buy or sell goods, (iv) buy merchants, shipping upgrades, or worker upgrades, or (v) pass. If a player has access to a port (located at the corners of the map), the player may use the port as a bonus action before the main turn. Multiple ports can be used in the same turn. Each port may only be used once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Placing units.&#039;&#039; The total cost of each unit is the sum of a fixed unit cost and a variable land cost from £1-6. Units on land must be adjacent to each other; units next to water may extend their placement range by a number of water tiles less than or equal to their number of shipping upgrades. The first shipping upgrade allows players to cross streams (water along the edge of tiles), the second allows players to cross up to one water tile, and so on. There are five possible shipping upgrades, each costing £4.&lt;br /&gt;
&lt;br /&gt;
Woodcutter - costs £6 - produces £4 (+£2*) each round&lt;br /&gt;
&lt;br /&gt;
Miner - costs £10 - produces £6 (+£2*) each round&lt;br /&gt;
&lt;br /&gt;
Sheep - costs £8 - produces 1 Wool each round&lt;br /&gt;
&lt;br /&gt;
Cow - costs £9 - produces 1 Milk each round&lt;br /&gt;
&lt;br /&gt;
Cheese - costs £8 - produces 1 Cheese from 1 Milk each round&lt;br /&gt;
&lt;br /&gt;
Grain - costs £18 - produces 2 Wheat each round&lt;br /&gt;
&lt;br /&gt;
Bread - costs £8 - produces 1 Bread from 1 Wheat each round&lt;br /&gt;
&lt;br /&gt;
whiskey - costs £10 - produces 1 whiskey from 1 Wheat each round&lt;br /&gt;
&lt;br /&gt;
*The woodcutter and miner can be upgraded to produce an extra £2 each round (see &#039;Worker upgrades&#039;, below).&lt;br /&gt;
&lt;br /&gt;
-- Placing units that neighbor other players&#039; units over land (not crossing any streams or bodies of water) will trigger a neighborhood bonus, allowing the player to purchase up to three goods produced by neighboring units for a £2 (raw goods: wool, milk, grain) or £3 (processed goods: cheese, bread, whiskey) discount over the market price. This is a bonus action that takes place after the main turn. Each purchase requires one merchant. A neighborhood bonus may be triggered for multiple neighboring units in the same turn.&lt;br /&gt;
&lt;br /&gt;
-- Placing four production facilities of the same kind triggers a contract bonus, as depicted on the bottom of the player board. If the player&#039;s contract slot is empty, the player may choose from one of three random contracts drawn separately from those of the main contract board. The player must still pay the round cost for taking a contract.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Taking contracts.&#039;&#039; Players may take contracts from the contract board for a certain cost depending on the round---the costs for each round are, respectively, -£5, £0, £5, £10, and £15. (Yes, you get £5 for taking a contract in the first round.) Players may have at most one unfulfilled contract at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Buying or selling goods.&#039;&#039; Every good bought or sold requires the use of one merchant, which is then locked for the round. Players start out with two merchants, and can unlock up to five more for £4 each. Buying or selling goods respectively raises or lowers the position of the good marker on the market board by a number of steps equal to the number of goods bought or sold. This makes it more cost-effective to buy in bulk in one go. In a single round, a player cannot buy and sell the same good. The same rules apply to the neighborhood bonus (see above, &#039;Placing units that neighbor other players&#039; units&#039;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Buying merchants, shipping upgrades, or worker upgrades.&#039;&#039; The purpose of each upgrade has been detailed in the sections above. Merchants cost £4 and allow for more buying and selling from the market. Shipping upgrades extends the reach of tiles adjacent to water. Worker upgrades cost £10 and increase the profit from each worker by £2 per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Passing.&#039;&#039; Once the player cannot or does not want to keep performing actions, the player can pass, stopping them from performing any more actions this round. The order in which players pass determine their turn order for next round; passing early also gives a slight monetary bonus for next round. In all cases, passing gives at least £10.&lt;br /&gt;
&lt;br /&gt;
After all players have passed, the production phase is triggered. Players decide what combinations of goods to produce with the units they have, end-of-round scoring takes place, and the next round begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scoring.&#039;&#039;&#039; The main contributor to points are, in descending order, contracts (hops, sugar cane, tobacco, cotton), glory (end-of-round scoring), longest settlement and most contracts achievements, and goods (raw, processed, and money).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contracts.&#039;&#039; Each fulfilled contract gives up to three benefits---0-4 of an import (sugar cane, tobacco, and cotton; the rarest import is worth five points at the end of the game, the next rarest worth four, and the most common worth three), 0-9 hops (each worth one point), £3, £5, £10, or £15, an expansion bonus allowing you to expand once without paying the land cost, or 1-2 free upgrades (worker upgrades are reduced from £10 to £5 instead).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Glory.&#039;&#039; Victory points are obtained for satisfying randomly drawn objectives after each round, as depicted on the top of the main board. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Longest settlement.&#039;&#039; Each settlement is a group of units connected by land. The player with the most (then second-most and third-most) settlements gets the points listed at the top of the main board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most contracts.&#039;&#039; The player who has fulfilled the most (then second-most) contracts gets the points listed at the top of the main board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goods.&#039;&#039; Raw goods are worth one point each and processed goods two. £10 is worth one point.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clansofcaledonia&amp;diff=4595</id>
		<title>Tips clansofcaledonia</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clansofcaledonia&amp;diff=4595"/>
		<updated>2020-06-03T18:32:30Z</updated>

		<summary type="html">&lt;p&gt;Trimall: Moving strategy tips out of Game Help wiki page and into Tips wiki page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located here is a basic strategy for each clan. An overview of the game and its rules is below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General strategy.&#039;&#039;&#039; In general, the basic strategy for most clans is to put workers down and upgrade them in the first two rounds, focus on production in the third and fourth rounds, and fulfill contracts in the fourth and fifth rounds. &lt;br /&gt;
&lt;br /&gt;
Clan selection should be determined based on the available ports, the end-of-round scoring objectives, and possibly the resources that come with each clan, though usually this is of lesser importance. For example, Campbell can be a very good choice if the end-of-round scoring objective in round 5 is the number of production tiles laid down. MacDonald can be a very good choice if the end-of-round scoring objective in round 1 is the number of workers put down. MacEwen is an excellent choice if there is a 1-for-3 port, you are the first player, and there is a 1-whiskey/1-bread contract available. Cunningham is generally a good choice.&lt;br /&gt;
&lt;br /&gt;
During the initial worker placement, consider the ports that will be of greatest benefit to you to identify where to place your workers. The £10 port is generically useful for all clans and should be prioritized. The £5-and-contract port can be situationally useful for round 1 and is very useful for round 5 and may be prioritized, though you need not upgrade shipping to access it at the beginning. The 1-for-3 port can be very useful for particular clans, as detailed below. The another-port-for-£3 port is situationally useful depending on which other ports are available. The meat port can be useful for fulfilling a contract in round 1, but is generally of low priority. The swap-two-for-two port can be useful for Campbell in particular, but is generally of low priority.&lt;br /&gt;
&lt;br /&gt;
For most clans, having two workers near ports is effective; MacDonald in particular benefits from having a worker in the central loch instead. If the ports are unattractive or if most of the spots near a port are taken, having a worker near the central loch, particularly if the clan has upgraded shipping, can be very useful for early game expansion.&lt;br /&gt;
&lt;br /&gt;
Turns are precious at the very beginning. If you desperately need access to a port, ensure that you can do so. If there are valuable contracts available , generally having a low good cost and a large gold reward, take them. If you have access to a cheap spot that no one else does, you can build something on it later. Prioritize competitive actions: taking contracts, expanding on contested spots, and selling goods that other players have.&lt;br /&gt;
&lt;br /&gt;
Placing workers down is most effective in rounds 1 and 2. Generally, you are doing well if you can get all workers down by round 2; otherwise, you should at least have four of the same worker down and the corresponding worker upgrade at this point. You may consider putting the remaining workers down and finishing worker upgrades in round 3, but there are diminishing returns at this point. Nevertheless, woodcutters can be effective, low-cost pieces to put down for expansion or neighbor-bonus purposes. (MacDonald should have all workers down by round 1. Cunningham should focus on cows first.) &lt;br /&gt;
&lt;br /&gt;
By round 3, you should be building things from your player board based on your clan&#039;s specialty and the goods required for the contracts on the board. (MacDonald should be fulfilling contracts at this point. Other clans may start fulfilling low-cost contracts, but it&#039;s generally better to build up your engines instead.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buchanan.&#039;&#039;&#039; (Two contract slots.) Get two contracts in &#039;&#039;&#039;separate&#039;&#039;&#039; turns in round 1. Note that using a port to take a contract and then taking a contract in the main turn only triggers the round cost for the contract once. In particular, this means you should not take a port contract and a regular contract in the same turn in round 1. In addition, if there are two very good contracts in round 1, you may wish to forfeit £5 to take both contracts on the same turn, though this is unlikely. You will want to build a strong production engine and then fulfill most of your contracts in rounds 4 and 5, when you have the most resources and can save the most money by using your clan power. Note that this power allows you to choose from six contracts upon triggering the contract port or the contract bonus from having four of the same facility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Campbell.&#039;&#039;&#039; (£3, £4, £4, and £5 cost reduction respectively for same facility purchases.) Expand aggressively in conjunction with putting workers down the first two rounds, but try to ensure that your facilities have enough raw goods to function in the production phase. To this end, purchasing raw goods from neighbor bonuses and using the 1-for-3 port can help immensely. The swap-two-for-two port can be very useful with this clan, allowing you to, for example, put down two cheap bakeries, possibly triggering a contract bonus, then using the port to swap those with two expensive cows or miners, hence giving you more bakeries to put down and refreshing the contract bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cunningham.&#039;&#039;&#039; (Sells milk for £8 each during production phase.) Focus on cows, then workers. You should have all cows, all workers, and all worker upgrades down by the end of round 2. If there&#039;s a 1-for-3 port available, use it in round 1. If there&#039;s also a use-port-for-£3 port available, use that in round 1 too. If there are cows near you, purchase milk using the neighbor bonus. In round 3, build production facilities and possibly start fulfilling contracts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MacEwen.&#039;&#039;&#039; (Sells up to min(3, # hops in contract) grain for £9 each on finishing contracts with hops.) Situational and difficult to play. You should be finishing contracts throughout the game, focusing particularly on those contracts that give 3+ hops, given that you have a corresponding amount of grain. This clan benefits immensely from having a 1-for-3 port in the game and access to the 1-whiskey/1-bread contract that gives 15 gold and 8 hops, providing a much-needed gold boost at the very beginning. Try to purchase as much grain as you can use via neighbor bonuses or, if unable to do so, put down your own wheat fields. This clan is particularly difficult because of the tight balancing act between building up a production chain and consuming goods and grain to finish contracts, but can snowball given a good start.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=4553</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=4553"/>
		<updated>2020-05-31T22:31:35Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Very Easy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;marked&#039;&#039;&#039; locations as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;br /&gt;
&lt;br /&gt;
=== Dream Companions ===&lt;br /&gt;
If Dream Companions are turned on, there&#039;s an extra companion animal tile provided to each player. This adds an additional challenge to the usual goal: Your &#039;&#039;&#039;companion animal should be present in the central location on the grid&#039;&#039;&#039; before you can earn a victory card.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=4523</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=4523"/>
		<updated>2020-05-28T12:29:31Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Game Variants */  Adding description about Dream Companions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;marked&#039;&#039;&#039; locations as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;br /&gt;
&lt;br /&gt;
=== Dream Companions ===&lt;br /&gt;
If Dream Companions are turned on, there&#039;s an extra companion animal tile provided to each player. This adds an additional challenge to the usual goal: Your &#039;&#039;&#039;companion animal should be present in the central location on the grid&#039;&#039;&#039; before you can earn a victory card.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwerewolves&amp;diff=4492</id>
		<title>Gamehelpwerewolves</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwerewolves&amp;diff=4492"/>
		<updated>2020-05-25T13:16:11Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Advice to players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advice to players==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Werewolves:&#039;&#039;&#039; Voting against your partner is an effective way to deflect suspicion from yourself of course, this only works if the townsfolk notice.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Fortune Teller:&#039;&#039;&#039; Be extremely careful if you have discovered a Werewolf. It may be worth the pain of revealing yourself in order to identify the player, but avoid doing this too early.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Little Girl:&#039;&#039;&#039; A very powerful character, but very nerve-wrecking to play. Don’t hesitate to spy. It may be frightening, but it is necessary to profit quickly before being eliminated.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Hunter:&#039;&#039;&#039; When you are accused of being a werewolf, it is always wise to try to pass yourself off as the Hunter.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cupido:&#039;&#039;&#039; If you pick yourself as one of the lovers, do not choose a loud-mouth as your partner.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Sheriff:&#039;&#039;&#039; Do not hesitate to nominate yourself for the position of Sheriff. But, if you are a werewolf, do not campaign too openly for the job. Be proud of this position, and wear the card proudly on your clothing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Witch:&#039;&#039;&#039; This character becomes more powerful at the end of the game – do not waste your potions!&lt;br /&gt;
&lt;br /&gt;
==Village expansion==&lt;br /&gt;
&#039;&#039;(Explanation via Sean Johnson: https://boardgamegeek.com/thread/628194/village-was-nice-place-live-until-werewolves-showe)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common building are the farmhouses.&lt;br /&gt;
* The &#039;&#039;&#039;farmers&#039;&#039;&#039; elect a sheriff from among the other farmers and&lt;br /&gt;
* the &#039;&#039;&#039;sheriff&#039;&#039;&#039; gets two votes during the end of the day phase.&lt;br /&gt;
&lt;br /&gt;
Many of the other village pieces come into varieties: Persistent Powers and one time use powers. Some examples of persistent powers are the Schoolmarm, the bailiff, and the barkeep.&lt;br /&gt;
* The &#039;&#039;&#039;Schoolmarm&#039;&#039;&#039; gets to pick two people who are not allowed to vote.&lt;br /&gt;
* When the occupant of a building is killed, the &#039;&#039;&#039;bailiff&#039;&#039;&#039; gets to give the building to one of the homeless players.&lt;br /&gt;
* The barkeep is a unique ability. The &#039;&#039;&#039;barkeep&#039;&#039;&#039; is so popular that he can not be eaten by the werewolves or lynched by the mob, as long as he maintains his popularity. To maintain popularity the barkeep can not vote with the majority that gets someone lynched. However, the bar keep must always cast their vote first.&lt;br /&gt;
&lt;br /&gt;
The one time use powers, can obviously only be used once. If a power is used, and the &#039;&#039;&#039;bailiff&#039;&#039;&#039; later assigns that building to a new person the power comes back. Some examples of these powers are the Lord and barber.&lt;br /&gt;
* Because of ancient feudal privilege, the &#039;&#039;&#039;Lord&#039;&#039;&#039; may use his token to pardon one person who is about to be lynched (including themselves). If this is used then no one is executed by the village for that round.&lt;br /&gt;
* The &#039;&#039;&#039;barber&#039;&#039;&#039; has the ability to do some vigilante justice by having a shave come a little too close. The barber can turn his token and pick one other player to kill. If the Barber kills a werewolf in this way, then they are a hero and there is no lynching that round. If he is wrong and kills an innocent, then the village automatically lynches the barber.&lt;br /&gt;
&lt;br /&gt;
There are a few other buildings with persistent and single use abilities, but there is already a description of those on the main entry page for the game.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwerewolves&amp;diff=4491</id>
		<title>Gamehelpwerewolves</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwerewolves&amp;diff=4491"/>
		<updated>2020-05-25T13:14:24Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Village expansion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Advice to players==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werewolves:&#039;&#039;&#039; Voting against your partner is an effective&lt;br /&gt;
way to deflect suspicion from yourself of course, this only&lt;br /&gt;
works if the townsfolk notice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fortune Teller:&#039;&#039;&#039; Be extremely careful if you have discovered a Werewolf. It may be worth the pain of revealing yourself in&lt;br /&gt;
order to identify the player, but avoid doing this too early.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Little Girl:&#039;&#039;&#039; A very powerful character, but very&lt;br /&gt;
nerve-wrecking to play. Don’t hesitate to spy. It may be&lt;br /&gt;
frightening, but it is necessary to profit quickly&lt;br /&gt;
before being eliminated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hunter:&#039;&#039;&#039; When you are accused of being a werewolf, it&lt;br /&gt;
is always wise to try to pass yourself off as the Hunter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cupido:&#039;&#039;&#039; If you pick yourself as one of the lovers, do not&lt;br /&gt;
choose a loud-mouth as your partner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sheriff:&#039;&#039;&#039; Do not hesitate to nominate yourself for the&lt;br /&gt;
position of Sheriff. But, if you are a werewolf, do not&lt;br /&gt;
campaign too openly for the job. Be proud of this position, and&lt;br /&gt;
wear the card proudly on your clothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witch:&#039;&#039;&#039; This character becomes more powerful at the end&lt;br /&gt;
of the game – do not waste your potions!&lt;br /&gt;
&lt;br /&gt;
==Village expansion==&lt;br /&gt;
&#039;&#039;(Explanation via Sean Johnson: https://boardgamegeek.com/thread/628194/village-was-nice-place-live-until-werewolves-showe)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most common building are the farmhouses.&lt;br /&gt;
* The &#039;&#039;&#039;farmers&#039;&#039;&#039; elect a sheriff from among the other farmers and&lt;br /&gt;
* the &#039;&#039;&#039;sheriff&#039;&#039;&#039; gets two votes during the end of the day phase.&lt;br /&gt;
&lt;br /&gt;
Many of the other village pieces come into varieties: Persistent Powers and one time use powers. Some examples of persistent powers are the Schoolmarm, the bailiff, and the barkeep.&lt;br /&gt;
* The &#039;&#039;&#039;Schoolmarm&#039;&#039;&#039; gets to pick two people who are not allowed to vote.&lt;br /&gt;
* When the occupant of a building is killed, the &#039;&#039;&#039;bailiff&#039;&#039;&#039; gets to give the building to one of the homeless players.&lt;br /&gt;
* The barkeep is a unique ability. The &#039;&#039;&#039;barkeep&#039;&#039;&#039; is so popular that he can not be eaten by the werewolves or lynched by the mob, as long as he maintains his popularity. To maintain popularity the barkeep can not vote with the majority that gets someone lynched. However, the bar keep must always cast their vote first.&lt;br /&gt;
&lt;br /&gt;
The one time use powers, can obviously only be used once. If a power is used, and the &#039;&#039;&#039;bailiff&#039;&#039;&#039; later assigns that building to a new person the power comes back. Some examples of these powers are the Lord and barber.&lt;br /&gt;
* Because of ancient feudal privilege, the &#039;&#039;&#039;Lord&#039;&#039;&#039; may use his token to pardon one person who is about to be lynched (including themselves). If this is used then no one is executed by the village for that round.&lt;br /&gt;
* The &#039;&#039;&#039;barber&#039;&#039;&#039; has the ability to do some vigilante justice by having a shave come a little too close. The barber can turn his token and pick one other player to kill. If the Barber kills a werewolf in this way, then they are a hero and there is no lynching that round. If he is wrong and kills an innocent, then the village automatically lynches the barber.&lt;br /&gt;
&lt;br /&gt;
There are a few other buildings with persistent and single use abilities, but there is already a description of those on the main entry page for the game.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Game_interface_logic:_Game.js&amp;diff=4485</id>
		<title>Game interface logic: Game.js</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Game_interface_logic:_Game.js&amp;diff=4485"/>
		<updated>2020-05-25T03:39:35Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* ShrinkSafe minimization */  Added a note about using JSHint.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Studio_Framework_Navigation}}&lt;br /&gt;
&lt;br /&gt;
This is the main file for your game interface. Here you will define:&lt;br /&gt;
&lt;br /&gt;
* Which actions on the page will generate calls to the server.&lt;br /&gt;
* What happens when you get a notification for a change from the server and how it will show in the browser. &lt;br /&gt;
&lt;br /&gt;
== File structure ==&lt;br /&gt;
&lt;br /&gt;
The details of how the file is structured are described below with comments on the code skeleton provided to you.&lt;br /&gt;
&lt;br /&gt;
Here is the basic structure:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;constructor&#039;&#039;&#039;: here you can define global variables for your whole interface.&lt;br /&gt;
* &#039;&#039;&#039;setup&#039;&#039;&#039;: this method is called when the page is refreshed, and sets up the game interface.&lt;br /&gt;
* &#039;&#039;&#039;onEnteringState&#039;&#039;&#039;: this method is called when entering a new game state. You can use it to customize the view for each game state.&lt;br /&gt;
* &#039;&#039;&#039;onLeavingState&#039;&#039;&#039;: this method is called when leaving a game state.&lt;br /&gt;
* &#039;&#039;&#039;onUpdateActionButtons&#039;&#039;&#039;: called when entering a new state, in order to add action buttons to the status bar.&lt;br /&gt;
* &#039;&#039;(utility methods)&#039;&#039;: this is where you can define your utility methods.&lt;br /&gt;
* &#039;&#039;(player&#039;s actions)&#039;&#039;: this is where you can write your handlers for player actions on the interface (example: click on an item).&lt;br /&gt;
* &#039;&#039;&#039;setupNotifications&#039;&#039;&#039;: this method associates notifications with notification handlers. For each game notification, you can trigger a javascript method to handle it and update the game interface.&lt;br /&gt;
* &#039;&#039;(notification handlers)&#039;&#039;: this is where you define the notifications handlers associated with notifications in &#039;&#039;&#039;setupNotifications&#039;&#039;&#039;, above.&lt;br /&gt;
&lt;br /&gt;
== General tips ==&lt;br /&gt;
&lt;br /&gt;
; this.player_id&lt;br /&gt;
: ID of the player on whose browser the code is running.&lt;br /&gt;
&lt;br /&gt;
; this.isSpectator&lt;br /&gt;
: Flag set to true if the user at the table is a spectator (not a player).&lt;br /&gt;
: Note: This is a variable, not a function.&lt;br /&gt;
: Note: If you want to hide an element from spectators, you should use [[Game_interface_stylesheet:_yourgamename.css#spectatorMode|CSS &#039;spectatorMode&#039; class]].&lt;br /&gt;
&lt;br /&gt;
; this.gamedatas&lt;br /&gt;
: Contains the initial set of data to init the game, created at game start or by game refresh (F5).&lt;br /&gt;
: You can update it as needed to keep an up-to-date reference of the game on the client side if you need it. (Most of the time this is unnecessary).&lt;br /&gt;
&lt;br /&gt;
; this.isCurrentPlayerActive()&lt;br /&gt;
: Returns true if the player on whose browser the code is running is currently active (it&#039;s his turn to play).&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayerId()&lt;br /&gt;
: Return the ID of the active player, or null if we are not in an &amp;quot;activeplayer&amp;quot; type state.&lt;br /&gt;
&lt;br /&gt;
; this.getActivePlayers()&lt;br /&gt;
: Return an array with the IDs of players who are currently active (or an empty array if there are none).&lt;br /&gt;
&lt;br /&gt;
; this.bRealtime&lt;br /&gt;
: Return true if the game is in realtime. Note that having a distinct behavior in realtime and turn-based should be exceptional.&lt;br /&gt;
&lt;br /&gt;
== Dojo framework ==&lt;br /&gt;
&lt;br /&gt;
BGA uses the [http://dojotoolkit.org/ Dojo Javascript framework].&lt;br /&gt;
&lt;br /&gt;
The Dojo framework allows us to do complex things more easily. The BGA framework uses Dojo extensively.&lt;br /&gt;
&lt;br /&gt;
To implement a game, you only need to use a few parts of the Dojo framework. All the Dojo methods you need are described on this page.&lt;br /&gt;
&lt;br /&gt;
== ShrinkSafe minimization ==&lt;br /&gt;
&lt;br /&gt;
For performance reasons, when deploying a game the js code is minimized using ShrinkSafe (based on ECMASCRIPT version 3). Some advanced syntax may not be compatible with this process. In particular:&lt;br /&gt;
* You should not use reserved keywords from the javascript language as variables.&lt;br /&gt;
* You should not declare default argument values in function declarations. The following syntax is invalid for ShrinkSafe: &#039;&#039;&#039;function myFunc(requiredArg, optionalArg = &#039;defaultValue&#039;) {}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; a developer encountering some problems with this has successfully used [http://plugins.netbeans.org/plugin/58580/jshint JSHint] on NetBeans to evaluate code to make it compatible for ECMAScript 3. With the plugin installed, set the below options in &#039;&#039;&#039;.jshintrc&#039;&#039;&#039; file, and then open &#039;&#039;&#039;Action Items&#039;&#039;&#039; window (in NetBeans):&amp;lt;pre&amp;gt;{ &amp;quot;maxerr&amp;quot;: 999, &amp;quot;esversion&amp;quot;: 3 }&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Accessing and manipulating the DOM ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;$(&#039;some_html_element_id&#039;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The $() function is used to get an HTML element using its &amp;quot;id&amp;quot; attribute.&lt;br /&gt;
&lt;br /&gt;
Example 1: modify the content of a &amp;quot;span&amp;quot; element:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
In your HTML code:&lt;br /&gt;
   &amp;lt;span id=&amp;quot;a_value_in_the_game_interface&amp;quot;&amp;gt;1234&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your Javascript code:&lt;br /&gt;
   $(&#039;a_value_in_the_game_interface&#039;).innerHTML = &amp;quot;9999&amp;quot;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: $() is the standard method to access some HTML element with the BGA Framework. You should not use the &#039;&#039;&#039;getElementById&#039;&#039;&#039; function.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.style you can modify the CSS property of any HTML element in your interface.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Make an element disappear&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Give an element a 2px border&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;borderWidth&#039;, &#039;2px&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Change the background position of an element&lt;br /&gt;
     // (very practical when you are using CSS sprites to transform an element to another)&lt;br /&gt;
     dojo.style( &#039;my_element&#039;, &#039;backgroundPosition&#039;, &#039;-20px -50px&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: you must always use dojo.style to modify the CSS properties of HTML elements.&lt;br /&gt;
&lt;br /&gt;
Note²: if you have to modify several CSS properties of an element, or if you have a complex CSS transformation to do, you should consider using dojo.addClass/dojo.removeClass (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo CSS classes manipulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In many situations, many small CSS property updates can be replaced by a CSS class change (i.e., you add a CSS class to your element instead of applying all modifications manually).&lt;br /&gt;
&lt;br /&gt;
Advantages are:&lt;br /&gt;
* All your CSS stuff remains in your CSS file.&lt;br /&gt;
* You can add/remove a list of CSS modifications with a simple function and without error.&lt;br /&gt;
* You can test whether you applied the CSS to an element with the &#039;&#039;&#039;dojo.hasClass&#039;&#039;&#039; method.&lt;br /&gt;
&lt;br /&gt;
Example from &#039;&#039;Reversi&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // We add &amp;quot;possibleMove&amp;quot; to an element&lt;br /&gt;
    dojo.addClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
    // In our CSS file, the class is defined as:&lt;br /&gt;
    .possibleMove {&lt;br /&gt;
      background-color: white;&lt;br /&gt;
      opacity: 0.2;&lt;br /&gt;
      filter:alpha(opacity=20); /* For IE8 and earlier */  &lt;br /&gt;
      cursor: pointer;  &lt;br /&gt;
     }&lt;br /&gt;
&lt;br /&gt;
     // So we&#039;ve applied 4 CSS property changes in one line of code.&lt;br /&gt;
&lt;br /&gt;
     // ... and when we need to check if a square is a possible move on the client side:&lt;br /&gt;
     if( dojo.hasClass( &#039;square_&#039;+x+&#039;_&#039;+y, &#039;possibleMove&#039; ) )&lt;br /&gt;
     { ... }&lt;br /&gt;
&lt;br /&gt;
     // ... and if we want to remove all possible moves in one line of code (see &amp;quot;dojo.query&amp;quot; method):&lt;br /&gt;
     dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Conclusion: We encourage you to use &#039;&#039;&#039;dojo.addClass&#039;&#039;&#039;, &#039;&#039;&#039;dojo.removeClass&#039;&#039;&#039; and &#039;&#039;&#039;dojo.hasClass&#039;&#039;&#039; to make your life easier :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.query&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.query, you can query a bunch of HTML elements with a single function, with a &amp;quot;CSS selector&amp;quot; style.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // All elements with class &amp;quot;possibleMove&amp;quot;:&lt;br /&gt;
     var elements = dojo.query( &#039;.possibleMove&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Count number of tokens (i.e., elements of class &amp;quot;token&amp;quot;) on the board (i.e., the element with id &amp;quot;board&amp;quot;):&lt;br /&gt;
     dojo.query( &#039;#board .token&#039; ).length;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But what is really cool with dojo.query is that you can combine it with almost all methods above.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Trigger a method when the mouse enter in any element with class &amp;quot;meeple&amp;quot;:&lt;br /&gt;
     dojo.query( &#039;.meeple&#039; ).connect( &#039;onmouseenter&#039;, this, &#039;myMethodToTrigger&#039; );&lt;br /&gt;
&lt;br /&gt;
     // Hide all meeples who are on the board&lt;br /&gt;
     dojo.query( &#039;#board .meeple&#039; ).style( &#039;display&#039;, &#039;none&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
dojo.place is the best function to insert HTML code somewhere in your game interface without breaking something. It is much better to use than the &#039;&#039;&#039;innerHTML=&#039;&#039;&#039; method if you must insert HTML tags and not only values.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     // Insert your HTML code as a child of a container element&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
     // Replace the container element with your new html&lt;br /&gt;
     dojo.place( &amp;quot;&amp;lt;your html code&amp;gt;&amp;quot;, &amp;quot;your_container_element_id&amp;quot;, &amp;quot;replace&amp;quot; );&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The third parameter of dojo.place can take various interesting value.&lt;br /&gt;
&lt;br /&gt;
values possibles :&lt;br /&gt;
&lt;br /&gt;
&amp;quot;replace&amp;quot; : (see description above).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;first&amp;quot; : Places the node as a child of the reference node. The node is placed as the first child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;last&amp;quot; : Places the node as a child of the reference node. The node is placed as the last child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;before&amp;quot; : places the node right before the reference node.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;last (value by default) &amp;quot; : places the node right after the reference node.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;only&amp;quot; : replaces all children of the reference node with the node.&lt;br /&gt;
&lt;br /&gt;
positif integer : This parameter can be a positif integer. In this case, the node will be placed as a child of the reference node with this number (counting from 0). If the number is more than number of children, the node will be appended to the reference node making it the last child. &lt;br /&gt;
&lt;br /&gt;
See also full doc on dojo.place : [https://dojotoolkit.org/reference-guide/1.7/dojo/place.html]&lt;br /&gt;
&lt;br /&gt;
Usually, when you want to insert some piece of HTML in your game interface, you should use &amp;quot;[[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;addStyleToClass: function( cssClassName, cssProperty, propertyValue )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Same as dojo.style(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
=== Animations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dojo Animations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BGA animations is based on Dojo Animation ([http://dojotoolkit.org/documentation/tutorials/1.8/animation/ see tutorial here]).&lt;br /&gt;
&lt;br /&gt;
However, most of the time, you can just use methods below, which are built on top of Dojo Animation.&lt;br /&gt;
&lt;br /&gt;
Note: one interesting method from Dojo that could be useful from time to time is &amp;quot;Dojo.Animation&amp;quot;. It allows you to make any CSS property &amp;quot;slide&amp;quot; from one value to another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObject( mobile_obj, target_obj, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use slideToObject to &amp;quot;slide&amp;quot; an element to a target position.&lt;br /&gt;
&lt;br /&gt;
Sliding element on the game area is the recommended and the most used way to animate your game interface. Using slides allow players to figure out what is happening on the game, as if they were playing with the real boardgame.&lt;br /&gt;
&lt;br /&gt;
The parameters are:&lt;br /&gt;
* mobile_obj: the ID of the object to move. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned.&lt;br /&gt;
* target_obj: the ID of the target object. This object must be &amp;quot;relative&amp;quot; or &amp;quot;absolute&amp;quot; positioned. Note that it is not mandatory that mobile_obj and target_obj have the same size. If their size are different, the system slides the center of mobile_obj to the center of target_obj.&lt;br /&gt;
* duration: (optional) defines the duration in millisecond of the slide. The default is 500 milliseconds.&lt;br /&gt;
* delay: (optional). If you defines a delay, the slide will start only after this delay. This is particularly useful when you want to slide several object from the same position to the same position: you can give a 0ms delay to the first object, a 100ms delay to the second one, a 200ms delay to the third one, ... this way they won&#039;t be superposed during the slide.&lt;br /&gt;
&lt;br /&gt;
BE CAREFUL: The method returns an dojo.fx animation, so you can combine it with other animation if you want to. It means that you have to call the &amp;quot;play()&amp;quot; method, otherwise the animation WON&#039;T START.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObject( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectPos( mobile_obj, target_obj, target_x, target_y, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method does exactly the same as &amp;quot;slideToObject&amp;quot;, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will slide to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example: slide a token to some place on the board, 10 pixels to the bottom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.slideToObjectPos( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 0, 10 ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideTemporaryObject( mobile_obj_html, mobile_obj_parent, from, to, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is useful when you want to slide a temporary HTML object from one place to another. As this object does not exists before the animation and won&#039;t remain after, it could be complex to create this object (with dojo.place), to place it at its origin (with placeOnObject) to slide it (with slideToObject) and to make it disappear at the end.&lt;br /&gt;
&lt;br /&gt;
slideTemporaryObject does all of this for you:&lt;br /&gt;
* mobile_obj_html is a piece of HTML code that represent the object to slide.&lt;br /&gt;
* mobile_obj_parent is the ID of an HTML element of your interface that will be the parent of this temporary HTML object.&lt;br /&gt;
* from is the ID of the origin of the slide.&lt;br /&gt;
* to is the ID of the target of the slide.&lt;br /&gt;
* duration/delay works exactly like in &amp;quot;slideToObject&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideTemporaryObject( &#039;&amp;lt;div class=&amp;quot;token_icon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&#039;, &#039;tokens&#039;, &#039;my_origin_div&#039;, &#039;my_target_div&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.slideToObjectAndDestroy: function( node, to, time, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method is a handy shortcut to slide an existing HTML object to some place then destroy it upon arrival. It can be used for example to move a victory token or a card from the board to the player panel to show that the player earns it, then destroy it when we don&#039;t need to keep it visible on the player panel.&lt;br /&gt;
&lt;br /&gt;
It works the same as this.slideToObject and takes the same arguments. &lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.slideToObjectAndDestroy( &amp;quot;some_token&amp;quot;, &amp;quot;some_place_on_board&amp;quot;, 1000, 0 );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.fadeOutAndDestroy( node, duration, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This function fade out the target HTML node, then destroy it.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.fadeOutAndDestroy( &amp;quot;a_card_that_must_disappear&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the HTML node still exists until during few milliseconds, until the fadeOut has been completed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rotating elements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can check here [http://jimfulton.info/demos/dojo-animated-rotate.html an example of use] of Dojo to make an element rotate.&lt;br /&gt;
&lt;br /&gt;
This example combines &amp;quot;Dojo.Animation&amp;quot; method and a CSS3 property that allow you to rotate the element.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: to asses browser compatibility, you must select the CSS property to use just like in the example (see sourcecode below):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        var transform;&lt;br /&gt;
        dojo.forEach(&lt;br /&gt;
            [&#039;transform&#039;, &#039;WebkitTransform&#039;, &#039;msTransform&#039;,&lt;br /&gt;
             &#039;MozTransform&#039;, &#039;OTransform&#039;],&lt;br /&gt;
            function (name) {&lt;br /&gt;
                if (typeof dojo.body().style[name] != &#039;undefined&#039;) {&lt;br /&gt;
                    transform = name;&lt;br /&gt;
                }&lt;br /&gt;
            });&lt;br /&gt;
        // ... and then use &amp;quot;transform&amp;quot; as the name of your CSS property for rotation&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animation Callbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you wish to run some code only after an animation has completed you can do this by linking a callback method.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
var animation_id = this.slideToObject( mobile_obj, target_obj, duration, delay );&lt;br /&gt;
dojo.connect(animation_id, &#039;onEnd&#039;, dojo.hitch(this, &#039;callback_function&#039;, parameters));&lt;br /&gt;
animation_id.play();&lt;br /&gt;
&lt;br /&gt;
…&lt;br /&gt;
&lt;br /&gt;
callback_function: function(params) {&lt;br /&gt;
   // this will be called after the animation ends&lt;br /&gt;
},&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wish to call a second animation after the first (rather than general code) then you can use a dojo animation chain (see tutorial referenced above).&lt;br /&gt;
&lt;br /&gt;
=== Moving elements ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObject( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
placeOnObject works exactly like &amp;quot;slideToObject&amp;quot;, except that the effect is immediate.&lt;br /&gt;
&lt;br /&gt;
This is not really an animation, but placeOnObject is frequently used before starting an animation.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // (We just created an object &amp;quot;my_new_token&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
  // Place the new token on current player board&lt;br /&gt;
  this.placeOnObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;overall_player_board_&amp;quot;+this.player_id );&lt;br /&gt;
  &lt;br /&gt;
  // Then slide it to its position on the board&lt;br /&gt;
  this.slideToObject( &amp;quot;my_new_token&amp;quot;, &amp;quot;a_place_on_board&amp;quot; ).play();&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.placeOnObjectPos( mobile_obj, target_obj, target_x, target_y )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method works exactly like placeOnObject, except than you can specify some (x,y) coordinates. This way, &amp;quot;mobile_obj&amp;quot; will be placed to the specified x,y position relatively to &amp;quot;target_obj&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.attachToNewParent( mobile_obj, target_obj )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this method, you change the HTML parent of &amp;quot;mobile_obj&amp;quot; element. &amp;quot;target_obj&amp;quot; is the new parent of this element. The beauty of &lt;br /&gt;
attachToNewParent is that the mobile_obj element DOES NOT MOVE during this process.&lt;br /&gt;
&lt;br /&gt;
Note: what happens is that the method calculate a relative position of mobile_obj to make sure it does not move after the HTML parent changes.&lt;br /&gt;
&lt;br /&gt;
Why using this method?&lt;br /&gt;
&lt;br /&gt;
Changing the HTML parent of an element can be useful for the following reasons:&lt;br /&gt;
* When the HTML parent moves, all its child are moving with them. If some game elements is no more linked with a parent HTML object, you may want to attach it to another place.&lt;br /&gt;
* The z_order (vertical order of display) depends on the position in the DOM, so you may need to change the parent of some game elements when they are moving in your game area.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: this function destroys original object and places a clone onto a new parent, this will break all references to this HTML element (ex: dojo.connect).&lt;br /&gt;
&lt;br /&gt;
== Players input ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.connect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used to associate a player event with one of your notification method.&lt;br /&gt;
&lt;br /&gt;
Example: associate a click on an element (&amp;quot;my_element&amp;quot;) with one of our method (&amp;quot;onClickOnMyElement&amp;quot;):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
      dojo.connect( $(&#039;my_element&#039;), &#039;onclick&#039;, this, &#039;onClickOnMyElement&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: this is the only possible correct way to associate a player input event to your code, and you must not use anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkAction( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkAction: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
Restricted arguments names (please don&#039;t use them):&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;action&amp;quot;&lt;br /&gt;
* &amp;quot;module&amp;quot;&lt;br /&gt;
* &amp;quot;class&amp;quot;&lt;br /&gt;
return true if action is authorized (ie: the action is listed as a &amp;quot;possibleaction&amp;quot; in current game state).&lt;br /&gt;
&lt;br /&gt;
return false and display an error message if not (display no message if nomessage parameter is true). The displayed error message could be either &amp;quot;This move is not allowed at this moment&amp;quot; or &amp;quot;An action is already in progress&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  function onClickOnGameElement( evt )&lt;br /&gt;
  {&lt;br /&gt;
     if( this.checkAction( &amp;quot;my_action&amp;quot; ) )&lt;br /&gt;
     {&lt;br /&gt;
        // Do the action&lt;br /&gt;
     }&lt;br /&gt;
  }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.checkPossibleActions( &amp;quot;my_action_name&amp;quot; )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usage: checkPossibleActions: function( action, nomessage )&lt;br /&gt;
&lt;br /&gt;
* this is independent of the player being active, so can be used instead of this.checkAction(). This is particularly useful for multiplayer states when the player is not active in a &#039;player may like to change their mind&#039; scenario. &lt;br /&gt;
&lt;br /&gt;
Check if player can do the specified action by taking into account:&lt;br /&gt;
* current game state&lt;br /&gt;
* interface locking (a player can&#039;t do any action if an action is already in progress)&lt;br /&gt;
&lt;br /&gt;
Restricted arguments names (please don&#039;t use them):&lt;br /&gt;
* &amp;quot;action&amp;quot;&lt;br /&gt;
* &amp;quot;module&amp;quot;&lt;br /&gt;
* &amp;quot;class&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.ajaxcall( url, parameters, obj_callback, callback, callback_error )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This method must be used to send a player input to the game server.&lt;br /&gt;
&lt;br /&gt;
* url: the url of the action to perform. For a game, it must be: &amp;quot;/&amp;lt;mygame&amp;gt;/&amp;lt;mygame&amp;gt;/myAction.html&amp;quot;&lt;br /&gt;
* parameters: an array of parameter to send to the game server. Note that &amp;quot;lock:true&amp;quot; must always be specified in this list of parameter in order the interface can be locked during the server call.&lt;br /&gt;
* obj_callback: must be set to &amp;quot;this&amp;quot;.&lt;br /&gt;
* callback: a function to trigger when the server returns and everything went fine.&lt;br /&gt;
* callback_error: (optional and rarely used) a function to trigger when the server returns an error.&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.ajaxcall( &#039;/mygame/mygame/myaction.html&#039;, { lock: true, &lt;br /&gt;
   arg1: myarg1, &lt;br /&gt;
   arg2: myarg2, &lt;br /&gt;
   ...&lt;br /&gt;
}, this, function( result ) {&lt;br /&gt;
   // Do some stuff after a successful call&lt;br /&gt;
} );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.confirmationDialog()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Display a confirmation dialog with a yes/no choice.&lt;br /&gt;
&lt;br /&gt;
We advice you to NOT use this function unless the player action is really critical and could ruins the game, because it slows down the game and upset players.&lt;br /&gt;
&lt;br /&gt;
Usage: this.confirmationDialog( &amp;quot;Question to displayed&amp;quot;, callback_function_if_click_on_yes );&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.confirmationDialog( _(&#039;Are you sure to use this bonus (points penalty at the end of the game) ?&#039;),&lt;br /&gt;
                         dojo.hitch( this, function() {&lt;br /&gt;
                           this.ajaxcall( &#039;/seasons/seasons/useBonus.html&#039;,&lt;br /&gt;
                                { id:bonus_id, lock:true }, this, function( result ) {} );&lt;br /&gt;
                        } ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; addEventToClass: function( cssClassName, eventName, functionName )&lt;br /&gt;
: Same as dojo.connect(), but for all the nodes set with the specified cssClassName&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addActionButton( id, label, method, (opt)destination, (opt)blinking, (opt)color )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use this method to add an action button in the main action status bar.&lt;br /&gt;
&lt;br /&gt;
Arguments:&lt;br /&gt;
* id: an element ID that should be unique in your HTML DOM document.&lt;br /&gt;
* label: the text of the button. Should be translatable (use _() function).&lt;br /&gt;
* method: the name of your method that must be triggered when the player clicks on this button.&lt;br /&gt;
* destination (optional): deprecated, do not use this. Use &#039;&#039;&#039;null&#039;&#039;&#039; as value if you need to specify other arguments.&lt;br /&gt;
* blinking (optional): if set to &#039;&#039;&#039;true&#039;&#039;&#039;, the button is going blink to catch player&#039;s attention. Please don&#039;t abuse of blinking button.&lt;br /&gt;
* color: could be &#039;&#039;&#039;blue&#039;&#039;&#039; (default), &#039;&#039;&#039;red&#039;&#039;&#039; or &#039;&#039;&#039;gray&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You should only use this method in your &amp;quot;onUpdateActionButtons&amp;quot; method. Usually, you use it like this (from Hears example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        onUpdateActionButtons: function( stateName, args ) {&lt;br /&gt;
                      &lt;br /&gt;
            if (this.isCurrentPlayerActive()) {            &lt;br /&gt;
                switch( stateName ) {&lt;br /&gt;
                case &#039;giveCards&#039;:&lt;br /&gt;
                    this.addActionButton( &#039;giveCards_button&#039;, _(&#039;Give selected cards&#039;), &#039;onGiveCards&#039; ); &lt;br /&gt;
                    break;&lt;br /&gt;
                }&lt;br /&gt;
            }&lt;br /&gt;
        },   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, we are adding a &amp;quot;Give selected cards&amp;quot; button in the case we are on game state &amp;quot;giveCards&amp;quot;. When player clicks on this button, it triggers our &amp;quot;onGiveCards&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Example using blinking red button:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     this.addActionButton( &#039;commit_button&#039;, _(&#039;Confirm&#039;), &#039;onConfirm&#039;, null, true, &#039;red&#039;); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: at least in studio example above will make button huge, because it sets it display of blinking things to &#039;&#039;&#039;block&#039;&#039;&#039;, &lt;br /&gt;
if you don&#039;t like it you have to change css display value&lt;br /&gt;
of the button to inline-block (the id of the button is the first argument, i.e &#039;commit_button&#039; in example above)&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
See [[Translations]]&lt;br /&gt;
&lt;br /&gt;
== Notifications ==&lt;br /&gt;
&lt;br /&gt;
When something happens on the server side, your game interface Javascript logic received a notification.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you can handle these notifications on the client side.&lt;br /&gt;
&lt;br /&gt;
=== Subscribe to notifications ===&lt;br /&gt;
&lt;br /&gt;
Your Javascript &amp;quot;setupNotifications&amp;quot; method is the place where you can subscribe to notifications from your PHP code.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how you associate one of your Javascript method to a notification &amp;quot;playDisc&amp;quot; (from Reversi example):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   // In setupNotifications method:&lt;br /&gt;
   dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: the &amp;quot;playDisc&amp;quot; corresponds to the name of the notification you define it in your PHP code, in your &amp;quot;notifyAllPlayers&amp;quot; or &amp;quot;notifyPlayer&amp;quot; method.&lt;br /&gt;
&lt;br /&gt;
Then, you have to define your &amp;quot;notif_playDisc&amp;quot; method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        notif_playDisc: function( notif )&lt;br /&gt;
        {&lt;br /&gt;
            // Remove current possible moves (makes the board more clear)&lt;br /&gt;
            dojo.query( &#039;.possibleMove&#039; ).removeClass( &#039;possibleMove&#039; );        &lt;br /&gt;
        &lt;br /&gt;
            this.addDiscOnBoard( notif.args.x, notif.args.y, notif.args.player_id );&lt;br /&gt;
        },&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a notification handler like our &amp;quot;notif_playDisc&amp;quot; method, you can access to all notifications arguments with &amp;quot;notif.args&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    // If you did this on PHP side:&lt;br /&gt;
    self::notifyAllPlayers( &amp;quot;myNotification&amp;quot;, &#039;&#039;, array( &amp;quot;myArgument&amp;quot; =&amp;gt; 3 ) );&lt;br /&gt;
&lt;br /&gt;
    // On Javascript side, you can access the &amp;quot;myArgument&amp;quot; like this:&lt;br /&gt;
    notif_myNotification: function( notif )&lt;br /&gt;
    {&lt;br /&gt;
       alert( &amp;quot;myArgument = &amp;quot; + notif.args.myArgument );&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Synchronous notifications ===&lt;br /&gt;
&lt;br /&gt;
When several notifications are received by your game interface, these notifications are processed immediately, one after the other, in the same exact order they have been generated in your PHP game logic.&lt;br /&gt;
&lt;br /&gt;
However, sometimes, you need to give some time to the players to figure out what happened on the game before jumping to the next notification. Indeed, in many games, they are a lot of automatic actions, and the computer is going to resolve all these actions very fast if you don&#039;t tell it not to do so.&lt;br /&gt;
&lt;br /&gt;
As an example, for Reversi, when someone is playing a disc, we want to wait 500 milliseconds before doing anything else in order the opponent player can figure out what move has been played.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how we do this, right after our subscription:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       dojo.subscribe( &#039;playDisc&#039;, this, &amp;quot;notif_playDisc&amp;quot; );&lt;br /&gt;
       this.notifqueue.setSynchronous( &#039;playDisc&#039;, 500 );   // Wait 500 milliseconds after executing the playDisc handler&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pre-defined notification types ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tableWindow&#039;&#039;&#039; - This defines notification to display [[Game_interface_logic:_yourgamename.js#Scoring_dialogs|Scoring Dialogs]], see below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;message&#039;&#039;&#039; - This defines notification that shows on players log and have no other effect&lt;br /&gt;
&lt;br /&gt;
   // You can call this on php side without doing anything on client side&lt;br /&gt;
    self::notifyAllPlayers( &#039;message&#039;, &#039;hello&#039;, array( ) );&lt;br /&gt;
&lt;br /&gt;
== Tooltips ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltip( nodeId, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to the DOM node.&lt;br /&gt;
&lt;br /&gt;
Specify &#039;helpString&#039; to display some information about &amp;quot;what is this game element?&amp;quot;.&lt;br /&gt;
Specify &#039;actionString&#039; to display some information about &amp;quot;what happens when I click on this element?&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You must specify both helpString and actionString. Most of the time, you should use only one and specify a void string (&amp;quot;&amp;quot;) for the other one.&lt;br /&gt;
&lt;br /&gt;
Usually, _() must be used for the text to be marked for translation.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Delay&amp;quot; is an optional parameter. Usually, it is primarily used to specify a zero delay for some game element when the tooltip gives really important information for the game - but remember: no essential information must be placed in tooltips as they won&#039;t be displayed in some browsers (see [[BGA_Studio_Guidelines|Guidelines]]).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.addTooltip( &#039;cardcount&#039;, _(&#039;Number of cards in hand&#039;), &#039;&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtml( nodeId, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to the DOM node (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipToClass( cssClass, _( helpString ), _( actionString ), delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add a simple text tooltip to all the DOM nodes set with this cssClass. &lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.addTooltipHtmlToClass( cssClass, html, delay )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Add an HTML tooltip to to all the DOM nodes set with this cssClass (for more elaborate content such as presenting a bigger version of a card).&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: all concerned nodes must have IDs to get tooltips&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.removeTooltip( nodeId )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remove a tooltip from the DOM node.&lt;br /&gt;
&lt;br /&gt;
== Dialogs, warning messages, confirmation dialogs, ... ==&lt;br /&gt;
&lt;br /&gt;
=== Warning messages ===&lt;br /&gt;
&lt;br /&gt;
Sometimes, there is something important that is happening on the game and you have to make sure all players get the message. Most of the time, the evolution of the game situation or the game log is enough, but sometimes you need something more visible.&lt;br /&gt;
&lt;br /&gt;
Ex: someone fulfill one of the end of the game condition, so this is the last turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.showMessage( msg, type )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
showMessage shows a message in a big rectangular area on the top of the screen of current player.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;msg&amp;quot; is the string to display. It should be translated.&lt;br /&gt;
* &amp;quot;type&amp;quot; can be set to &amp;quot;info&amp;quot; or &amp;quot;error&amp;quot;. If set to &amp;quot;info&amp;quot;, the message will be an informative message on a white background. If set to &amp;quot;error&amp;quot;, the message will be an error message on a red background.&lt;br /&gt;
&lt;br /&gt;
Important: the normal way to inform players about the progression of the game is the game log. &amp;quot;showMessage&amp;quot; is intrusive and should not be used often.&lt;br /&gt;
&lt;br /&gt;
=== Confirmation dialog ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;confirmationDialog( message, yesHandler, noHandler )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When an important action with a lot of consequences is triggered by the player, you may want to propose a confirmation dialog.&lt;br /&gt;
&lt;br /&gt;
CAREFUL: the general guidelines of BGA is to AVOID the use of confirmation dialog. Confirmation dialogs slow down the game and bother players. The players knows that they have to pay attention about each move when they are playing online.&lt;br /&gt;
&lt;br /&gt;
The situation where you should use a confirmation dialog are the following:&lt;br /&gt;
* It must not happen very often during a game.&lt;br /&gt;
* It must be linked to an action that can really &amp;quot;kill a game&amp;quot; if the player do not pay attention.&lt;br /&gt;
* It must be something that can be done by mistake (ex: a link on the action status bar).&lt;br /&gt;
&lt;br /&gt;
How to display a confirmation dialog:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to bake the pie?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.bakeThePie();&lt;br /&gt;
        } ) ); &lt;br /&gt;
        return; // nothing should be called or done after calling this, all action must be done in the handler  &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiple choice dialog ===&lt;br /&gt;
You can use this dialog to give user a choice with small amount of options:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        var keys = [1,5,10];&lt;br /&gt;
        this.multipleChoiceDialog(&lt;br /&gt;
          _(&#039;How many bugs to fix?&amp;quot;), keys, &lt;br /&gt;
            dojo.hitch(this, function(choice) {&lt;br /&gt;
                            var bugchoice = keys[choice];&lt;br /&gt;
                            console.log(&#039;dialog callback with &#039;+bugchoice);&lt;br /&gt;
                            this.ajaxcall( &#039;/mygame/mygame/fixBugs.html&#039;, { bugs: bugchoice}, this, function( result ) {} );                        }));&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dialogs ===&lt;br /&gt;
&lt;br /&gt;
As a general rule, you shouldn&#039;t use dialogs windows.&lt;br /&gt;
&lt;br /&gt;
BGA guidelines specify that all game elements should be displayed on the main screen. Players can eventually scroll down to see game elements they don&#039;t need to see anytime, and you may eventually create anchors to move between game area section. Of course dialogs windows are very practical, but the thing is: all players know how to scroll down, and not all players know how to show up your dialog window. In addition, when the dialog shows up, players can&#039;t access the other game components.&lt;br /&gt;
&lt;br /&gt;
Sometimes although, you need to display a dialog window. Here is how you do this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  // Create the new dialog over the play zone. You should store the handler in a member variable to access it later&lt;br /&gt;
  this.myDlg = new ebg.popindialog();&lt;br /&gt;
  this.myDlg.create( &#039;myDialogUniqueId&#039; );&lt;br /&gt;
  this.myDlg.setTitle( _(&amp;quot;my dialog title to translate&amp;quot;) );&lt;br /&gt;
  this.myDlg.setMaxWidth( 500 ); // Optional&lt;br /&gt;
  &lt;br /&gt;
  // Create the HTML of my dialog. &lt;br /&gt;
  // The best practice here is to use [[Game_layout:_view_and_template:_yourgamename.view.php_and_yourgamename_yourgamename.tpl#Javascript_templates|Javascript templates]]&lt;br /&gt;
  var html = this.format_block( &#039;jstpl_myDialogTemplate&#039;, { &lt;br /&gt;
                arg1: myArg1,&lt;br /&gt;
                arg2: myArg2,&lt;br /&gt;
                ...&lt;br /&gt;
            } );  &lt;br /&gt;
  &lt;br /&gt;
  // Show the dialog&lt;br /&gt;
  this.myDlg.setContent( html ); // Must be set before calling show() so that the size of the content is defined before positioning the dialog&lt;br /&gt;
  this.myDlg.show();&lt;br /&gt;
  &lt;br /&gt;
  // Now that the dialog has been displayed, you can connect your method to some dialog elements&lt;br /&gt;
  // Example, if you have an &amp;quot;OK&amp;quot; button in the HTML of your dialog:&lt;br /&gt;
  dojo.connect( $(&#039;my_ok_button&#039;), &#039;onclick&#039;, this, function(evt){&lt;br /&gt;
                evt.preventDefault();&lt;br /&gt;
                this.myDlg.destroy();&lt;br /&gt;
            } );&lt;br /&gt;
&lt;br /&gt;
If necessary, you can remove the default top right corner &#039;close&#039; icon, or replace the function called when it is clicked:&lt;br /&gt;
  // Removes the default close icon&lt;br /&gt;
  this.myDlg.hideCloseIcon();&lt;br /&gt;
&lt;br /&gt;
  // Replace the function call when it&#039;s clicked&lt;br /&gt;
  this.myDlg.replaceQuitCallback( function() { ... } );&lt;br /&gt;
&lt;br /&gt;
=== Scoring dialogs ===&lt;br /&gt;
&lt;br /&gt;
Sometimes at the end of a round you want to display a big table that details the points wins in each section of the game.&lt;br /&gt;
&lt;br /&gt;
Example: in Hearts game, we display at the end of each round the number of &amp;quot;heart&amp;quot; cards collected by each player, the player who collected the Queen of Spades, and the total number of points loose by each player.&lt;br /&gt;
&lt;br /&gt;
Scoring dialogs are managed entirely on &#039;&#039;&#039;PHP side&#039;&#039;&#039;, but they are described here as their effects are visible only on client side.&lt;br /&gt;
&lt;br /&gt;
Displaying a scoring dialog is quite simple and is using a special notification type: &amp;quot;tableWindow&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  // on PHP side:&lt;br /&gt;
  $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;table&amp;quot; argument is a 2 dimensional PHP array that describe the table you want to display, line by line and column by column.&lt;br /&gt;
&lt;br /&gt;
Example: display an 3x3 array of strings&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, &amp;quot;three&amp;quot; ),    // This is my first line&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ),    // This is my second line&lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )    // This is my third line&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see above, in each &amp;quot;cell&amp;quot; of your array you can display a simple string value. But you can also display a complex value with a template and associated arguments like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $table = array(&lt;br /&gt;
      array( &amp;quot;one&amp;quot;, &amp;quot;two&amp;quot;, array( &amp;quot;str&amp;quot; =&amp;gt; clienttranslate(&amp;quot;a string with an ${argument}&amp;quot;), &amp;quot;args&amp;quot; =&amp;gt; array( &#039;argument&#039; =&amp;gt; &#039;argument_value&#039; )  ) ),&lt;br /&gt;
      array( &amp;quot;four&amp;quot;, &amp;quot;five&amp;quot;, &amp;quot;six&amp;quot; ), &lt;br /&gt;
      array( &amp;quot;seven&amp;quot;, &amp;quot;height&amp;quot;, &amp;quot;nine&amp;quot; )&lt;br /&gt;
   );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is especially useful when you want to display player names with colors. Example from &amp;quot;Hearts&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        $firstRow = array( &#039;&#039; );&lt;br /&gt;
        foreach( $players as $player_id =&amp;gt; $player )&lt;br /&gt;
        {&lt;br /&gt;
            $firstRow[] = array( &#039;str&#039; =&amp;gt; &#039;${player_name}&#039;,&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;player_name&#039; =&amp;gt; $player[&#039;player_name&#039;] ),&lt;br /&gt;
                                 &#039;type&#039; =&amp;gt; &#039;header&#039;&lt;br /&gt;
                               );&lt;br /&gt;
        }&lt;br /&gt;
        $table[] = $firstRow;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also use three extra attributes in the parameter array for the notification:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   $this-&amp;gt;notifyAllPlayers( &amp;quot;tableWindow&amp;quot;, &#039;&#039;, array(&lt;br /&gt;
            &amp;quot;id&amp;quot; =&amp;gt; &#039;finalScoring&#039;,&lt;br /&gt;
            &amp;quot;title&amp;quot; =&amp;gt; clienttranslate(&amp;quot;Title of the scoring dialog&amp;quot;),&lt;br /&gt;
            &amp;quot;table&amp;quot; =&amp;gt; $table,&lt;br /&gt;
            &amp;quot;header&amp;quot; =&amp;gt; array(&#039;str&#039; =&amp;gt; clienttranslate(&#039;Table header with parameter ${number}&#039;),&lt;br /&gt;
                                 &#039;args&#039; =&amp;gt; array( &#039;number&#039; =&amp;gt; 3 ),&lt;br /&gt;
                               ),&lt;br /&gt;
            &amp;quot;footer&amp;quot; =&amp;gt; &#039;&amp;lt;div&amp;gt;Some footer&amp;lt;/div&amp;gt;&#039;,&lt;br /&gt;
            &amp;quot;closing&amp;quot; =&amp;gt; clienttranslate( &amp;quot;Closing button label&amp;quot; )&lt;br /&gt;
        ) ); &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;header&#039;&#039;&#039;: the content for this parameter will display before the table (also, the html will be parsed and player names will be colored according to the current game colors). &lt;br /&gt;
*&#039;&#039;&#039;footer&#039;&#039;&#039;: the content for this parameter will display after the table (no parsing for coloring the player names)&lt;br /&gt;
*&#039;&#039;&#039;closing&#039;&#039;&#039;: if this parameter is used, a button will be displayed with this label at the bottom of the popup and will allow players to close it (more easily than by clicking the top right &#039;cross&#039; icon).&lt;br /&gt;
&lt;br /&gt;
=== Scoring animated display ===&lt;br /&gt;
&lt;br /&gt;
Sometimes (Terra Mystica final scoring for example), you may want to display a score value over an element to make the scoring easier to follow for the players.&lt;br /&gt;
You can do it with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.displayScoring( anchor_id, color, score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Speech bubble ===&lt;br /&gt;
&lt;br /&gt;
For better interactivity in some games (Love Letter for example), you may use comic book style speech bubbles to express the players voices.&lt;br /&gt;
This is done with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
   this.showBubble( anchor_id, text, delay, duration, custom_class )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
delay in milliseconds is optional (default 0)&lt;br /&gt;
&lt;br /&gt;
duration in milliseconds is optional (default 3000)&lt;br /&gt;
&lt;br /&gt;
custom_class is optional, if you need to override the default bubble style&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: if your bubble could overlap other active elements of the interface (buttons in particular), as it stays in place even after disappearing, you should use a custom class to give it the style &amp;quot;pointer-events: none;&amp;quot; in order to intercept click events.&lt;br /&gt;
&lt;br /&gt;
== Update players score ==&lt;br /&gt;
&lt;br /&gt;
Increase a player score (with a positive or negative number):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].incValue( score_delta );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Set a player score to a specific value:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  this.scoreCtrl[ player_id ].setValue( new_score );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Players panels ==&lt;br /&gt;
&lt;br /&gt;
=== Adding stuff to player&#039;s panel ===&lt;br /&gt;
&lt;br /&gt;
At first, create a new &amp;quot;JS template&amp;quot; string in your template (tpl) file:&lt;br /&gt;
&lt;br /&gt;
(from Gomoku example)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
var jstpl_player_board = &#039;\&amp;lt;div class=&amp;quot;cp_board&amp;quot;&amp;gt;\&lt;br /&gt;
    &amp;lt;div id=&amp;quot;stoneicon_p${id}&amp;quot; class=&amp;quot;gmk_stoneicon gmk_stoneicon_${color}&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;span id=&amp;quot;stonecount_p${id}&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;\&lt;br /&gt;
&amp;lt;/div&amp;gt;&#039;;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, you add this piece of code in your JS file to add this template to each player panel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
            // Setting up player boards&lt;br /&gt;
            for( var player_id in gamedatas.players )&lt;br /&gt;
            {&lt;br /&gt;
                var player = gamedatas.players[player_id];&lt;br /&gt;
                         &lt;br /&gt;
                // Setting up players boards if needed&lt;br /&gt;
                var player_board_div = $(&#039;player_board_&#039;+player_id);&lt;br /&gt;
                dojo.place( this.format_block(&#039;jstpl_player_board&#039;, player ), player_board_div );&lt;br /&gt;
            }&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Note: the code above is of course from your &amp;quot;setup&amp;quot; function in your Javascript).&lt;br /&gt;
&lt;br /&gt;
Very often, you have to distinguish current player and others players. In this case, you just have to create another JS template (ex: jstpl_otherplayer_board) and use it when &amp;quot;player_id&amp;quot; is different than &amp;quot;this.player_id&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Player&#039;s panel disabling/enabling ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.disablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Disable given player panel (the panel background become gray).&lt;br /&gt;
&lt;br /&gt;
Usually, this is used to signal that this played passes, or will be inactive during a while.&lt;br /&gt;
&lt;br /&gt;
Note that the only effect of this is visual. There are no consequences on the behaviour of the panel itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enablePlayerPanel( player_id )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable a player panel that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;this.enableAllPlayerPanels()&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enable all player panels that has been disabled before.&lt;br /&gt;
&lt;br /&gt;
== Image loading ==&lt;br /&gt;
&lt;br /&gt;
See also [[Game_art:_img_directory]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Be careful&#039;&#039;&#039;: by default, ALL images of your img directory are loaded on a player&#039;s browser when he loads the game. For this reason, don&#039;t let in your img directory images that are not useful, otherwise it&#039;s going to slowdown the game load.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dontPreloadImage( image_file_name )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using dontPreloadImage, you tell the interface to not preload a specific image in your img directory.&lt;br /&gt;
&lt;br /&gt;
Example of use:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is particularly useful if for example you have 2 different themes for a game. To accelerate the loading of the game, you can specify to not preload images corresponding to the other theme.&lt;br /&gt;
&lt;br /&gt;
Another example of use: in &amp;quot;Gosu&amp;quot; game with Kamakor extension, you play with 5 sets of cards among 10 available. Cards images are organized by sets, and we only preload the images corresponding to the 5 current sets with &#039;&#039;&#039;ensureSpecificGameImageLoading( image_file_names_array )&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// By default, do not preload anything&lt;br /&gt;
this.dontPreloadImage( &#039;cards.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan1.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan2.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan3.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan4.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan5.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan6.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan7.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan8.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan9.png&#039; );&lt;br /&gt;
this.dontPreloadImage( &#039;clan10.png&#039; );&lt;br /&gt;
var to_preload = [];&lt;br /&gt;
for( i in this.gamedatas.clans )&lt;br /&gt;
{&lt;br /&gt;
	var clan_id = this.gamedatas.clans[i];&lt;br /&gt;
	to_preload.push( &#039;clan&#039;+clan_id+&#039;.png&#039; );&lt;br /&gt;
}&lt;br /&gt;
if( to_preload.length == 5 )&lt;br /&gt;
{&lt;br /&gt;
	this.ensureSpecificGameImageLoading( to_preload );&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You don&#039;t need to specify to not preload game box images (game_box.png, game_box75.png...) since they are not preloaded by default.&lt;br /&gt;
&lt;br /&gt;
== Other useful stuff ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;dojo.hitch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With dojo.hitch, you can create a callback function that will run with your game object context whatever happen.&lt;br /&gt;
&lt;br /&gt;
Typical example: display a BGA confirmation dialog with a callback function created with dojo.hitch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        this.confirmationDialog( _(&#039;Are you sure you want to make this?&#039;), dojo.hitch( this, function() {&lt;br /&gt;
            this.ajaxcall( &#039;/mygame/mygame/makeThis.html&#039;, { lock:true }, this, function( result ) {} );&lt;br /&gt;
        } ) );   &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the example above, using dojo.hitch, we ensure that the &amp;quot;this&amp;quot; object will be set when the callback is called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; updateCounters(counters)&lt;br /&gt;
: Useful for updating game counters in the player panel (such as resources). &lt;br /&gt;
: &#039;counters&#039; arg is an associative array [counter_name_value =&amp;gt; [ &#039;counter_name&#039; =&amp;gt; counter_name_value, &#039;counter_value&#039; =&amp;gt; counter_value_value], ... ]&lt;br /&gt;
: All counters must be referenced in this.gamedatas.counters and will be updated.&lt;br /&gt;
: DOM objects referenced by &#039;counter_name&#039; will have their innerHTML updated with &#039;counter_value&#039;.&lt;br /&gt;
&lt;br /&gt;
== BGA GUI components ==&lt;br /&gt;
&lt;br /&gt;
BGA framework provides some useful ready-to-use components for the game interface:&lt;br /&gt;
&lt;br /&gt;
[[Studio#BGA_Studio_game_components_reference]]&lt;br /&gt;
&lt;br /&gt;
Note that each time you are using an additional component, you must declare it at the top of your Javascript file in the list of modules used.&lt;br /&gt;
&lt;br /&gt;
Example if you are using &amp;quot;ebg.stock&amp;quot;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
define([&lt;br /&gt;
    &amp;quot;dojo&amp;quot;,&amp;quot;dojo/_base/declare&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/core/gamegui&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/counter&amp;quot;,&lt;br /&gt;
    &amp;quot;ebg/stock&amp;quot;  /// &amp;lt;=== we are using ebg.stock module&lt;br /&gt;
],&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3948</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3948"/>
		<updated>2020-04-02T14:40:53Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Deep Sleep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play &#039;&#039;&#039;three times&#039;&#039;&#039;. At the end of each play, each player is scored as follows:&lt;br /&gt;
* &#039;&#039;&#039;1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;marked&#039;&#039;&#039; locations as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;-1 point&#039;&#039;&#039; per match: Animal on &#039;&#039;&#039;hazard&#039;&#039;&#039; location as in the Dream Card&lt;br /&gt;
* &#039;&#039;&#039;3 points&#039;&#039;&#039;: Being the &#039;&#039;&#039;first to achieve the goal&#039;&#039;&#039; (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the &#039;&#039;&#039;highest total&#039;&#039;&#039; score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3947</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3947"/>
		<updated>2020-04-02T14:39:49Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Very Easy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in &#039;&#039;&#039;five locations in a line&#039;&#039;&#039; - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* 1 point per match: Animal on marked locations as in the Dream Card&lt;br /&gt;
* -1 point per match: Animal on hazard location as in the Dream Card&lt;br /&gt;
* 3 points: Being the first to achieve the goal (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3946</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3946"/>
		<updated>2020-04-02T14:39:20Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Hazards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your &#039;&#039;&#039;animal should NOT be present in the hazard locations&#039;&#039;&#039; - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in five locations in a line - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* 1 point per match: Animal on marked locations as in the Dream Card&lt;br /&gt;
* -1 point per match: Animal on hazard location as in the Dream Card&lt;br /&gt;
* 3 points: Being the first to achieve the goal (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3945</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3945"/>
		<updated>2020-04-02T14:39:00Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Dreamtime (Player Action) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You &#039;&#039;&#039;click/tap&#039;&#039;&#039; on one of the positions at the edge of the dreamscape grid. This causes the extra tile to &#039;&#039;&#039;slide&#039;&#039;&#039; into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in five locations in a line - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* 1 point per match: Animal on marked locations as in the Dream Card&lt;br /&gt;
* -1 point per match: Animal on hazard location as in the Dream Card&lt;br /&gt;
* 3 points: Being the first to achieve the goal (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3944</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3944"/>
		<updated>2020-04-02T14:38:22Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Walkabout (Automatic) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is &#039;&#039;&#039;automatically flipped&#039;&#039;&#039; over, and your animal is revealed in the location.&lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You click on one of the positions at the edge of the dreamscape grid. This causes the extra tile to slide into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in five locations in a line - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* 1 point per match: Animal on marked locations as in the Dream Card&lt;br /&gt;
* -1 point per match: Animal on hazard location as in the Dream Card&lt;br /&gt;
* 3 points: Being the first to achieve the goal (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3943</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3943"/>
		<updated>2020-04-02T14:36:26Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Goal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is automatically flipped over, and your animal is revealed in the location. &lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You click on one of the positions at the edge of the dreamscape grid. This causes the extra tile to slide into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid &#039;&#039;&#039;matching the marks&#039;&#039;&#039; (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the &#039;&#039;&#039;set number of Victory Points&#039;&#039;&#039; (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the &#039;&#039;&#039;Deep Sleep variant&#039;&#039;&#039; below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in five locations in a line - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* 1 point per match: Animal on marked locations as in the Dream Card&lt;br /&gt;
* -1 point per match: Animal on hazard location as in the Dream Card&lt;br /&gt;
* 3 points: Being the first to achieve the goal (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3942</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3942"/>
		<updated>2020-04-02T14:35:29Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Goal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is automatically flipped over, and your animal is revealed in the location. &lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You click on one of the positions at the edge of the dreamscape grid. This causes the extra tile to slide into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid *matching the marks* (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the *set number of Victory Points* (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the *Deep Sleep variant* below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in five locations in a line - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* 1 point per match: Animal on marked locations as in the Dream Card&lt;br /&gt;
* -1 point per match: Animal on hazard location as in the Dream Card&lt;br /&gt;
* 3 points: Being the first to achieve the goal (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpwerewolves&amp;diff=3484</id>
		<title>Gamehelpwerewolves</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpwerewolves&amp;diff=3484"/>
		<updated>2019-05-31T17:13:20Z</updated>

		<summary type="html">&lt;p&gt;Trimall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Village expansion explanation via Sean Johnson: https://boardgamegeek.com/thread/628194/village-was-nice-place-live-until-werewolves-showe&lt;br /&gt;
&lt;br /&gt;
The most common building are the farmhouses. The &#039;&#039;&#039;farmers&#039;&#039;&#039; elect a sheriff from among the other farmers and the &#039;&#039;&#039;sheriff&#039;&#039;&#039; gets two votes during the end of the day phase. Many of the other village pieces come into varieties: Persistent Powers and one time use powers. Some examples of persistent powers are the Schoolmarm, the bailiff, and the barkeep. The &#039;&#039;&#039;Schoolmarm&#039;&#039;&#039; gets to pick two people who are not allowed to vote. When the occupant of a building is killed, the &#039;&#039;&#039;bailiff&#039;&#039;&#039; gets to give the building to one of the homeless players. The barkeep is an unique ability. The &#039;&#039;&#039;barkeep&#039;&#039;&#039; is so popular that he can not be eaten by the werewolves or lynched by the mob, as long as he maintains his popularity. To maintain popularity the barkeep can not vote with the majority that gets someone lynched. However, the bar keep must always cast their vote first. &lt;br /&gt;
&lt;br /&gt;
The one time use powers, can obviously only be used once. If a power is used, and the &#039;&#039;&#039;bailiff&#039;&#039;&#039; later assigns that building to a new person the power comes back. Some examples of these powers are the Lord and barber. Because of ancient feudal privilege, the &#039;&#039;&#039;Lord&#039;&#039;&#039; may use his token to pardon one person who is about to be lynched (including themselves). If this is used then no one is executed by the village for that round. The &#039;&#039;&#039;barber&#039;&#039;&#039; has the ability to do some vigilante justice by having a shave come a little too close. The barber can turn his token and pick one other player to kill. If the Barber kills a werewolf in this way, then they are a hero and there is no lynching that round. If he is wrong and kills an innocent, then the village automatically lynches the barber. There are a few other buildings with persistent and single use abilities, but there is already a description of those on the main entry page for the game.&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3481</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3481"/>
		<updated>2019-05-26T17:28:31Z</updated>

		<summary type="html">&lt;p&gt;Trimall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is automatically flipped over, and your animal is revealed in the location. &lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You click on one of the positions at the edge of the dreamscape grid. This causes the extra tile to slide into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid matching the marks (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the set number of Victory Points (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the Deep Sleep variant below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in five locations in a line - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* 1 point per match: Animal on marked locations as in the Dream Card&lt;br /&gt;
* -1 point per match: Animal on hazard location as in the Dream Card&lt;br /&gt;
* 3 points: Being the first to achieve the goal (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3480</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3480"/>
		<updated>2019-05-26T17:27:42Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Very Easy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is automatically flipped over, and your animal is revealed in the location. &lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You click on one of the positions at the edge of the dreamscape grid. This causes the extra tile to slide into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid matching the marks (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the set number of Victory Points (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the Deep Sleep variant below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, suitable for beginners or very young children, you only need to make your animal appear in five locations in a line - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* 1 point per match: Animal on marked locations as in the Dream Card&lt;br /&gt;
* -1 point per match: Animal on hazard location as in the Dream Card&lt;br /&gt;
* 3 points: Being the first to achieve the goal (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3479</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3479"/>
		<updated>2019-05-26T17:26:06Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Game Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is automatically flipped over, and your animal is revealed in the location. &lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You click on one of the positions at the edge of the dreamscape grid. This causes the extra tile to slide into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid matching the marks (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the set number of Victory Points (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the Deep Sleep variant below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Very Easy ===&lt;br /&gt;
In this difficulty setting, you only need to make your animal appear in five locations in a line - either in a row, in a column or along a diagonal.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* 1 point per match: Animal on marked locations as in the Dream Card&lt;br /&gt;
* -1 point per match: Animal on hazard location as in the Dream Card&lt;br /&gt;
* 3 points: Being the first to achieve the goal (considering both marks and hazards)&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3478</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3478"/>
		<updated>2019-05-26T17:22:21Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Goal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is automatically flipped over, and your animal is revealed in the location. &lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You click on one of the positions at the edge of the dreamscape grid. This causes the extra tile to slide into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid matching the marks (spirals) in the Dream Card. This earns you one Victory Point. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the set number of Victory Points (1, 2, 3 or 4), and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
(Also refer to the Deep Sleep variant below)&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* Animal on marked locations as in the Dream Card: 1 point per match&lt;br /&gt;
* Animal on hazard location as in the Dream Card: -1 point per match&lt;br /&gt;
* Being the first to achieve the goal (considering both marks and hazards): 3 points&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3397</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3397"/>
		<updated>2019-03-23T01:29:27Z</updated>

		<summary type="html">&lt;p&gt;Trimall: /* Goal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is automatically flipped over, and your animal is revealed in the location. &lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You click on one of the positions at the edge of the dreamscape grid. This causes the extra tile to slide into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid matching the marks (spirals) in the Dream Card. This earns you one victory card. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the set number of Victory Cards, and claims the final victory.&lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* Animal on marked locations as in the Dream Card: 1 point per match&lt;br /&gt;
* Animal on hazard location as in the Dream Card: -1 point per match&lt;br /&gt;
* Being the first to achieve the goal (considering both marks and hazards): 3 points&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3396</id>
		<title>Gamehelpdingosdreams</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpdingosdreams&amp;diff=3396"/>
		<updated>2019-03-22T23:12:32Z</updated>

		<summary type="html">&lt;p&gt;Trimall: Created page with &amp;quot;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!  Each turn consists of two steps performed in order: # Walkabout (automatic) # Dream...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dingo and his friends have gotten lost on Walkabout! Visit their dreams to lead them home!&lt;br /&gt;
&lt;br /&gt;
Each turn consists of two steps performed in order:&lt;br /&gt;
# Walkabout (automatic)&lt;br /&gt;
# Dreamtime (player action)&lt;br /&gt;
&lt;br /&gt;
== Walkabout (Automatic) ==&lt;br /&gt;
A walkabout card is revealed at random from the deck. The tile in the grid (or the extra tile) with the corresponding landscape (border + picture combination) is automatically flipped over, and your animal is revealed in the location. &lt;br /&gt;
&lt;br /&gt;
== Dreamtime (Player Action) ==&lt;br /&gt;
You click on one of the positions at the edge of the dreamscape grid. This causes the extra tile to slide into the corresponding row or column, thereby shifting the entire row or column of tiles. A new, different tile emerges from the opposite side, to be used for your next action.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
Be the first player to have your animal revealed in all the locations in the grid matching the marks (spirals) in the Dream Card. This earns you one victory card. Play is repeated with a reset grid and a new Dream Card every time, until one player achieves the set number of Victory Cards, and claims victory. &lt;br /&gt;
&lt;br /&gt;
== Game Variants ==&lt;br /&gt;
&lt;br /&gt;
=== Hazards ===&lt;br /&gt;
If hazards are turned on, there&#039;s an extra goal in addition to the usual goal, for you to earn a victory card: Your animal should NOT be present in the hazard locations - those corresponding to the brown markers in the Dream Card.&lt;br /&gt;
&lt;br /&gt;
=== Deep Sleep ===&lt;br /&gt;
In this variant, play three times. At the end of each play, each player is scored as follows:&lt;br /&gt;
* Animal on marked locations as in the Dream Card: 1 point per match&lt;br /&gt;
* Animal on hazard location as in the Dream Card: -1 point per match&lt;br /&gt;
* Being the first to achieve the goal (considering both marks and hazards): 3 points&lt;br /&gt;
At the end of the third play, the player with the highest total score claims victory!&lt;/div&gt;</summary>
		<author><name>Trimall</name></author>
	</entry>
</feed>