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	<updated>2026-11-07T10:51:57Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpturingmachine&amp;diff=28125</id>
		<title>Gamehelpturingmachine</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpturingmachine&amp;diff=28125"/>
		<updated>2026-01-18T02:14:41Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: /* Extreme */ mode clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
There is an unknown code consisting of 3 digits (1-5), corresponding to 3 colored shapes (blue triangle, yellow square, purple circle). Digits may appear more than once in each code.   &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You&#039;re given a number of verifier cards, each tests a specific criteria of the code, and tells you if your guess meets this criteria. &lt;br /&gt;
&lt;br /&gt;
The objective of the game is to solve the code in as few moves as possible. By inputting trial codes (proposals) and testing them with the verifiers. &lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
A turn consists of four or five stages.  &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Compose&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Question&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Deduce&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Verification&#039;&#039;&#039; (Not in all rounds)&lt;br /&gt;
&lt;br /&gt;
All players carry out their turns simultaneously. &lt;br /&gt;
&lt;br /&gt;
===Compose===&lt;br /&gt;
&lt;br /&gt;
In this phase, each player inputs a 3-digit proposal code.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Question===&lt;br /&gt;
&lt;br /&gt;
Players pick up to three of the &#039;&#039;&#039;Verifiers&#039;&#039;&#039; to test their &#039;&#039;&#039;Proposal.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Each verifiers tests a specific criteria of the code, and tells you if your proposal passes or fails said criteria. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For example&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;verifier&#039;&#039;&#039; might test if the value of yellow is 3, lower than 3, or higher than 3.&lt;br /&gt;
&lt;br /&gt;
If you input a proposal of 325 (2 for yellow). And the verifier returns as a &#039;&#039;&#039;fail&#039;&#039;&#039;. If 325 returns as failed. That means yellow is either 3, or higher than 3. &lt;br /&gt;
&lt;br /&gt;
If 325 returns as &#039;&#039;&#039;passed&#039;&#039;&#039;. You now know the value of yellow in the answer is lower than 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: the verifier doesn&#039;t tell you your input is correct. If the answer code has a 1 for yellow, your 2 will pass despite being the incorrect value. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each verifier can be used only once per turn. But can be used again on a new proposal on your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;the same &#039;&#039;&#039;colour/shape&#039;&#039;&#039;&#039;&#039;, &#039;&#039;or&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;Verifiers&#039;&#039;&#039; do NOT correspond to colors and/or shapes.  For example:&lt;br /&gt;
## &#039;&#039;Two &#039;&#039;&#039;Verifiers&#039;&#039;&#039; may contain criteria towards the same &#039;&#039;&#039;colour/shape&#039;&#039;&#039;&#039;&#039;, &#039;&#039;or&#039;&#039; &lt;br /&gt;
## &#039;&#039;may ask if &#039;&#039;&#039;Yellow/Square&#039;&#039;&#039; is &#039;&#039;&#039;greater than&#039;&#039;&#039; &#039;&#039;&#039;three&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
## &#039;&#039;Another &#039;&#039;&#039;Verifier&#039;&#039;&#039; may ask if &#039;&#039;&#039;Yellow/Square&#039;&#039;&#039; is &#039;&#039;&#039;greater than&#039;&#039;&#039; &#039;&#039;&#039;three&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
# The &#039;&#039;&#039;Correct&#039;&#039;&#039; and &#039;&#039;&#039;Incorrect&#039;&#039;&#039; answer received does NOT mean the number is right or wrong, but whether or not your proposal passed for that the &#039;&#039;&#039;Verifier.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Deduce===&lt;br /&gt;
&lt;br /&gt;
After completing the &#039;&#039;&#039;Verification&#039;&#039;&#039; step, take some time to figure out (but not declare) if you have found the answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End===&lt;br /&gt;
&lt;br /&gt;
At the end, count to three, then reveal either a &#039;&#039;&#039;thumbs up&#039;&#039;&#039; (if think you know the code) or a &#039;&#039;&#039;thumbs down&#039;&#039;&#039; (if you are not sure of the code)&lt;br /&gt;
&lt;br /&gt;
If everyone pointed down, return to Compose Phase&lt;br /&gt;
&lt;br /&gt;
If at least one person pointed up, move to the Verification Phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Verification===&lt;br /&gt;
&lt;br /&gt;
The correct code will pass the test of ALL verifiers&lt;br /&gt;
&lt;br /&gt;
If one person is correct, they win!&lt;br /&gt;
&lt;br /&gt;
If more than one person is correct, the person who asked the fewest questions wins!&lt;br /&gt;
&lt;br /&gt;
If no one is correct, they are eliminated!&lt;br /&gt;
&lt;br /&gt;
If the second to last person is eliminated, the final player, even though they did not participate in Verification, will win!&lt;br /&gt;
===Meaning of verifiers===&lt;br /&gt;
&lt;br /&gt;
Each of the verifiers tell you that one of the criteria tested is true or not.&lt;br /&gt;
&lt;br /&gt;
Per example if it exist a verifier which tell you if [(b&amp;lt;3) or (y&amp;lt;3) or (p&amp;lt;3)], that assure you that the color tested is &amp;lt;3. By testing 222, in all games that verifier would return true (so it&#039;s useless to ask). If you test 225, it can return true or false. If it return false, then p&amp;lt;3. If it return true, then you don&#039;t know if b&amp;lt;3 or if y&amp;lt;3 or if both are true. If you test 555, it will always return false (so it&#039;s useless to ask).&lt;br /&gt;
&lt;br /&gt;
=== Mode ===&lt;br /&gt;
&lt;br /&gt;
==== Classic ====&lt;br /&gt;
1 card for each verifier. &lt;br /&gt;
&lt;br /&gt;
==== Extreme ====&lt;br /&gt;
Each verifier shows two criteria cards. But only tests for 1 of the 2. The criteria tested is always the same, but is unknown to the players initially.  &lt;br /&gt;
&lt;br /&gt;
==== Nightmare ====&lt;br /&gt;
You do not know which verifier is associated with which verification card.&lt;br /&gt;
=== Strategy (spoilers) ===&lt;br /&gt;
Each verifier is useful and at the end there is a single solution.&lt;br /&gt;
&lt;br /&gt;
If there is a verifier which test if b&amp;lt;y, b=y, or b&amp;gt;y ; and another test if b&amp;lt;yp, y&amp;lt;bp, or p&amp;lt;by, then if y&amp;lt;bp, that makes the first verifier useless. Same for b&amp;lt;yp. So the second verificator is p&amp;lt;by.&lt;br /&gt;
&lt;br /&gt;
If there is a verifier about the numbers of 4s in the combinaisons, and no others verifiers tell you information about purple, then if p=1, you could have another solution by making p=2. Same for 3&amp;amp;5. So p=4.&lt;br /&gt;
&lt;br /&gt;
For more information, check the following page: [[Tips turingmachine]] .&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpturingmachine&amp;diff=28124</id>
		<title>Gamehelpturingmachine</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpturingmachine&amp;diff=28124"/>
		<updated>2026-01-18T02:09:48Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: Clearer explanation of the game mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
There is an unknown code consisting of 3 digits (1-5), corresponding to 3 colored shapes (blue triangle, yellow square, purple circle). Digits may appear more than once in each code.   &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You&#039;re given a number of verifier cards, each tests a specific criteria of the code, and tells you if your guess meets this criteria. &lt;br /&gt;
&lt;br /&gt;
The objective of the game is to solve the code in as few moves as possible. By inputting trial codes (proposals) and testing them with the verifiers. &lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
A turn consists of four or five stages.  &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Compose&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Question&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Deduce&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Verification&#039;&#039;&#039; (Not in all rounds)&lt;br /&gt;
&lt;br /&gt;
All players carry out their turns simultaneously. &lt;br /&gt;
&lt;br /&gt;
===Compose===&lt;br /&gt;
&lt;br /&gt;
In this phase, each player inputs a 3-digit proposal code.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Question===&lt;br /&gt;
&lt;br /&gt;
Players pick up to three of the &#039;&#039;&#039;Verifiers&#039;&#039;&#039; to test their &#039;&#039;&#039;Proposal.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Each verifiers tests a specific criteria of the code, and tells you if your proposal passes or fails said criteria. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For example&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;verifier&#039;&#039;&#039; might test if the value of yellow is 3, lower than 3, or higher than 3.&lt;br /&gt;
&lt;br /&gt;
If you input a proposal of 325 (2 for yellow). And the verifier returns as a &#039;&#039;&#039;fail&#039;&#039;&#039;. If 325 returns as failed. That means yellow is either 3, or higher than 3. &lt;br /&gt;
&lt;br /&gt;
If 325 returns as &#039;&#039;&#039;passed&#039;&#039;&#039;. You now know the value of yellow in the answer is lower than 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: the verifier doesn&#039;t tell you your input is correct. If the answer code has a 1 for yellow, your 2 will pass despite being the incorrect value. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each verifier can be used only once per turn. But can be used again on a new proposal on your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;the same &#039;&#039;&#039;colour/shape&#039;&#039;&#039;&#039;&#039;, &#039;&#039;or&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;Verifiers&#039;&#039;&#039; do NOT correspond to colors and/or shapes.  For example:&lt;br /&gt;
## &#039;&#039;Two &#039;&#039;&#039;Verifiers&#039;&#039;&#039; may contain criteria towards the same &#039;&#039;&#039;colour/shape&#039;&#039;&#039;&#039;&#039;, &#039;&#039;or&#039;&#039; &lt;br /&gt;
## &#039;&#039;may ask if &#039;&#039;&#039;Yellow/Square&#039;&#039;&#039; is &#039;&#039;&#039;greater than&#039;&#039;&#039; &#039;&#039;&#039;three&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
## &#039;&#039;Another &#039;&#039;&#039;Verifier&#039;&#039;&#039; may ask if &#039;&#039;&#039;Yellow/Square&#039;&#039;&#039; is &#039;&#039;&#039;greater than&#039;&#039;&#039; &#039;&#039;&#039;three&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
# The &#039;&#039;&#039;Correct&#039;&#039;&#039; and &#039;&#039;&#039;Incorrect&#039;&#039;&#039; answer received does NOT mean the number is right or wrong, but whether or not your proposal passed for that the &#039;&#039;&#039;Verifier.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Deduce===&lt;br /&gt;
&lt;br /&gt;
After completing the &#039;&#039;&#039;Verification&#039;&#039;&#039; step, take some time to figure out (but not declare) if you have found the answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End===&lt;br /&gt;
&lt;br /&gt;
At the end, count to three, then reveal either a &#039;&#039;&#039;thumbs up&#039;&#039;&#039; (if think you know the code) or a &#039;&#039;&#039;thumbs down&#039;&#039;&#039; (if you are not sure of the code)&lt;br /&gt;
&lt;br /&gt;
If everyone pointed down, return to Compose Phase&lt;br /&gt;
&lt;br /&gt;
If at least one person pointed up, move to the Verification Phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Verification===&lt;br /&gt;
&lt;br /&gt;
The correct code will pass the test of ALL verifiers&lt;br /&gt;
&lt;br /&gt;
If one person is correct, they win!&lt;br /&gt;
&lt;br /&gt;
If more than one person is correct, the person who asked the fewest questions wins!&lt;br /&gt;
&lt;br /&gt;
If no one is correct, they are eliminated!&lt;br /&gt;
&lt;br /&gt;
If the second to last person is eliminated, the final player, even though they did not participate in Verification, will win!&lt;br /&gt;
===Meaning of verifiers===&lt;br /&gt;
&lt;br /&gt;
Each of the verifiers tell you that one of the criteria tested is true or not.&lt;br /&gt;
&lt;br /&gt;
Per example if it exist a verifier which tell you if [(b&amp;lt;3) or (y&amp;lt;3) or (p&amp;lt;3)], that assure you that the color tested is &amp;lt;3. By testing 222, in all games that verifier would return true (so it&#039;s useless to ask). If you test 225, it can return true or false. If it return false, then p&amp;lt;3. If it return true, then you don&#039;t know if b&amp;lt;3 or if y&amp;lt;3 or if both are true. If you test 555, it will always return false (so it&#039;s useless to ask).&lt;br /&gt;
&lt;br /&gt;
=== Mode ===&lt;br /&gt;
&lt;br /&gt;
==== Classic ====&lt;br /&gt;
1 card for each verifier. &lt;br /&gt;
&lt;br /&gt;
==== Extreme ====&lt;br /&gt;
2 cards for each verifier but only one valid criterion. &lt;br /&gt;
&lt;br /&gt;
==== Nightmare ====&lt;br /&gt;
You do not know which verifier is associated with which verification card.&lt;br /&gt;
=== Strategy (spoilers) ===&lt;br /&gt;
Each verifier is useful and at the end there is a single solution.&lt;br /&gt;
&lt;br /&gt;
If there is a verifier which test if b&amp;lt;y, b=y, or b&amp;gt;y ; and another test if b&amp;lt;yp, y&amp;lt;bp, or p&amp;lt;by, then if y&amp;lt;bp, that makes the first verifier useless. Same for b&amp;lt;yp. So the second verificator is p&amp;lt;by.&lt;br /&gt;
&lt;br /&gt;
If there is a verifier about the numbers of 4s in the combinaisons, and no others verifiers tell you information about purple, then if p=1, you could have another solution by making p=2. Same for 3&amp;amp;5. So p=4.&lt;br /&gt;
&lt;br /&gt;
For more information, check the following page: [[Tips turingmachine]] .&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpturingmachine&amp;diff=28122</id>
		<title>Gamehelpturingmachine</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpturingmachine&amp;diff=28122"/>
		<updated>2026-01-18T01:30:18Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Overview===&lt;br /&gt;
&lt;br /&gt;
There is an unknown code consisting of 3 digits (1-5), corresponding to 3 colored shapes (blue triangle, yellow square, purple circle). &lt;br /&gt;
&lt;br /&gt;
The objective of the game is to solve this code in as few moves as possible. By inputting trial codes and testing how your guess compares to the answer based on certain criteria. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
&lt;br /&gt;
A turn consists of four or five stages.  &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Compose&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Question&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Deduce&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;End&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Verification&#039;&#039;&#039; (Not in all rounds)&lt;br /&gt;
&lt;br /&gt;
All players carry out their turns simultaneously. &lt;br /&gt;
&lt;br /&gt;
===Compose===&lt;br /&gt;
&lt;br /&gt;
In this phase, each player inputs a 3-digit proposal code. Digits (1-5) may appear more than once in each code. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Question===&lt;br /&gt;
&lt;br /&gt;
Players pick up to three of the &#039;&#039;&#039;Verifiers&#039;&#039;&#039; and see how their &#039;&#039;&#039;Proposal&#039;&#039;&#039; meets their criteria.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two Important Notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;Verifiers&#039;&#039;&#039; do NOT correspond to colors and/or shapes.  For example:&lt;br /&gt;
## &#039;&#039;Two &#039;&#039;&#039;Verifiers&#039;&#039;&#039; may contain criteria towards the same &#039;&#039;&#039;colour/shape&#039;&#039;&#039;&#039;&#039;, &#039;&#039;or&#039;&#039; &lt;br /&gt;
## &#039;&#039;A single &#039;&#039;&#039;Verifier&#039;&#039;&#039; may ask if &#039;&#039;&#039;Yellow/Square&#039;&#039;&#039; is &#039;&#039;&#039;Even&#039;&#039;&#039;,&#039;&#039;&lt;br /&gt;
## &#039;&#039;Another &#039;&#039;&#039;Verifier&#039;&#039;&#039; may ask if &#039;&#039;&#039;Yellow/Square&#039;&#039;&#039; is &#039;&#039;&#039;greater than&#039;&#039;&#039; &#039;&#039;&#039;three&#039;&#039;&#039;&#039;&#039;)&lt;br /&gt;
# The &#039;&#039;&#039;Correct&#039;&#039;&#039; and &#039;&#039;&#039;Incorrect&#039;&#039;&#039; answer received does NOT mean the number is right or wrong, but whether or not your proposal passed for that the &#039;&#039;&#039;Verifier.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Deduce===&lt;br /&gt;
&lt;br /&gt;
After completing the &#039;&#039;&#039;Verification&#039;&#039;&#039; step, take some time to figure out (but not declare) if you have found the answer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End===&lt;br /&gt;
&lt;br /&gt;
At the end, count to three, then reveal either a &#039;&#039;&#039;thumbs up&#039;&#039;&#039; (if think you know the code) or a &#039;&#039;&#039;thumbs down&#039;&#039;&#039; (if you are not sure of the code)&lt;br /&gt;
&lt;br /&gt;
If everyone pointed down, return to Compose Phase&lt;br /&gt;
&lt;br /&gt;
If at least one person pointed up, move to the Verification Phase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Verification===&lt;br /&gt;
&lt;br /&gt;
The correct code will pass the test of ALL verifiers&lt;br /&gt;
&lt;br /&gt;
If one person is correct, they win!&lt;br /&gt;
&lt;br /&gt;
If more than one person is correct, the person who asked the fewest questions wins!&lt;br /&gt;
&lt;br /&gt;
If no one is correct, they are eliminated!&lt;br /&gt;
&lt;br /&gt;
If the second to last person is eliminated, the final player, even though they did not participate in Verification, will win!&lt;br /&gt;
===Meaning of verifiers===&lt;br /&gt;
&lt;br /&gt;
Each of the verifiers tell you that one of the criteria tested is true or not.&lt;br /&gt;
&lt;br /&gt;
Per example if it exist a verifier which tell you if [(b&amp;lt;3) or (y&amp;lt;3) or (p&amp;lt;3)], that assure you that the color tested is &amp;lt;3. By testing 222, in all games that verifier would return true (so it&#039;s useless to ask). If you test 225, it can return true or false. If it return false, then p&amp;lt;3. If it return true, then you don&#039;t know if b&amp;lt;3 or if y&amp;lt;3 or if both are true. If you test 555, it will always return false (so it&#039;s useless to ask).&lt;br /&gt;
&lt;br /&gt;
=== Mode ===&lt;br /&gt;
&lt;br /&gt;
==== Classic ====&lt;br /&gt;
1 card for each verifier. &lt;br /&gt;
&lt;br /&gt;
==== Extreme ====&lt;br /&gt;
2 cards for each verifier but only one valid criterion. &lt;br /&gt;
&lt;br /&gt;
==== Nightmare ====&lt;br /&gt;
You do not know which verifier is associated with which verification card.&lt;br /&gt;
=== Strategy (spoilers) ===&lt;br /&gt;
Each verifier is useful and at the end there is a single solution.&lt;br /&gt;
&lt;br /&gt;
If there is a verifier which test if b&amp;lt;y, b=y, or b&amp;gt;y ; and another test if b&amp;lt;yp, y&amp;lt;bp, or p&amp;lt;by, then if y&amp;lt;bp, that makes the first verifier useless. Same for b&amp;lt;yp. So the second verificator is p&amp;lt;by.&lt;br /&gt;
&lt;br /&gt;
If there is a verifier about the numbers of 4s in the combinaisons, and no others verifiers tell you information about purple, then if p=1, you could have another solution by making p=2. Same for 3&amp;amp;5. So p=4.&lt;br /&gt;
&lt;br /&gt;
For more information, check the following page: [[Tips turingmachine]] .&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23011</id>
		<title>Gamehelpeuchre</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23011"/>
		<updated>2024-10-13T09:57:14Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standard 4 player rules ==&lt;br /&gt;
Euchre is a standard trick-taking game played with 4 players in fixed partners sitting opposite. Each hand one team chooses a trump suit, they become the &#039;makers&#039; and have to win at least 3 out of 5 total tricks. The other team are the &#039;defenders&#039; &lt;br /&gt;
&lt;br /&gt;
A 24 card deck is used, in standard order of priority (Ace high, K,Q,J,10,9). With the exception of the trump suit, where the Jack of trump is the highest card (Right bauer), and the jack of the other suit in the same color becomes the second highest card (Left bauer). Thus, if hearts is called trump, the order of priority for trump would be:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right bower&#039;&#039;&#039; (Jack of hearts)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left bower&#039;&#039;&#039; (Jack of Diamonds)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ace&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Making Trump&#039;&#039;&#039;===&lt;br /&gt;
The trump suit is decided during a bidding or &amp;quot;making trump&amp;quot; phase.&lt;br /&gt;
&lt;br /&gt;
After each player is dealt five cards, the dealer places the top card of the remaining deck face up on the table. The remaining 3 cards are discarded face down. &lt;br /&gt;
&lt;br /&gt;
Going clockwise, starting left of the dealer, each player is given the choice to either pass, or &amp;quot;order up&amp;quot; that card. If all other players pass, the dealer is given the choice to &amp;quot;take it up&amp;quot; themselves. If ordered up, the suit of the turned up card becomes trump The dealer then adds that card to their hand and chooses one card to discard. &lt;br /&gt;
&lt;br /&gt;
If all players (including the dealer) pass, the card in the middle is turned over, and continuing clockwise, each player is again given the choice to make trump in any of the other 3 suits. If everyone else passes a second time, the dealer must call trump (called sticking the dealer). &lt;br /&gt;
&lt;br /&gt;
Whichever team ordered up or chose the trump suit are now the &#039;&#039;&#039;makers.&#039;&#039;&#039; And have the goal of winning at least 3 of the 5  tricks. The other team are the &#039;&#039;&#039;defenders.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When making trump, players can also choose to go alone. Playing without their partner, for extra points if they win all 5 tricks. &lt;br /&gt;
===&#039;&#039;&#039;Gameplay&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
The player to the left of the dealer leads the first trick. Play then continues clockwise. Players must follow suit, but if they have no cards of the suit, they may play any card. The left bower counts as part of the trump suit, not it&#039;s original suit. The highest card in the suit led wins the trick, but if a trump card is played, the highest trump wins the trick instead.   &lt;br /&gt;
&lt;br /&gt;
After each hand, the player left of the dealer deals the next hand.       &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Scoring&#039;&#039;&#039;===&lt;br /&gt;
If the team that calls trump wins three tricks, they earn one point. If they win all five tricks, they earn two points. If they do not win three tricks, they have been euchred, and the other team earns two points. &lt;br /&gt;
&lt;br /&gt;
In the trump-calling phase there is an option for a player to call trump and go alone. When this happens, his partner does not play the round, but if he wins all five tricks, he gets four points. Otherwise, scoring is normal. (one point for three tricks, two points to the other team for getting euchred).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several variant rules can be enabled during table setup.&lt;br /&gt;
&lt;br /&gt;
====Stick the dealer====&lt;br /&gt;
Turned on by default, forces the dealer to make trump at the end of the second bidding to round. If disabled, the dealer can pass, and a new hand is dealt by the next player. &lt;br /&gt;
&lt;br /&gt;
====No-trump call====&lt;br /&gt;
During the second round of bidding, players can &amp;quot;make&amp;quot; with no trump suit. Play continues normally, with each suit in standard card order. &lt;br /&gt;
&lt;br /&gt;
====Loner starts last====&lt;br /&gt;
When playing alone, the defender to your left leads the first trick. Regardless of who the dealer was for that hand. &lt;br /&gt;
&lt;br /&gt;
====Canadian loner====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first round of bidding, the dealer&#039;s partner can only go alone or pass, and cannot order up the face up card normally.  &lt;br /&gt;
&lt;br /&gt;
====Lone defender====&lt;br /&gt;
After Trump is made, the defenders can also choose to play alone. Winning 4 points instead of 2 if they successfully euchre the makers. &lt;br /&gt;
&lt;br /&gt;
====Benny====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a joker to the deck, called the Benny. The Benny is the new highest trump, above right bower. And is treated as part of the trump suit for following suit. &lt;br /&gt;
&lt;br /&gt;
If a no-trump call is made. The Benny is not part of any of the 4 suits, so can only be played if you can&#039;t follow suit. But still functions as a singular trump, winning any trick it&#039;s played on.&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23009</id>
		<title>Gamehelpeuchre</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23009"/>
		<updated>2024-10-12T16:30:29Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: /* Standard 4 player rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standard 4 player rules ==&lt;br /&gt;
Euchre is a standard trick-taking game played with 4 players in fixed partners sitting opposite. Ech hand one team chooses a trump suit, they become the &#039;makers&#039; and have to win at least 3 out of 5 total tricks. The other team are the &#039;defenders&#039; &lt;br /&gt;
&lt;br /&gt;
A 24 card deck is used, in standard order of priority (Ace high, K,Q,J,10,9). With the exception of the trump suit, where the Jack of trump is the highest card (Right bauer), and the jack of the other suit in the same color becomes the second highest card (Left bauer). Thus, if hearts is called trump, the order of priority for trump would be:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right bower&#039;&#039;&#039; (Jack of hearts)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left bower&#039;&#039;&#039; (Jack of Diamonds)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ace&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Making Trump&#039;&#039;&#039;===&lt;br /&gt;
The trump suit is decided during a bidding or &amp;quot;making trump&amp;quot; phase.&lt;br /&gt;
&lt;br /&gt;
After each player is dealt five cards, the dealer places the top card of the remaining deck face up on the table. The remaining 3 cards are discarded face down. &lt;br /&gt;
&lt;br /&gt;
Going clockwise, starting left of the dealer, each player is given the choice to either pass, or &amp;quot;order up&amp;quot; that card. If all other players pass, the dealer is given the choice to &amp;quot;take it up&amp;quot; themselves. If ordered up, the suit of the turned up card becomes trump The dealer then adds that card to their hand and chooses one card to discard. &lt;br /&gt;
&lt;br /&gt;
If all players (including the dealer) pass, the card in the middle is turned over, and continuing clockwise, each player is again given the choice to make trump in any of the other 3 suits. If everyone else passes a second time, the dealer must call trump (called sticking the dealer). &lt;br /&gt;
&lt;br /&gt;
Whichever team ordered up or chose the trump suit are now the &#039;&#039;&#039;makers.&#039;&#039;&#039; And have the goal of winning at least 3 of the 5  tricks. The other team are the &#039;&#039;&#039;defenders.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When making trump, players can also choose to go alone. Playing without their partner, for extra points if they win all 5 tricks. &lt;br /&gt;
===&#039;&#039;&#039;Gameplay&#039;&#039;&#039;=== &lt;br /&gt;
&lt;br /&gt;
The player to the left of the dealer leads the first trick. Play then continues clockwise. Players must follow suit, but if they have no cards of the suit, they may play any card. The left bower counts as part of the trump suit, not it&#039;s original suit. The highest card in the suit led wins the trick, but if a trump card is played, the highest trump wins the trick instead.   &lt;br /&gt;
&lt;br /&gt;
After each hand, the player left of the dealer deals the next hand.       &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Scoring&#039;&#039;&#039;===&lt;br /&gt;
If the team that calls trump wins three tricks, they earn one point. If they win all five tricks, they earn two points. If they do not win three tricks, they have been euchred, and the other team earns two points. &lt;br /&gt;
&lt;br /&gt;
In the trump-calling phase there is an option for a player to call trump and go alone. When this happens, his partner does not play the round, but if he wins all five tricks, he gets four points. Otherwise, scoring is normal. (one point for three tricks, two points to the other team for getting euchred).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variants ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several variant rules can be enabled during table setup.&lt;br /&gt;
&lt;br /&gt;
====Stick the dealer====&lt;br /&gt;
Turned on by default, forces the dealer to make trump at the end of the second bidding to round. If disabled, the dealer can pass, and a new hand is dealt by the next player. &lt;br /&gt;
&lt;br /&gt;
====No-trump call====&lt;br /&gt;
During the second round of bidding, players can &amp;quot;make&amp;quot; with no trump suit. Play continues normally, with each suit in standard card order. &lt;br /&gt;
&lt;br /&gt;
====Loner starts last====&lt;br /&gt;
When playing alone, the defender to your left leads the first trick. Regardless of who the dealer was for that hand. &lt;br /&gt;
&lt;br /&gt;
====Canadian loner====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first round of bidding, the dealer&#039;s partner can only go alone or pass, and cannot order up the face up card normally.  &lt;br /&gt;
&lt;br /&gt;
====Lone defender====&lt;br /&gt;
After Trump is made, the defenders can also choose to play alone. Winning 4 points instead of 2 if they successfully euchre the makers. &lt;br /&gt;
&lt;br /&gt;
====Benny====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a joker to the deck, called the Benny. The Benny is the new highest trump, above right bower. And is treated as part of the trump suit for following suit. &lt;br /&gt;
&lt;br /&gt;
If a no-trump call is made. The Benny is not part of any of the 4 suits, so can only be played if you can&#039;t follow suit. But still functions as a singular trump, winning any trick it&#039;s played on.&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23008</id>
		<title>Gamehelpeuchre</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23008"/>
		<updated>2024-10-12T16:27:51Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: Added Benny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standard 4 player rules ==&lt;br /&gt;
Euchre is a standard trick-taking game played with 4 players in fixed partners sitting opposite. Ech hand one team chooses a trump suit, they become the &#039;makers&#039; and have to win at least 3 out of 5 total tricks. The other team are the &#039;defenders&#039; &lt;br /&gt;
&lt;br /&gt;
A 24 card deck is used, in standard order of priority (Ace high, K,Q,J,10,9). With the exception of the trump suit, where the Jack of trump is the highest card (Right bauer), and the jack of the other suit in the same color becomes the second highest card (Left bauer). Thus, if hearts is called trump, the order of priority for trump would be:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right bower&#039;&#039;&#039; (Jack of hearts)&lt;br /&gt;
&#039;&#039;&#039;Left bower&#039;&#039;&#039; (Jack of Diamonds) &lt;br /&gt;
&#039;&#039;&#039;Ace&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Queen&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Making Trump&#039;&#039;&#039;===&lt;br /&gt;
The trump suit is decided during a bidding or &amp;quot;making trump&amp;quot; phase.&lt;br /&gt;
&lt;br /&gt;
After each player is dealt five cards, the dealer places the top card of the remaining deck face up on the table. The remaining 3 cards are discarded face down. &lt;br /&gt;
&lt;br /&gt;
Going clockwise, starting left of the dealer, each player is given the choice to either pass, or &amp;quot;order up&amp;quot; that card. If all other players pass, the dealer is given the choice to &amp;quot;take it up&amp;quot; themselves. If ordered up, the suit of the turned up card becomes trump The dealer then adds that card to their hand and chooses one card to discard. &lt;br /&gt;
&lt;br /&gt;
If all players (including the dealer) pass, the card in the middle is turned over, and continuing clockwise, each player is again given the choice to make trump in any of the other 3 suits. If everyone else passes a second time, the dealer must call trump (called sticking the dealer). &lt;br /&gt;
&lt;br /&gt;
Whichever team ordered up or chose the trump suit are now the &#039;&#039;&#039;makers.&#039;&#039;&#039; And have the goal of winning at least 3 of the 5  tricks. The other team are the &#039;&#039;&#039;defenders.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When making trump, players can also choose to go alone. Playing without their partner, for extra points if they win all 5 tricks. &lt;br /&gt;
===&#039;&#039;&#039;Gameplay&#039;&#039;&#039; === &lt;br /&gt;
&lt;br /&gt;
The player to the left of the dealer leads the first trick. Play then continues clockwise. Players must follow suit, but if they have no cards of the suit, they may play any card. The left bower counts as part of the trump suit, not it&#039;s original suit. The highest card in the suit led wins the trick, but if a trump card is played, the highest trump wins the trick instead.   &lt;br /&gt;
&lt;br /&gt;
After each hand, the player left of the dealer deals the next hand.       &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Scoring&#039;&#039;&#039; ===&lt;br /&gt;
If the team that calls trump wins three tricks, they earn one point. If they win all five tricks, they earn two points. If they do not win three tricks, they have been euchred, and the other team earns two points. &lt;br /&gt;
&lt;br /&gt;
In the trump-calling phase there is an option for a player to call trump and go alone. When this happens, his partner does not play the round, but if he wins all five tricks, he gets four points. Otherwise, scoring is normal. (one point for three tricks, two points to the other team for getting euchred).&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several variant rules can be enabled during table setup.&lt;br /&gt;
&lt;br /&gt;
====Stick the dealer====&lt;br /&gt;
Turned on by default, forces the dealer to make trump at the end of the second bidding to round. If disabled, the dealer can pass, and a new hand is dealt by the next player. &lt;br /&gt;
&lt;br /&gt;
==== No-trump call ====&lt;br /&gt;
During the second round of bidding, players can &amp;quot;make&amp;quot; with no trump suit. Play continues normally, with each suit in standard card order. &lt;br /&gt;
&lt;br /&gt;
====Loner starts last====&lt;br /&gt;
When playing alone, the defender to your left leads the first trick. Regardless of who the dealer was for that hand. &lt;br /&gt;
&lt;br /&gt;
====Canadian loner ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first round of bidding, the dealer&#039;s partner can only go alone or pass, and cannot order up the face up card normally.  &lt;br /&gt;
&lt;br /&gt;
====Lone defender ====&lt;br /&gt;
After Trump is made, the defenders can also choose to play alone. Winning 4 points instead of 2 if they successfully euchre the makers. &lt;br /&gt;
&lt;br /&gt;
==== Benny ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a joker to the deck, called the Benny. The Benny is the new highest trump, above right bower. And is treated as part of the trump suit for following suit. &lt;br /&gt;
&lt;br /&gt;
If a no-trump call is made. The Benny is not part of any of the 4 suits, so can only be played if you can&#039;t follow suit. But still functions as a singular trump, winning any trick it&#039;s played on.&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23002</id>
		<title>Gamehelpeuchre</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23002"/>
		<updated>2024-10-12T12:55:00Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: Adding variants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standard 4 player rules ==&lt;br /&gt;
Euchre is a standard trick-taking game played with 4 players in fixed partners sitting opposite. Ech hand one team chooses a trump suit, they become the &#039;makers&#039; and have to win at least 3 out of 5 total tricks. The other team are the &#039;defenders&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A 24 card deck is used, in standard order of priority (Ace high, K,Q,J,10,9). With the exception of the trump suit, where the Jack of trump is the highest card (Right bauer), and the jack of the other suit in the same color becomes the second highest card (Left bauer). Thus, if hearts is called trump, the order of priority for trump would be:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right bower&#039;&#039;&#039; (Jack of hearts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left bower&#039;&#039;&#039; (Jack of Diamonds) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ace&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Making Trump&#039;&#039;&#039; ===&lt;br /&gt;
The trump suit is decided during a bidding or &amp;quot;making trump&amp;quot; phase.&lt;br /&gt;
&lt;br /&gt;
After each player is dealt five cards, the dealer places the top card of the remaining deck face up on the table. The remaining 3 cards are discarded face down. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Going clockwise, starting left of the dealer, each player is given the choice to either pass, or &amp;quot;order up&amp;quot; that card. If all other players pass, the dealer is given the choice to &amp;quot;take it up&amp;quot; themselves. If ordered up, the suit of the turned up card becomes trump The dealer then adds that card to their hand and chooses one card to discard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If all players (including the dealer) pass, the card in the middle is turned over, and continuing clockwise, each player is again given the choice to make trump in any of the other 3 suits. If everyone else passes a second time, the dealer must call trump (called sticking the dealer). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whichever team ordered up or chose the trump suit are now the &#039;&#039;&#039;makers.&#039;&#039;&#039; And have the goal of winning at least 3 of the 5  tricks. The other team are the &#039;&#039;&#039;defenders.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When making trump, players can also choose to go alone. Playing without their partner, for extra points if they win all 5 tricks. &lt;br /&gt;
=== &#039;&#039;&#039;Gameplay&#039;&#039;&#039; === &lt;br /&gt;
&lt;br /&gt;
The player to the left of the dealer leads the first trick. Play then continues clockwise. Players must follow suit, but if they have no cards of the suit, they may play any card. The left bower counts as part of the trump suit, not it&#039;s original suit. The highest card in the suit led wins the trick, but if a trump card is played, the highest trump wins the trick instead.   &lt;br /&gt;
&lt;br /&gt;
After each hand, the player left of the dealer deals the next hand.       &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scoring&#039;&#039;&#039; ===&lt;br /&gt;
If the team that calls trump wins three tricks, they earn one point. If they win all five tricks, they earn two points. If they do not win three tricks, they have been euchred, and the other team earns two points. &lt;br /&gt;
&lt;br /&gt;
In the trump-calling phase there is an option for a player to call trump and go alone. When this happens, his partner does not play the round, but if he wins all five tricks, he gets four points. Otherwise, scoring is normal. (one point for three tricks, two points to the other team for getting euchred).&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several variant rules can be enabled during table setup.&lt;br /&gt;
&lt;br /&gt;
==== Stick the dealer ====&lt;br /&gt;
Turned on by default, forces the dealer to make trump at the end of the second bidding to round. If disabled, the dealer can pass, and a new hand is dealt by the next player. &lt;br /&gt;
&lt;br /&gt;
==== No-trump call ====&lt;br /&gt;
During the second round of bidding, players can &amp;quot;make&amp;quot; with no trump suit. Play continues normally, with each suit in standard card order. &lt;br /&gt;
&lt;br /&gt;
==== Loner starts last ====&lt;br /&gt;
When playing alone, the defender to your left leads the first trick. Regardless of who the dealer was for that hand. &lt;br /&gt;
&lt;br /&gt;
==== Canadian loner ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dealers partner cannot order up the turned up trump normally in the first bidding round. And must go alone if they want to make that trump suit. &lt;br /&gt;
&lt;br /&gt;
==== Lone defender ====&lt;br /&gt;
After Trump is made, the defenders can also choose to play alone. Winning 4 points instead of 2 if they successfully euchre the makersl&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23001</id>
		<title>Gamehelpeuchre</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23001"/>
		<updated>2024-10-12T12:36:34Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Euchre is a standard trick-taking game played with 4 players in fixed partners sitting opposite. Ech hand one team chooses a trump suit, they become the &#039;makers&#039; and have to win at least 3 out of 5 total tricks. The other team are the &#039;defenders&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A 24 card deck is used, in standard order of priority (Ace high, K,Q,J,10,9). With the exception of the trump suit, where the Jack of trump is the highest card (Right bauer), and the jack of the other suit in the same color becomes the second highest card (Left bauer). Thus, if hearts is called trump, the order of priority for trump would be:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right bower&#039;&#039;&#039; (Jack of hearts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left bower&#039;&#039;&#039; (Jack of Diamonds) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ace&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Making Trump&#039;&#039;&#039; ===&lt;br /&gt;
The trump suit is decided during a bidding or &amp;quot;making trump&amp;quot; phase.&lt;br /&gt;
&lt;br /&gt;
After each player is dealt five cards, the dealer places the top card of the remaining deck face up on the table. The remaining 3 cards are discarded face down. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Going clockwise, starting left of the dealer, each player is given the choice to either pass, or &amp;quot;order up&amp;quot; that card. If all other players pass, the dealer is given the choice to &amp;quot;take it up&amp;quot; themselves. If ordered up, the suit of the turned up card becomes trump The dealer then adds that card to their hand and chooses one card to discard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If all players (including the dealer) pass, the card in the middle is turned over, and continuing clockwise, each player is again given the choice to make trump in any of the other 3 suits. If everyone else passes a second time, the dealer must call trump (called sticking the dealer). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whichever team ordered up or chose the trump suit are now the &#039;&#039;&#039;makers.&#039;&#039;&#039; And have the goal of winning at least 3 of the 5  tricks. The other team are the &#039;&#039;&#039;defenders.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
When making trump, players can also choose to go alone. Playing without their partner, for extra points if they win all 5 tricks. &lt;br /&gt;
=== &#039;&#039;&#039;Gameplay&#039;&#039;&#039; === &lt;br /&gt;
&lt;br /&gt;
The player to the left of the dealer leads the first trick. Play then continues clockwise. Players must follow suit, but if they have no cards of the suit, they may play any card. The left bower counts as part of the trump suit, not it&#039;s original suit. The highest card in the suit led wins the trick, but if a trump card is played, the highest trump wins the trick instead.   &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scoring&#039;&#039;&#039; ===&lt;br /&gt;
If the team that calls trump wins three tricks, they earn one point. If they win all five tricks, they earn two points. If they do not win three tricks, they have been euchred, and the other team earns two points. &lt;br /&gt;
&lt;br /&gt;
In the trump-calling phase there is an option for a player to call trump and go alone. When this happens, his partner does not play the round, but if he wins all five tricks, he gets four points. Otherwise, scoring is normal. (one point for three tricks, two points to the other team for getting euchred).&lt;br /&gt;
&lt;br /&gt;
== Variants ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several variant rules can be enabled during table setup.&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23000</id>
		<title>Gamehelpeuchre</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=23000"/>
		<updated>2024-10-12T12:19:34Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Euchre is a standard trick-taking game played with 4 players in fixed partners sitting opposite. Ech hand one team chooses a trump suit, they become the &#039;makers&#039; and have to win at least 3 out of 5 total tricks. The other team are the &#039;defenders&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A 24 card deck is used, in standard order of priority (Ace high, K,Q,J,10,9). With the exception of the trump suit, where the Jack of trump is the highest card (Right bauer), and the jack of the other suit in the same color becomes the second highest card (Left bauer). Thus, if hearts is called trump, the order of priority for trump would be:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right bower&#039;&#039;&#039; (Jack of hearts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left bower&#039;&#039;&#039; (Jack of Diamonds) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ace&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Making Trump&#039;&#039;&#039; ===&lt;br /&gt;
The trump suit is decided during a bidding or &amp;quot;making trump&amp;quot; phase.&lt;br /&gt;
&lt;br /&gt;
After each player is dealt five cards, the dealer places the top card of the remaining deck face up on the table. The remaining 3 cards are discarded face down. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Going clockwise, starting left of the dealer, each player is given the choice to either pass, or &amp;quot;order up&amp;quot; that card. If all other players pass, the dealer is given the choice to &amp;quot;take it up&amp;quot; themselves. If ordered up, the suit of the turned up card becomes trump The dealer then adds that card to their hand and chooses one card to discard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If all players (including the dealer) pass, the card in the middle is turned over, and continuing clockwise, each player is again given the choice to make trump in any of the other 3 suits. If everyone else passes a second time, the dealer must call trump (called sticking the dealer). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whichever team ordered up or chose the trump suit are now the &#039;&#039;&#039;makers.&#039;&#039;&#039; And have the goal of winning at least 3 of the 5  tricks. The other team are the &#039;&#039;&#039;defenders.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gameplay&#039;&#039;&#039; === &lt;br /&gt;
&lt;br /&gt;
The player to the left of the dealer leads the first trick. Play then continues clockwise. Players must follow suit, but if they have no cards of the suit, they may play any card. The highest card in the suit led wins the trick, but if a trump card is played, the highest trump wins the trick instead. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scoring&#039;&#039;&#039; ===&lt;br /&gt;
If the team that calls trump wins three tricks, they earn one point. If they win all five tricks, they earn two points. If they do not win three tricks, they have been euchred, and the other team earns two points. &lt;br /&gt;
&lt;br /&gt;
In the trump-calling phase there is an option for a player to call trump and go alone. When this happens, his partner does not play the round, but if he wins all five tricks, he gets four points. Otherwise, scoring is normal. (one point for three tricks, two points to the other team for getting euchred).&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=22999</id>
		<title>Gamehelpeuchre</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpeuchre&amp;diff=22999"/>
		<updated>2024-10-12T11:06:28Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: Restructured to add variant rules later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a standard trick-taking game played with a 24-card deck (9-A). In standard order of priority (Ace high, K,Q,J,10,9). With the exception of the trump suit, where the Jack of trump is the highest card (Right bauer), and the jack of the other suit in the same color becomes the second highest card (Left bauer). Thus, if hearts is called trump, the order of priority for trump would be:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right bower&#039;&#039;&#039; (Jack of hearts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left bower&#039;&#039;&#039; (Jack of Diamonds) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ace&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Euchre is normally played with 4 players in fixed partners sitting opposite. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Making Trump&#039;&#039;&#039; ===&lt;br /&gt;
The trump suit is decided during a bidding or &amp;quot;making trump&amp;quot; phase.&lt;br /&gt;
&lt;br /&gt;
After each player is dealt five cards, the dealer places the top card of the remaining deck face up on the table. The remaining 3 cards are discarded face down. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Going clockwise, starting left of the dealer, each player is given the choice to either pass, or &amp;quot;order up&amp;quot; that card. If all other players pass, the dealer is given the choice to &amp;quot;take it up&amp;quot; themselves. If ordered up, the suit of the turned up card becomes trump The dealer then adds that card to their hand and chooses one card to discard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If all players (including the dealer) pass, the card in the middle is turned over, and continuing clockwise, each player is again given the choice to make trump in any of the other 3 suits. If everyone else passes a second time, the dealer must call trump (called sticking the dealer). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whichever team ordered up or chose the trump suit are now the &#039;&#039;&#039;makers.&#039;&#039;&#039; And have the goal of winning at least 3 of the 5  tricks. The other team are the &#039;&#039;&#039;defenders.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Gameplay&#039;&#039;&#039; === &lt;br /&gt;
&lt;br /&gt;
The player to the left of the dealer leads the first trick. Play then continues clockwise. Players must follow suit, but if they have no cards of the suit, they may play any card. The highest card in the suit led wins the trick, but if a trump card is played, the highest trump wins the trick instead. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Scoring&#039;&#039;&#039; ===&lt;br /&gt;
If the team that calls trump wins three tricks, they earn one point. If they win all five tricks, they earn two points. If they do not win three tricks, they have been euchred, and the other team earns two points. &lt;br /&gt;
&lt;br /&gt;
In the trump-calling phase there is an option for a player to call trump and go alone. When this happens, his partner does not play the round, but if he wins all five tricks, he gets four points. Otherwise, scoring is normal. (one point for three tricks, two points to the other team for getting euchred).&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&amp;diff=12837</id>
		<title>Tips rainbow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_rainbow&amp;diff=12837"/>
		<updated>2022-04-21T11:57:23Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: Created page with &amp;quot;While remembering the colors and finding ways to play your cards are both important. At it&amp;#039;s core, this is actually a disguised game of [https://en.wikipedia.org/wiki/Nim Nim]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While remembering the colors and finding ways to play your cards are both important. At it&#039;s core, this is actually a disguised game of [https://en.wikipedia.org/wiki/Nim Nim].&lt;br /&gt;
&lt;br /&gt;
When you start a fresh rainbow, always make sure to play exactly 2 cards. That way, since your opponent has 4 open spots, they will always have to leave 1, 2, or 3 spots open for your next turn. Allowing you to complete the row. &lt;br /&gt;
&lt;br /&gt;
Playing only 1 card allows your opponent to take back the advantage by also playing a single card, leaving you with 4 open spots. Playing 3 cards on a fresh board leaves your opponent free to try to finish the rainbow on their next turn.&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_thecrewdeepsea&amp;diff=10541</id>
		<title>Tips thecrewdeepsea</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_thecrewdeepsea&amp;diff=10541"/>
		<updated>2021-12-16T04:34:06Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t just think about what tasks are easy for you, but also how hard they might be for your teammates. &lt;br /&gt;
&lt;br /&gt;
Look carefully at all the tasks, and consider how they might conflict with each other. To make sure you don&#039;t force another player into a difficult or even impossible combination. &lt;br /&gt;
&lt;br /&gt;
* Look out for tasks that require you to have a specific card in your hand &#039;&#039;&#039;&#039;(win with a 6/2/5; win 8 with a 4 ... etc)&#039;&#039;&#039;&#039;. If you have any chance of winning it you might want to take it, even if another task looks better for you. &lt;br /&gt;
:Leaving them on the table long is risky, as not everyone will have the card needed.&lt;br /&gt;
: Especially true for tasks related to submarines, as they can usually only be done by 1, sometimes 2, of the players. &lt;br /&gt;
&lt;br /&gt;
* Task that require you to win a specific type of trick &#039;&#039;&#039;&#039;(trick with even/uneven cards; as many blue/pink cards in one trick; only lower than 5;value 22/23 etc...)&#039;&#039;&#039;&#039;. Are often best done as early as possible. The more cards that have already been played, the fewer options everyone has to give you the cards you need. &lt;br /&gt;
&lt;br /&gt;
* Similarly: If a player isn&#039;t allowed to win a certain color (or only 1 or 2 cards of a color), and they still have to win a trick. Make sure not to draw out the other colors too much beforehand. &lt;br /&gt;
** Player with &#039;&#039; &#039;no green or yellow&#039; &#039;&#039; task has to win 2 tricks using blue. This is likely not possible if all the pink cards have already been played. The problem to worry about there isn&#039;t necessarily the amount of green/yellow cards in play, but rather the limited amount of pink/blue cards available to play on their tricks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== For players experienced in the original Crew: ===&lt;br /&gt;
&lt;br /&gt;
While the same game at it&#039;s core. The task cards in deepsea require a change in strategy, especially when it comes to communications: &lt;br /&gt;
&lt;br /&gt;
: Where in The Crew, you only comm when there&#039;s a problem. Deepsea task often require more &amp;quot;proactive&amp;quot; comms. Especially the more complex tasks that require a full trick with specific (types of) cards.  &lt;br /&gt;
&lt;br /&gt;
* Have to win a trick with only uneven cards. Waiting too long to comm the right color means other players won&#039;t know what cards they should and should not discard. This might make your task more difficult than needed later. Or might even pose problems for other tasks. Comm early on, despite not seeing a particular &amp;quot;problem&amp;quot; in winning it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This is due to the fact that unlike the original crew. For a lot of tasks there is no obvious color to be used to win it. Of course, more &#039;traditional&#039; tasks (like win blue 4), this does not apply. And for simpler tasks like (win 2 tricks in a row), that don&#039;t need specific cards or a lot of coordination, it can be fine to hold off on your comm.&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_thecrewdeepsea&amp;diff=10540</id>
		<title>Tips thecrewdeepsea</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_thecrewdeepsea&amp;diff=10540"/>
		<updated>2021-12-16T04:32:49Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: Created page with &amp;quot;  Don&amp;#039;t just think about what tasks are easy for you, but also how hard they might be for your teammates.   Look carefully at all the tasks, and consider how they might confli...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t just think about what tasks are easy for you, but also how hard they might be for your teammates. &lt;br /&gt;
&lt;br /&gt;
Look carefully at all the tasks, and consider how they might conflict with each other. To make sure you don&#039;t force another player into a difficult or even impossible combination. &lt;br /&gt;
&lt;br /&gt;
* Look out for tasks that require you to have a specific card in your hand &#039;&#039;&#039;&#039;(win with a 6/2/5; win 8 with a 4 ... etc)&#039;&#039;&#039;&#039;. If you have any chance of winning it you might want to take it, even if another task looks better for you. &lt;br /&gt;
:Leaving them on the table long is risky, as not everyone will have the card needed.&lt;br /&gt;
: Especially true for tasks related to submarines, as they can usually only be done by 1, sometimes 2, of the players. &lt;br /&gt;
&lt;br /&gt;
* Task that require you to win a specific type of trick &#039;&#039;&#039;&#039;(trick with even/uneven cards; as many blue/pink cards in one trick; only lower than 5;value 22/23 etc...)&#039;&#039;&#039;&#039;. Are often best done as early as possible. The more cards that have already been played, the fewer options everyone has to give you the cards you need. &lt;br /&gt;
&lt;br /&gt;
* Similarly: If a player isn&#039;t allowed to win a certain color (or only 1 or 2 cards of a color), and they still have to win a trick. Make sure not to draw out the other colors too much beforehand. &lt;br /&gt;
** Player with &#039;&#039; &#039;no green or yellow&#039; &#039;&#039; task has to win 2 tricks using blue. This is likely not possible if all the pink cards have already been played. The problem to worry about there isn&#039;t necessarily the amount of green/yellow cards in play, but rather the limited amount of pink/blue cards available to play on their tricks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== For players experienced in the original Crew: ===&lt;br /&gt;
&lt;br /&gt;
While the same game at it&#039;s core. The task cards in deepsea require a change in strategy, especially when it comes to communications: &lt;br /&gt;
&lt;br /&gt;
: Where in The Crew, you only comm when there&#039;s a problem. Deepsea task often require more &amp;quot;proactive&amp;quot; comms. Especially the more complex tasks that require a full trick with specific (types of) cards.  &lt;br /&gt;
&lt;br /&gt;
* Have to win a trick with only uneven cards. Waiting too long to comm the right color means other players won&#039;t know what cards they should and should not discard. This might make your task more difficult than needed later. Or might even pose problems for other tasks. Comm early on, despite not seeing a particular &amp;quot;problem&amp;quot; in winning it. &lt;br /&gt;
&lt;br /&gt;
* This is due to the fact that unlike the original crew. For a lot of tasks there is no obvious color to be used to win it. Of course, more &#039;traditional&#039; tasks (like win blue 4), this does not apply. And for simpler tasks like (win 2 tricks in a row), that don&#039;t need specific cards or a lot of coordination, it can be fine to hold off on your comm.&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_loveletter&amp;diff=8460</id>
		<title>Tips loveletter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_loveletter&amp;diff=8460"/>
		<updated>2021-06-06T23:28:34Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: &amp;quot;If your are defeated whilst you hold a handmaid its power has been wasted&amp;quot; us true for any card with any power.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Note: Please play a game of Love Letter before reading this &#039;&#039;Tips and Tricks&#039;&#039; guide. It will help you understand this article better.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== STRATEGY ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is no single strategy for Love Letter which is the beauty of the game&lt;br /&gt;
&lt;br /&gt;
Each card has its own strengths and weaknesses dependant on the stage of the game and more importantly, your opponents hand&lt;br /&gt;
&lt;br /&gt;
As the game progresses, keep an eye on the cards which have already been played - this can be seen in the number indicator below each players hand. &lt;br /&gt;
By working out which cards remain you can plan you strategy and narrow down what cards your opponents are likely holding to counter their plays&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard (x5)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the early game, using a Guard can provide a lucky guess to remove an opponent. To successfully increase odds players will often guess lower card (2-5 cards each appears twice) at the start of the game for a higher probability of success. Guards can be used to defend a weak position, ie. by trying to remove Prince&#039;s if you have the Princess or Barons if you have a lower card. However, using the same strategy many times will often reveal your weakness so mix it up!&lt;br /&gt;
&lt;br /&gt;
Strengths: &lt;br /&gt;
- Play late game when fewer cards remain for a high probability of a successful guess&lt;br /&gt;
- Use after a Priest has been played and the player hasn&#039;t discarded the revealed card&lt;br /&gt;
- Cannot be guessed by other guards&lt;br /&gt;
- Reveal an opponents Princess to remove them from the round&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- Guards are an easy target for Barons. Avoid holding guards too long if there are still 2 Barons to be revealed&lt;br /&gt;
- Minimal chance of winning at the end of the game if you are holding a Guard&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Mix you guesses and base them on all the information revealed in the round&lt;br /&gt;
- Pay attention to what cards have been played and refer to the key for the number of each card available&lt;br /&gt;
- Cards which have 2 copies which have yet to be revealed in the mid game can be easy targets for a Guard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest (x2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Priest reveals more information to narrow down remaining cards. Once a card is known it puts pressure on players to use the revealed card on their next turn to prevent a guard being used&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Forces opponents to play &#039;know&#039; cards&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- If the opponent reveals a Baron they will often play it against you on there next turn as a make or break move which can put you out of the round if you hold a high card&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Use Priests to force players to change their hand&lt;br /&gt;
- Play a Priest in the mid game to locate the Princess or force play of a higher card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baron (x2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Baron is very strong in the early game when combined with a mid to strong card to defeat an opponent. &lt;br /&gt;
When using a Baron however you will potentially reveal information about yourself to your opponents if you win the duel&lt;br /&gt;
&lt;br /&gt;
Strengths: &lt;br /&gt;
- Play in the early game alongside a 4+ card to defeat opponents who are more likely to be holding guards or lower cards&lt;br /&gt;
- A quick way to win the round when you only have one opponent remaining and hold a high&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- Using a baron will reveal the range of your card ie. &amp;gt; Prince (5). This will narrow down guesses or make opponents play Prince&#039;s on you to defeat a suspected Princess&lt;br /&gt;
- If your card is not higher than you opponents you are out of the round (however this can also weaken there position if there are other players to play before them based on the above point)&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Try to ensure you discard a card which was higher than your opponents by your next turn so other players think your winning card has been used to prevent them from knowing the range of your card (this could be the card you pick up on your next turn or the forced discard from a prince)&lt;br /&gt;
- If a Priest is played against you and you hold a Baron you may need to take out the opponent who has seen your card on your next turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handmaid (x2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Handmaids strength comes in ensuring you survive the round. You can&#039;t win if you are out after all!&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Ensure you last longer in the game when there are less cards available&lt;br /&gt;
- Force opponents to target each other to possibly defeat and increase your chances of winning the round&lt;br /&gt;
- Protecting a high card in the end game to prevent guards being played or prince&#039;s if you are holding the princess&lt;br /&gt;
- Buying yourself time if someone knows your card, but you don&#039;t have the right cards to deal with it at that moment. &lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- Less powerful in the end game than the high cards available&lt;br /&gt;
- Does not allow you to knock out another player&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Use early game to narrow down the cards and protect yourself&lt;br /&gt;
- Use in late game to hold the Princess (or another high card)&lt;br /&gt;
- As there are still a lot of players in the game, and not a lot is known about the remaining cards yet you are less likely to be knocked out early in the round. Making the handmaid more powerful later in the round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prince (x2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Prince is the highest of the cards appearing twice in the deck and a big threat to anyone holding the Princess&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Play on an opponent who you suspect has a Princess to defeat them&lt;br /&gt;
- Remove a card from your opponents hand (early game to mix up their hand or late game to remove a higher card they may be holding)&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- Often guessed when guards are played are there are still 2 Prince&#039;s to be played&lt;br /&gt;
- In a 1 on 1 situation, if your opponent has played a Handmaid you may be forced to play the Prince against yourself to discard your own card (Princess included!)&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Play against players you suspect hold a strong card (especially the Princess to remove them from the round)&lt;br /&gt;
- Play on yourself to get a new card and discard both your cards&lt;br /&gt;
- Remove a high card an opponent is holding in the late game to increase your chances of winning the round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King (x1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The King is a hard card to play as it means giving away your position to an opponent but can be the difference at the end of the round to grasp a last second win&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Remove the Princess from your hand in the early rounds to prevent you being a target and give it to another player&lt;br /&gt;
- Switch cards at the end of the game to gets a higher card from an opponent&lt;br /&gt;
- Strong when used with a Baron with less chance of being guessed then a Prince or the Princess&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- When you play the King played your opponent will know what your new card is making you an easy target for a guard&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Always pay attention to what your own card is in between plays. If a King is used on you you&#039;ll want to remember what card you gave them!&lt;br /&gt;
- Holding a King till the end of the round can allow you switch cards with your opponent to grab the Countess of Princess however, if you hold a King and then draw the Princess you&#039;ll be forced to give it to your opponent!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Countess (x1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A high powered card which holds less risk than the Princess early game but a high risk if you draw a Prince or King which forces you to play the Countess revealing your likely other card&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- High card for the end game. Only beaten by the Princess&lt;br /&gt;
- Strong when used with a Baron with less chance of being guessed then a Prince or the Princess&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- If you draw a Prince or a King you will be forced to play this card revealing that you likely hold a Prince or a King&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Play the Countess when you don&#039;t hold a Prince or a King to reduce the chance of a guard being successfully used on you&lt;br /&gt;
- Hold near the end game if a Princess has been played or in the hope the Princess will found before the end of the round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Princess (x1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The strongest card at the end of the round but you&#039;ll be the main target if your opponents suspect you hold it. High risk, high reward!&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Highest card in the game. If you can get to the end of the round with the Princess you&#039;ve won&lt;br /&gt;
- Guaranteed win when used with a Baron&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- If you draw the Princess in the early game it can be very hard to keep it hidden and evade guesses&lt;br /&gt;
- If an opponent play a Priest when you hold a Princess you won&#039;t be able to play it and can easily be guessed on their next turn if they play a Guard&lt;br /&gt;
- You will always have to play your second card so drawing a Prince will force you to play the Princess and be out of the round&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Use a Handmaid to protect the Princess especially in the late game&lt;br /&gt;
- Swap the Princess using a King in the early game to allow you to then target your opponent&lt;br /&gt;
- When playing a Guard, don&#039;t be afraid to accuse another player of being the Princess to try take suspicions away from you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To give an idea of the probability your opponent holding a given card you can refer to the table below by:&lt;br /&gt;
&lt;br /&gt;
- Looking at the horizontal row based on the number of remaining cards in the round + the number of active players left in the round (including yourself - your opponents each hold an unknown card and there was a card removed)&lt;br /&gt;
- For cards with multiple copies look at the probability column based on the number of these cards which not been played or are not held in your own hand&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
- In a 4 player game with 5 cards remaining in the deck and all players still active&lt;br /&gt;
- You hold a Baron and a Guard and no Prince&#039;s or other Barons have been played.&lt;br /&gt;
- There are 9 other possible cards: 5 in the deck + 4 active players (3 unknown cards held by opponents and the 1 discarded)&lt;br /&gt;
- There is a 11.1% chance a given opponents holds a Baron (since you hold one so only one other remains)&lt;br /&gt;
- There is a 22.2% chance an opponents holds a Prince (there are 2 possible Prince&#039;s remaining)&lt;br /&gt;
&lt;br /&gt;
If you have an idea of the range of the card you opponent holds this can provide you a better idea than the basic probability of a player having a given card based on the number of cards remaining&lt;br /&gt;
&lt;br /&gt;
[[File:LoveLetter.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Tips&#039;&#039;&#039;&lt;br /&gt;
- The game is won after you win 4 (4 players) or 5 rounds (3 players). If one player is closer to winning, try remove them from the round to prevent them winning or gaining a bigger lead. It does not necessarily matter if you don&#039;t win the round, just as long as someone doesn&#039;t win the game at the end of it!&lt;br /&gt;
- Pay attention to which cards have been played and what guesses have been made by your opponents to try work out what cards they may or do not have&lt;br /&gt;
- A random guess at the start of the round happens! Sometimes you&#039;ll be the lucky guesser, other times you&#039;ll be on the receiving end. If this happens forget it and more on to the next round&lt;br /&gt;
- Remember that a card is removed at the start of the round so there may not always be a Princess for example&lt;br /&gt;
- If someone doesn&#039;t have a large lead don&#039;t target them every turn. You&#039;ll only end up being on the receiving end of their cards so mix it up&lt;br /&gt;
- Adapt based on what has already being played! If the Princess has been revealed, the Countess is now the highest card for the end game. If both Princes have been played the Princess has no chance of being discarded by an opponent&#039;s card play. If both Barons have been played your guard is a lot safer. Play the game, see what happens, learn and have fun!&lt;br /&gt;
&lt;br /&gt;
LPB - 10/5/2020&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
¹ There is only 1 King, Countess, and Princess per game. Therefore, there cannot be multiples of these cards.&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_loveletter&amp;diff=8459</id>
		<title>Tips loveletter</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_loveletter&amp;diff=8459"/>
		<updated>2021-06-06T23:14:45Z</updated>

		<summary type="html">&lt;p&gt;Tuut Tuut tis Luut: Telling a player what card to play for every possible hand combination is not a &amp;quot;strategy tip&amp;quot; That&amp;#039;s a step by step guide to one persons personal playstyle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Note: Please play a game of Love Letter before reading this &#039;&#039;Tips and Tricks&#039;&#039; guide. It will help you understand this article better.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== STRATEGY ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is no single strategy for Love Letter which is the beauty of the game&lt;br /&gt;
&lt;br /&gt;
Each card has its own strengths and weaknesses dependant on the stage of the game and more importantly, your opponents hand&lt;br /&gt;
&lt;br /&gt;
As the game progresses, keep an eye on the cards which have already been played - this can be seen in the number indicator below each players hand. &lt;br /&gt;
By working out which cards remain you can plan you strategy and narrow down what cards your opponents are likely holding to counter their plays&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard (x5)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the early game, using a Guard can provide a lucky guess to remove an opponent. To successfully increase odds players will often guess lower card (2-5 cards each appears twice) at the start of the game for a higher probability of success. Guards can be used to defend a weak position, ie. by trying to remove Prince&#039;s if you have the Princess or Barons if you have a lower card. However, using the same strategy many times will often reveal your weakness so mix it up!&lt;br /&gt;
&lt;br /&gt;
Strengths: &lt;br /&gt;
- Play late game when fewer cards remain for a high probability of a successful guess&lt;br /&gt;
- Use after a Priest has been played and the player hasn&#039;t discarded the revealed card&lt;br /&gt;
- Cannot be guessed by other guards&lt;br /&gt;
- Reveal an opponents Princess to remove them from the round&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- Guards are an easy target for Barons. Avoid holding guards too long if there are still 2 Barons to be revealed&lt;br /&gt;
- Minimal chance of winning at the end of the game if you are holding a Guard&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Mix you guesses and base them on all the information revealed in the round&lt;br /&gt;
- Pay attention to what cards have been played and refer to the key for the number of each card available&lt;br /&gt;
- Cards which have 2 copies which have yet to be revealed in the mid game can be easy targets for a Guard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest (x2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using a Priest reveals more information to narrow down remaining cards. Once a card is known it puts pressure on players to use the revealed card on their next turn to prevent a guard being used&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Forces opponents to play &#039;know&#039; cards&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- If the opponent reveals a Baron they will often play it against you on there next turn as a make or break move which can put you out of the round if you hold a high card&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Use Priests to force players to change their hand&lt;br /&gt;
- Play a Priest in the mid game to locate the Princess or force play of a higher card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baron (x2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Baron is very strong in the early game when combined with a mid to strong card to defeat an opponent. &lt;br /&gt;
When using a Baron however you will potentially reveal information about yourself to your opponents if you win the duel&lt;br /&gt;
&lt;br /&gt;
Strengths: &lt;br /&gt;
- Play in the early game alongside a 4+ card to defeat opponents who are more likely to be holding guards or lower cards&lt;br /&gt;
- A quick way to win the round when you only have one opponent remaining and hold a high&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- Using a baron will reveal the range of your card ie. &amp;gt; Prince (5). This will narrow down guesses or make opponents play Prince&#039;s on you to defeat a suspected Princess&lt;br /&gt;
- If your card is not higher than you opponents you are out of the round (however this can also weaken there position if there are other players to play before them based on the above point)&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Try to ensure you discard a card which was higher than your opponents by your next turn so other players think your winning card has been used to prevent them from knowing the range of your card (this could be the card you pick up on your next turn or the forced discard from a prince)&lt;br /&gt;
- If a Priest is played against you and you hold a Baron you may need to take out the opponent who has seen your card on your next turn&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handmaid (x2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Handmaids strength comes in ensuring you survive the round. You can&#039;t win if you are out after all!&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Ensure you last longer in the game when there are less cards available&lt;br /&gt;
- Force opponents to target each other to possibly defeat and increase your chances of winning the round&lt;br /&gt;
- Protecting a high card in the end game to prevent guards being played or prince&#039;s if you are holding the princess&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- Less powerful in the end game than the high cards available&lt;br /&gt;
- If your are defeated whilst you hold a handmaid its power has been wasted&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Use early game to narrow down the cards and protect yourself&lt;br /&gt;
- Use in late game to hold the Princess (or another high card)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prince (x2)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Prince is the highest of the cards appearing twice in the deck and a big threat to anyone holding the Princess&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Play on an opponent who you suspect has a Princess to defeat them&lt;br /&gt;
- Remove a card from your opponents hand (early game to mix up their hand or late game to remove a higher card they may be holding)&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- Often guessed when guards are played are there are still 2 Prince&#039;s to be played&lt;br /&gt;
- In a 1 on 1 situation, if your opponent has played a Handmaid you may be forced to play the Prince against yourself to discard your own card (Princess included!)&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Play against players you suspect hold a strong card (especially the Princess to remove them from the round)&lt;br /&gt;
- Play on yourself to get a new card and discard both your cards&lt;br /&gt;
- Remove a high card an opponent is holding in the late game to increase your chances of winning the round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King (x1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The King is a hard card to play as it means giving away your position to an opponent but can be the difference at the end of the round to grasp a last second win&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Remove the Princess from your hand in the early rounds to prevent you being a target and give it to another player&lt;br /&gt;
- Switch cards at the end of the game to gets a higher card from an opponent&lt;br /&gt;
- Strong when used with a Baron with less chance of being guessed then a Prince or the Princess&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- When you play the King played your opponent will know what your new card is making you an easy target for a guard&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Always pay attention to what your own card is in between plays. If a King is used on you you&#039;ll want to remember what card you gave them!&lt;br /&gt;
- Holding a King till the end of the round can allow you switch cards with your opponent to grab the Countess of Princess however, if you hold a King and then draw the Princess you&#039;ll be forced to give it to your opponent!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Countess (x1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A high powered card which holds less risk than the Princess early game but a high risk if you draw a Prince or King which forces you to play the Countess revealing your likely other card&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- High card for the end game. Only beaten by the Princess&lt;br /&gt;
- Strong when used with a Baron with less chance of being guessed then a Prince or the Princess&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- If you draw a Prince or a King you will be forced to play this card revealing that you likely hold a Prince or a King&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Play the Countess when you don&#039;t hold a Prince or a King to reduce the chance of a guard being successfully used on you&lt;br /&gt;
- Hold near the end game if a Princess has been played or in the hope the Princess will found before the end of the round&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Princess (x1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The strongest card at the end of the round but you&#039;ll be the main target if your opponents suspect you hold it. High risk, high reward!&lt;br /&gt;
&lt;br /&gt;
Strengths:&lt;br /&gt;
- Highest card in the game. If you can get to the end of the round with the Princess you&#039;ve won&lt;br /&gt;
- Guaranteed win when used with a Baron&lt;br /&gt;
&lt;br /&gt;
Weakness: &lt;br /&gt;
- If you draw the Princess in the early game it can be very hard to keep it hidden and evade guesses&lt;br /&gt;
- If an opponent play a Priest when you hold a Princess you won&#039;t be able to play it and can easily be guessed on their next turn if they play a Guard&lt;br /&gt;
- You will always have to play your second card so drawing a Prince will force you to play the Princess and be out of the round&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
- Use a Handmaid to protect the Princess especially in the late game&lt;br /&gt;
- Swap the Princess using a King in the early game to allow you to then target your opponent&lt;br /&gt;
- When playing a Guard, don&#039;t be afraid to accuse another player of being the Princess to try take suspicions away from you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Probability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To give an idea of the probability your opponent holding a given card you can refer to the table below by:&lt;br /&gt;
&lt;br /&gt;
- Looking at the horizontal row based on the number of remaining cards in the round + the number of active players left in the round (including yourself - your opponents each hold an unknown card and there was a card removed)&lt;br /&gt;
- For cards with multiple copies look at the probability column based on the number of these cards which not been played or are not held in your own hand&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
- In a 4 player game with 5 cards remaining in the deck and all players still active&lt;br /&gt;
- You hold a Baron and a Guard and no Prince&#039;s or other Barons have been played.&lt;br /&gt;
- There are 9 other possible cards: 5 in the deck + 4 active players (3 unknown cards held by opponents and the 1 discarded)&lt;br /&gt;
- There is a 11.1% chance a given opponents holds a Baron (since you hold one so only one other remains)&lt;br /&gt;
- There is a 22.2% chance an opponents holds a Prince (there are 2 possible Prince&#039;s remaining)&lt;br /&gt;
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If you have an idea of the range of the card you opponent holds this can provide you a better idea than the basic probability of a player having a given card based on the number of cards remaining&lt;br /&gt;
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[[File:LoveLetter.PNG]]&lt;br /&gt;
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&#039;&#039;&#039;General Tips&#039;&#039;&#039;&lt;br /&gt;
- The game is won after you win 4 (4 players) or 5 rounds (3 players). If one player is closer to winning, try remove them from the round to prevent them winning or gaining a bigger lead. It does not necessarily matter if you don&#039;t win the round, just as long as someone doesn&#039;t win the game at the end of it!&lt;br /&gt;
- Pay attention to which cards have been played and what guesses have been made by your opponents to try work out what cards they may or do not have&lt;br /&gt;
- A random guess at the start of the round happens! Sometimes you&#039;ll be the lucky guesser, other times you&#039;ll be on the receiving end. If this happens forget it and more on to the next round&lt;br /&gt;
- Remember that a card is removed at the start of the round so there may not always be a Princess for example&lt;br /&gt;
- If someone doesn&#039;t have a large lead don&#039;t target them every turn. You&#039;ll only end up being on the receiving end of their cards so mix it up&lt;br /&gt;
- Adapt based on what has already being played! If the Princess has been revealed, the Countess is now the highest card for the end game. If both Princes have been played the Princess has no chance of being discarded by an opponent&#039;s card play. If both Barons have been played your guard is a lot safer. Play the game, see what happens, learn and have fun!&lt;br /&gt;
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LPB - 10/5/2020&lt;br /&gt;
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== Notes ==&lt;br /&gt;
¹ There is only 1 King, Countess, and Princess per game. Therefore, there cannot be multiples of these cards.&lt;/div&gt;</summary>
		<author><name>Tuut Tuut tis Luut</name></author>
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