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	<id>https://en.doc.boardgamearena.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Warrick1138</id>
	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-11-06T21:55:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmow&amp;diff=15126</id>
		<title>Gamehelpmow</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmow&amp;diff=15126"/>
		<updated>2022-10-25T23:56:27Z</updated>

		<summary type="html">&lt;p&gt;Warrick1138: /* Note! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary of the Game ==&lt;br /&gt;
The players are farmers. They round up cows in the field and form them into herds ready to be brought into the stable. However, some cows are surrounded by flies, and nobody wants to be near those...&lt;br /&gt;
&lt;br /&gt;
== Aim of the Game ==&lt;br /&gt;
Have the fewest flies in your stable when the game ends.&lt;br /&gt;
&lt;br /&gt;
== Material ==&lt;br /&gt;
49 cards, made up as follows:&lt;br /&gt;
* 15 cows, numbered from 1 to 15, without any flies&lt;br /&gt;
* 13 cows, numbered from 2 to 14, with 1 fly&lt;br /&gt;
* 11 cows, numbered from 3 to 13, with 2 flies&lt;br /&gt;
* 3 cows, numbered 7, 8 and 9, with 3 flies&lt;br /&gt;
* 6 cows, with 5 flies and a superpower&lt;br /&gt;
* 1 MOW card showing the direction of play&lt;br /&gt;
&lt;br /&gt;
== Game Play ==&lt;br /&gt;
A game is played over several rounds&lt;br /&gt;
&lt;br /&gt;
At the beginning of each round, shuffle the 48 cow cards and deal five to each farmer.&lt;br /&gt;
&lt;br /&gt;
The farmer with the most flies starts the round (in the first round, the youngest player starts).&lt;br /&gt;
&lt;br /&gt;
They put the MOW card arrow in front of them, pointing to the player on their left (the arrow shows the direction of play).&lt;br /&gt;
&lt;br /&gt;
== Player actions ==&lt;br /&gt;
On their turn, a player must :&lt;br /&gt;
# Add a cow to the herd&lt;br /&gt;
# Draw a card&lt;br /&gt;
&lt;br /&gt;
=== 1. Add a cow to the herd ===&lt;br /&gt;
During their turn, each farmer MUST add a cow to the herd at either end of the line.&lt;br /&gt;
&lt;br /&gt;
The farmer who places the first cow can choose any number. Subsequent cows must be numbered higher or lower than all the cows already in the herd.&lt;br /&gt;
&lt;br /&gt;
Example :&lt;br /&gt;
&lt;br /&gt;
If the cards on the table are 3, 9 and 11, you can add a cow whose number is less than 3 (0, 1 or 2) or greater than 11 (12, 13, 14, 15 or 16).&lt;br /&gt;
&lt;br /&gt;
==== Special cows ====&lt;br /&gt;
* Blocker: Play this cow to close off one end of the line.&lt;br /&gt;
* Acrobatic cow: Play this cow on another cow with the same number, no matter where it is in the line (this card cannot be played unless the requisite cow has been played previously).&lt;br /&gt;
* Slowpoke: Insert this cow into the line in place of a missing number (for example the 6 can be played between the 5 and the 7) (this card cannot be placed if there are no gaps in the line numbering).&lt;br /&gt;
If a player collects 5 special cows their points are NOT scored that round.&lt;br /&gt;
&lt;br /&gt;
==== Note! ====&lt;br /&gt;
A farmer who plays a special cow with 5 flies can, if they wish, change the direction of play!!! In this case, they take the MOW card, pointing it left or right as they prefer. The game continues in the direction shown by the arrow.&lt;br /&gt;
&lt;br /&gt;
==== New herd ====&lt;br /&gt;
A farmer who CANNOT or DOES NOT WANT to add a cow to the line, takes all the cards in the herd and places them face down in their stable... Then, they start a new herd by playing a card from their hand to the middle of the table.&lt;br /&gt;
&lt;br /&gt;
Each fly in a stable produces 1 embarrassment point at the end of the game.&lt;br /&gt;
&lt;br /&gt;
=== 2. Draw a card ===&lt;br /&gt;
After a farmer has added a card to the herd, they draw a new card from the deck and add it to their hand.&lt;br /&gt;
&lt;br /&gt;
==== End of a round ====&lt;br /&gt;
When a farmer takes the last card from the deck, the current round is played out until the herd is added to one of the farmers&#039; stables.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Then, any cards remaining in a farmer&#039;s hand are added to their stable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the flies in a farmer&#039;s stable are added to any scored in previous rounds.&lt;br /&gt;
&lt;br /&gt;
==== End of the game ====&lt;br /&gt;
The game ends when a farmer has amassed more than 100 flies at the end of a round.&lt;br /&gt;
&lt;br /&gt;
The farmer with the fewest flies wins.&lt;/div&gt;</summary>
		<author><name>Warrick1138</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_jekyllvshide&amp;diff=15082</id>
		<title>Tips jekyllvshide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_jekyllvshide&amp;diff=15082"/>
		<updated>2022-10-18T22:22:35Z</updated>

		<summary type="html">&lt;p&gt;Warrick1138: /* As Hyde */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==As Jekyll==&lt;br /&gt;
* You are good, and your objective is to maintain balance. 5 vs 5 is best for you.&lt;br /&gt;
* When passing, you need to guess Hyde&#039;s hand, and send the opposite range of cards Hyde needs.&lt;br /&gt;
* At the first 2 rounds you usually play first, so use this opportunity to decide on the ranks.&lt;br /&gt;
* If you have many low cards, you should let a long suit or a suit with high cards be the highest rank.&lt;br /&gt;
* If you have many high cards, you should let a short suit or a suit with lowest cards be the highest rank.&lt;br /&gt;
* For potion, green is best. It can exchange cards and balance cards. Do use red if something goes out of expect!&lt;br /&gt;
&lt;br /&gt;
==As Hyde==&lt;br /&gt;
* You are evil, and your objective is to maximise the difference. 10 vs 0 is best for you.&lt;br /&gt;
* When passing, you can try to collect lots of low cards or the opposite.&lt;br /&gt;
* You seldom have the right to decide on the ranks, so you need to guess Jekyll&#039;s hand and decide whether you want him to take a trick.&lt;br /&gt;
* Of course, purple can push the difference by mostly 3 tricks. But red can let you take the opportunity to turn the tide if you win!&lt;br /&gt;
* Do try to let evil progress 6 in the first round! It lets you take the control of ranks faster, and push the end of game faster.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* Hyde has an advantage, since the ratio of Hyde and Jekyll winning is 3:2. However don&#039;t despair--if you follow these tips you can master this faster and reach the top 10.&lt;br /&gt;
* Credits to ArielFriedrichGauss, who is at rank 4 when this is written.&lt;/div&gt;</summary>
		<author><name>Warrick1138</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_jekyllvshide&amp;diff=15081</id>
		<title>Tips jekyllvshide</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_jekyllvshide&amp;diff=15081"/>
		<updated>2022-10-18T22:20:50Z</updated>

		<summary type="html">&lt;p&gt;Warrick1138: /* As Jekyll */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==As Jekyll==&lt;br /&gt;
* You are good, and your objective is to maintain balance. 5 vs 5 is best for you.&lt;br /&gt;
* When passing, you need to guess Hyde&#039;s hand, and send the opposite range of cards Hyde needs.&lt;br /&gt;
* At the first 2 rounds you usually play first, so use this opportunity to decide on the ranks.&lt;br /&gt;
* If you have many low cards, you should let a long suit or a suit with high cards be the highest rank.&lt;br /&gt;
* If you have many high cards, you should let a short suit or a suit with lowest cards be the highest rank.&lt;br /&gt;
* For potion, green is best. It can exchange cards and balance cards. Do use red if something goes out of expect!&lt;br /&gt;
&lt;br /&gt;
==As Hyde==&lt;br /&gt;
* You are evil, and your objective is to maxmise the difference. 10 vs 0 is best for you.&lt;br /&gt;
* When passing, you can try to collect lots of low cards or the opposite.&lt;br /&gt;
* You seldom have the right to decide on the ranks, so you need to guess Jekyll&#039;s hand and decide whether you want him to take a trick.&lt;br /&gt;
* Of course, purple can push the difference by mostly 3 tricks. But red can let you take the oppounity to turn the tide if you win!&lt;br /&gt;
* Do try to let evil progress 6 in the first round! It lets you take the control of ranks faster, and push the end of game faster.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* Hyde has an advantage, since the ratio of Hyde and Jekyll winning is 3:2. However don&#039;t despair--if you follow these tips you can master this faster and reach the top 10.&lt;br /&gt;
* Credits to ArielFriedrichGauss, who is at rank 4 when this is written.&lt;/div&gt;</summary>
		<author><name>Warrick1138</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingsguild&amp;diff=15047</id>
		<title>Gamehelpkingsguild</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpkingsguild&amp;diff=15047"/>
		<updated>2022-10-11T13:38:03Z</updated>

		<summary type="html">&lt;p&gt;Warrick1138: /* The King&amp;#039;s Funeral */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Flow of the game:&lt;br /&gt;
* Gather resources&lt;br /&gt;
* Craft items to turn resources into gold (and treasure cards with some special abilities)&lt;br /&gt;
* Use gold to build rooms and hire specialists, which give you special abilities and VP (blue symbols)&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
On your turn you may take one of 3 actions: gather, craft, or expand.&lt;br /&gt;
&lt;br /&gt;
Before or after this action, you may use or sell treasures (treasures with a gold in the lower-right can be sold).&lt;br /&gt;
&lt;br /&gt;
=== Gather ===&lt;br /&gt;
You can gather 3 of the same or 2 different resources. You can&#039;t gather gems or magic potions unless you have the Gem Workshop or Magic Arcaenum.&lt;br /&gt;
&lt;br /&gt;
=== Craft ===&lt;br /&gt;
You can craft one or both items on a quest in a single action, but crafting only one will tie up one of your two guild sigils, until the quest is finished.&lt;br /&gt;
&lt;br /&gt;
Treasure cards are distributed between players who crafted for the quest after a quest is completed (all items have been crafted). The first person to have crafted for that quest will collect the quest card.&lt;br /&gt;
&lt;br /&gt;
=== Expand ===&lt;br /&gt;
&lt;br /&gt;
If you choose Expand, you can build a room, hire a specialist, or do both (in either order). This costs gold.&lt;br /&gt;
&lt;br /&gt;
==== Building a Room ====&lt;br /&gt;
&lt;br /&gt;
Chambers are double-sided. Room and chambers must be placed touching your build. If the room covers a bonus, you gain that bonus.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t have 2 of the same room.&lt;br /&gt;
&lt;br /&gt;
2 player only: One player cannot build both the Gem Workshop and the Magic Arcaenum.&lt;br /&gt;
&lt;br /&gt;
==== Hiring a Specialist ====&lt;br /&gt;
&lt;br /&gt;
Place the specialist in one of the four slots above your guild. Once you have 4 specialists, you can&#039;t hire any more specialists (without a bonus ability).&lt;br /&gt;
&lt;br /&gt;
If you pay full price for a specialist, place a 1 gold discount on all specialists to the right. If the cost drops to 0 gold, discard them.&lt;br /&gt;
&lt;br /&gt;
== Game End &amp;amp; Scoring ==&lt;br /&gt;
&lt;br /&gt;
The game ends when the Offering to the Council card is drawn. Every player takes one more turn, during which they can take an action or place (one of their two) sigils on the council card, which will score you 1 VP for each remaining 3 gold and 2 resources.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
In addition to scoring VP on treasures, specialists, rooms, and Offering to the Council (if you placed a sigil on it), you gain 1 VP for every quest card you own.&lt;br /&gt;
&lt;br /&gt;
== More Info ==&lt;br /&gt;
&lt;br /&gt;
Hand size is 6 treasure cards.&lt;br /&gt;
&lt;br /&gt;
=== Resource Types ===&lt;br /&gt;
* White: Cloth&lt;br /&gt;
* Red: Leather&lt;br /&gt;
* Blue: Metal/Iron&lt;br /&gt;
* Brown: Wood&lt;br /&gt;
* Purple: Magic potion&lt;br /&gt;
* Green: Gem&lt;br /&gt;
You can&#039;t gather gems or magic potions unless you have the Gem Workshop or Magic Arcaenum.&lt;br /&gt;
&lt;br /&gt;
=== Kinds of Treasure ===&lt;br /&gt;
* Blue Treasures: Extra resources, Contracts, Spoiling Potion, Ancient Breastplate, Ancient Helm&lt;br /&gt;
* Red Treasures: Charms, Lucky Potion, Ancient Sword, Ancient Boots&lt;br /&gt;
* Yellow Treasures: Extra coins, Fortune Potion, Ancient Gauntlets, Ancient Shield&lt;br /&gt;
&lt;br /&gt;
=== The King&#039;s Funeral ===&lt;br /&gt;
When this card is drawn, it triggers bidding on a special tile worth 4 VP.&lt;/div&gt;</summary>
		<author><name>Warrick1138</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_dicesummoners&amp;diff=14761</id>
		<title>Tips dicesummoners</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_dicesummoners&amp;diff=14761"/>
		<updated>2022-09-18T14:45:30Z</updated>

		<summary type="html">&lt;p&gt;Warrick1138: /* Overall Strategy: Efficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
Early in the game it&#039;s good to summon some basic and advanced creatures so you can gain more dice each round.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
These are great for using dice to greater effect. Spells tend to be stronger than similar abilities in creatures.&lt;br /&gt;
&lt;br /&gt;
== Curses ==&lt;br /&gt;
&lt;br /&gt;
These are a great way to put your opponent at a disadvantage for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
== Auras ==&lt;br /&gt;
&lt;br /&gt;
Consider the auras available when deciding how to build your army. An aura which works well with your army can lead you to victory.&lt;br /&gt;
&lt;br /&gt;
== Mythic Creatures and Rituals ==&lt;br /&gt;
&lt;br /&gt;
Mythic creatures are the most powerful creatures in the game however because it takes 5 sulphur to summon one, ensure you can survive until you can gain the benefit of the mythic creature.&lt;br /&gt;
&lt;br /&gt;
== Overall Strategy: Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Since your deck is the same as your opponent&#039;s, the defining characteristic of a winner is making the best use of your dice rolls, so find the most efficient moves to make with your available dice and cards. Particularly pay attention to what are the easiest and hardest mechanics to use in each deck type and plan accordingly.&lt;br /&gt;
&lt;br /&gt;
This means that getting yourself more dice sooner (with creatures) is a top priority!&lt;br /&gt;
&lt;br /&gt;
Red dice are more likely to give Sulphur than the blue dice, and Sulphur tends to be needed for more powerful effects.&lt;/div&gt;</summary>
		<author><name>Warrick1138</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpnautilus&amp;diff=14658</id>
		<title>Gamehelpnautilus</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpnautilus&amp;diff=14658"/>
		<updated>2022-09-13T20:33:41Z</updated>

		<summary type="html">&lt;p&gt;Warrick1138: /* Some Features of This Adaptation of the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Card games]]&lt;br /&gt;
For tips on how to play nautilus, see &amp;lt;b&amp;gt;[[Tips_nautilus]]&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Object of the Game ==&lt;br /&gt;
&lt;br /&gt;
* During the six rounds of the game, place your divers in order to gain the upper hand in the five great domains that are:&lt;br /&gt;
** Science&lt;br /&gt;
** Exploration&lt;br /&gt;
** Navigation&lt;br /&gt;
** Engineering&lt;br /&gt;
** War&lt;br /&gt;
* The player who has won in the most domains will be declared the winner at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
&lt;br /&gt;
* The game board is placed between the two players.&lt;br /&gt;
* The Diver cards are shuffled then placed in a pile at the front of the Nautilus, face down.&lt;br /&gt;
* The special cards are shuffled then placed in a pile at the back of the Nautilus, face down.&lt;br /&gt;
* The Domain cards are shuffled. Five of them are placed face up on the five empty spaces of the game board. &lt;br /&gt;
* The remaining cards form the draw pile which is placed next to the game board, face down.&lt;br /&gt;
* One of players gets the Nemo token, thus becoming the first player of the round.&lt;br /&gt;
&lt;br /&gt;
=== Preparation of the Round ===&lt;br /&gt;
&lt;br /&gt;
* Before starting a round, each player gets 5 Diver cards, which they look at secretly.&lt;br /&gt;
* Then the first player draws two special cards. &lt;br /&gt;
* After having looked at them, the player keeps one and gives the other to their opponent.&lt;br /&gt;
* Some special cards can be played at the beginning of the round and others during the round.&lt;br /&gt;
&lt;br /&gt;
== Round Overview ==&lt;br /&gt;
&lt;br /&gt;
* To start, the first player places one of their Diver cards face up, along the Nautilus and in front of a Domain card, either on their own side (bottom) or on the side of their opponent (top). &lt;br /&gt;
* Then, it&#039;s up to that opponent to do the same and so on until the 10 spaces (5 on each side of the Nautilus) have been filled by a card.&lt;br /&gt;
* Some Diver cards have movement arrows:&lt;br /&gt;
** horizontal (#7 and #8) or&lt;br /&gt;
** vertical (#6 and #9).&lt;br /&gt;
** When they are played, these cards MUST cause a movement action, unless there is no possible movement matching the direction of the arrow.&lt;br /&gt;
* At the end of the round, the value of the Diver cards placed face-up, on both sides of the Nautilus, will determine who gets the Domain cards in play.&lt;br /&gt;
&lt;br /&gt;
=== End of the Round ===&lt;br /&gt;
&lt;br /&gt;
* The round ends as soon as all 10 spaces on both sides of the Nautilus have been filled by a card (Diver or special). &lt;br /&gt;
* The Domain cards are then awarded.&lt;br /&gt;
** A player gets a Domain card when the value of the Diver card on their side is higher than that of the one on the opposite side.&lt;br /&gt;
*** There is one exception to this rule: the Diver card of value 1 (with a crab on it) always wins against the card of value 14.&lt;br /&gt;
&lt;br /&gt;
== End of Game and Scoring ==&lt;br /&gt;
&lt;br /&gt;
* The game ends at the end of the 6th round, when the pile of Domain cards is empty.&lt;br /&gt;
* Each player takes the pile of Domain cards won during the game.&lt;br /&gt;
* In each of the 5 domains (Science, Exploration, Navigation, Engineering, War), the players will compare their totals: two stars are worth 2 points, one star is worth 1 point, an ink blot removes 1 point from the concerned domain.&lt;br /&gt;
* The player with the highest points score in a domain wins that domain.&lt;br /&gt;
* The player who wins most domains wins the game.&lt;br /&gt;
&lt;br /&gt;
== Game Options ==&lt;br /&gt;
&lt;br /&gt;
=== Domain cards ===&lt;br /&gt;
&lt;br /&gt;
==== Visible ====&lt;br /&gt;
&lt;br /&gt;
* All collected domain cards by players are visible (by default).&lt;br /&gt;
&lt;br /&gt;
==== Hidden ====&lt;br /&gt;
&lt;br /&gt;
* Collected cards by player are visible and collected cards by opponent are hidden.&lt;br /&gt;
&lt;br /&gt;
== Some Features of This Adaptation of the Game ==&lt;br /&gt;
&lt;br /&gt;
* Duration of the game is 6 rounds by rules, but in this adaptation the game can proceed less than 6 rounds. &lt;br /&gt;
* It can happen when one of the players has won 3 of 5 domains at end of one of the rounds.&lt;br /&gt;
* Player wins the domain at the end a round if:&lt;br /&gt;
*# They have gained 4 or more score points in the domain (during all previous rounds including current round). OR &lt;br /&gt;
*# They have gained 3 score points in the domain and domain card with -1 point(ink blot) already was played off (already in hand of one of players). &lt;br /&gt;
* It was done to end a game and not to play superfluous rounds when one of the players has already won a game.&lt;br /&gt;
* At the end of the game, each player gets 1 victory point for each domain won.&lt;br /&gt;
** &#039;&#039;Domain won by player when one of two conditions was executed, see above.&#039;&#039;&lt;br /&gt;
* Total score of a game is the number of domains won by each player.&lt;/div&gt;</summary>
		<author><name>Warrick1138</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=14613</id>
		<title>Gamehelpexplorationwarzone</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpexplorationwarzone&amp;diff=14613"/>
		<updated>2022-09-11T20:51:56Z</updated>

		<summary type="html">&lt;p&gt;Warrick1138: some actions have advantages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game set up ==&lt;br /&gt;
All players have their own spaceship card at the beginning of the game. Each spaceship has HP (red icon), accuracy (gun sight icon), a dedicated skill (upper left corner) and a victory point track. If you lose all of your HP, your spaceship will be destroyed. Accuracy increases the chance to hit the other spaceship.&lt;br /&gt;
&lt;br /&gt;
== Turn structure ==&lt;br /&gt;
Every turn the players must choose a hex, which will determine the actions available to you. Each hex has six actions, marked by an icon on each side. The numbers on the perimeter indicate the order of actions (0 is first, then 1 etc.). There are 6 types of actions: Attack, Critical attack, Accuracy increase (+1), Repair (restore +1 HP), Victory point (gain +1 VP), and Dodge (light blue icon). Choose your action by placing that side next to your opponent&#039;s hex (contacting the side of your opponent&#039;s hex).&lt;br /&gt;
&lt;br /&gt;
== Win by Attack ==&lt;br /&gt;
To attack your opponent, the accuracy of your spaceship must be higher or equal than accuracy of opponent, but there is a luck factor. You must roll a 3 dice. The results might be: accuracy increase, accuracy decrease, critical attack, self damage. Attack might be blocked by attack block action (light blue icon).&lt;br /&gt;
&lt;br /&gt;
== Win by Victory points ==&lt;br /&gt;
Here comes another phase of game turn. Like in rock, paper, scissors some actions have advantages over the others. For example HP restore is stronger than attack, accuracy increase than HP restore and attack than accuracy increase (more details about block and VP gain are in the table). For every advantage you receive one Victory point. &lt;br /&gt;
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== Actions ==&lt;br /&gt;
https://upload.cc/i1/2020/06/07/ItSszo.png&lt;/div&gt;</summary>
		<author><name>Warrick1138</name></author>
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