https://en.doc.boardgamearena.com/api.php?action=feedcontributions&user=LetoTheTooth&feedformat=atomBoard Game Arena - User contributions [en]2024-03-28T16:29:56ZUser contributionsMediaWiki 1.39.0https://en.doc.boardgamearena.com/index.php?title=Gamehelpmarcopolo&diff=15275Gamehelpmarcopolo2022-11-15T14:41:08Z<p>LetoTheTooth: </p>
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<div>Possible bonus actions:<br />
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* Take 3 coins using a die (value does not matter)<br />
* Buy a black die (only once per turn) for 3 camels<br />
* Bump a die +1/-1 for 2 camels<br />
* Re-roll a die for 1 camel<br />
* Fulfill a contract by returning the required goods<br />
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Game ends after 5 rounds. Extra end of game points:<br />
* 1 VP for every 10 coins left over<br />
* 7 VP to player with most contracts<br />
* Score VP from Beijing, depends on position in Beijing<br />
* Score 1 VP for every 2 resources if you have a trading post in Beijing<br />
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Expert variant:<br />
* Distribution of City Bonuses: Randomized<br />
* Distribution of Characters: Randomly shuffle playercount +1, choose one, starting from last player.<br />
* Distribution of Goal Cards: Deal 4 choose 2 to keep.</div>LetoTheToothhttps://en.doc.boardgamearena.com/index.php?title=Gamehelptrektwelve&diff=8838Gamehelptrektwelve2021-07-14T13:55:59Z<p>LetoTheTooth: /* Gameplay */</p>
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<div>__NOTOC__<br />
==Gameplay==<br />
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Two dice are rolled each turn. (Red die: 1-6, Yellow die: 0-5)<br />
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Each player may choose a number to take from those dice, being either the '''lower value''', the '''higher''', the '''total''' of the two dice, the '''difference''' between them, or their '''multiplied product'''.<br />
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They write that number in any circle on their sheet, and tick off that option. (Once you've ticked all four boxes for an option, you can't take it any more.)<br />
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Regular circles can take any number from 0-13. Black-outlined circles are ''dangerous terrain'' and can only take numbers from 0-6. If you're forced to place a number that's too high, a ☹️ must be drawn there instead.<br />
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After the first turn, numbers must be written adjacent to existing numbers.<br />
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At the end of the game, each numbered circle which does not form part of a line or zone gets a ☹️.<br />
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==Scoring==<br />
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* Every '''line''' of ascending, connected, ''consecutive'' numbers = the highest number in the line, plus 1 point per other number in the line<br />
* Every '''zone''' of 2+ connected, identical numbers = the number from any of its circles, plus 1 point per other circle in the zone<br />
* '''Bonuses''' for both longest line and largest zone = 1 point for 3, 3 points for 4, 6 points for 5, etc.<br />
* '''Malus''' = -3 points for each ☹️ on your mountain<br />
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==Extra rules==<br />
Extra rules for Jampa from Trek 12 +1:<br />
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*You '''must''' create a Fixed Line between circles already linked in that manner. There is no constraint when you fill in your first circle.<br />
When you fill in the second circle, it '''must''' form a Fixed Line with the first. Otherwise, the circle is considered orphaned and you draw an orphan in the circle.<br />
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Extra rules for Christmas :<br />
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*Each chain represents a garland. The bonuses of each garland are noted above each Rope Trail and depend on the number of '''different''' colored balls in the Rope Trail. The more balls of different colors in your garlands, the more points you will score!<br />
*Zones represent gifts. Each Zone gives a bonus '''only''' if that zone has '''no''' balls. The bonus is then equal to the value of the Zone in question and is noted in the line below.<br />
*Finally, it's Christmas! So no orphans: each orphan space gives a 5 point penalty.<br />
*The player or players (if simultaneous) who are the first to fill in the box just below the star get a 10 point bonus.<br />
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Extra rules for Zen Trek :<br />
* You MUST start on one of the two sides in one of the three arrowed boxes.<br />
* Each mountain has its own table for choosing the outcome of the dice. You must necessarily fill in the boxes of a mountain with the table specific to that mountain (for example, it is forbidden to fill in a box of the white mountain using the table of the gray mountain). You can very well have passed from one side to the other without having fully completed one of the two, but you must respect the table of corresponding choices.<br />
* Under NO circumstances can the "water" boxes be part of a rope path.<br />
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==Retail version==<br />
[[File:Versions.png|link=https://lumberjacks-studio.com/en/project/trek-12_en/]]</div>LetoTheToothhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&diff=8752Gamehelprailwaysoftheworld2021-07-08T22:37:26Z<p>LetoTheTooth: </p>
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<div>* Playing the game<br />
** Turns and Player Action Rounds. RotW is played in a series of Turns. Each Turn consists of the following 3 phases:<br />
*** 1 - First Player Auction to determine First Player<br />
*** 2 - Player Actions (1 per player in Turn Order in each of 3 Rounds)<br />
*** 3 - Income and Dividends<br />
** These three phases are repeated until the End of Game is triggered (see below), at which time the current Turn is completed (all 3 phases) and then one additional Turn is played.<br />
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* Phase 1 - First Player Auction<br />
** Players bid to determine First Player for all Rounds of Phase 2 this Turn<br />
*** The First Player from the previous Turn bids first<br />
*** Minimum bid is $1k<br />
*** Bidding proceeds clockwise (down the list in player status table)<br />
*** If a player chooses not to bid higher than the current bid they Pass and are out of the Auction<br />
*** The player with the winning bid takes the First Player marker (golden engine in the player status table)<br />
*** Turn order is clockwise from First Player<br />
*** If all players pass with no bids, First Player marker moves 1 spot clockwise<br />
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* Phase 2 - Player Actions<br />
** Each Turn the Phase 2 consists of 3 Rounds of player actions, in Turn Order<br />
** On each Round each player may take 1 of 5 available actions (same action may be taken on subsequent Rounds within the same Turn)<br />
*** A - Build Track<br />
**** Place from 1 to 4 track tiles, starting at any city or open track tile that you own<br />
**** Cost to build track:<br />
***** Build on plains (no symbol): $2k<br />
***** Build on water (water drop): $3k<br />
***** Build on mountains (grey dot): $4k<br />
***** Cross a mountain ridge (dark red/brown line): + $4k<br />
**** A series of tiles that connect one city to exactly one other city is called a Link<br />
**** At the end of Phase 2 any open tracks (i.e. a series that is not a Link) will be removed from the board<br />
*** B - Urbanize<br />
**** Player pays $10k to place an available New City tile on and gray city hex and add two random Goods Cubes to the new city<br />
*** C - Upgrade Engine<br />
**** Upgrade your player Engine one (and only one step) by paying the cost of the next upgrade<br />
*** D - Deliver One Goods Cube<br />
**** Deliver one (and only one) Goods Cube from one City to a City matching the Goods Cube's color<br />
**** May travel over as many links as the strength of the acting player's Engine<br />
**** May not move a Cube without delivering it (final Link must move to a City of the Cube's color)<br />
**** May not skip over a City of the Cube's color without delivering it (even if a City further down the line is the same color)<br />
**** First Link over which the Good travels must be owned by Player taking the action<br />
**** Each player who owns a Link over which the Good travels scores 1 point per traveled Link that they own<br />
*** E - Select a Railroad Operations Card<br />
**** Take one of the available Railroad Operations cards and either execute it immediately or place it in front of you (depending on the type of card)<br />
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* Phase 3 - Income and Dividends<br />
** All players collect the income shown on the space of the point track / income track occupied by their marker<br />
** THEN all players must pay $1k per held Bond (including taking new Bonds to cover this cost, if necessary)<br />
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* End of Game<br />
** When the last Goods Cube in a City is moved out, and Empty City marker is placed in the City<br />
** The game end is triggered when the last Empty City marker is placed on the board<br />
** It is possible to remove an Empty City marker from the board via Railroad Operations Card or the Urbanize action<br />
** If End of Game has been triggered and an Empty City marker is removed from the board it does not "un-trigger" End of Game</div>LetoTheToothhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&diff=8746Gamehelprailwaysoftheworld2021-07-08T02:06:48Z<p>LetoTheTooth: </p>
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<div>* Cost to lay tiles:<br />
** Build on plains (no symbol): $2k<br />
** Build on water (water drop): $3k<br />
** Build on mountains (grey dot): $4k<br />
** Cross a mountain ridge (dark red/brown line): + $4k</div>LetoTheToothhttps://en.doc.boardgamearena.com/index.php?title=Gamehelprailwaysoftheworld&diff=8745Gamehelprailwaysoftheworld2021-07-08T02:01:59Z<p>LetoTheTooth: Created page with "Build on plains (no symbol): $2k Build on water (water drop): $3k Build on mountains (grey dot): $4k Cross a mountain ridge (dark red/brown line): + $4k"</p>
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<div>Build on plains (no symbol): $2k<br />
Build on water (water drop): $3k<br />
Build on mountains (grey dot): $4k<br />
Cross a mountain ridge (dark red/brown line): + $4k</div>LetoTheToothhttps://en.doc.boardgamearena.com/index.php?title=Tips_splendor&diff=8230Tips splendor2021-05-11T01:03:35Z<p>LetoTheTooth: /* High-Score Aiming */</p>
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<div>==Basic Strategy==<br />
===Early Game===<br />
* Card getting order: high value>late game>noble.<br />
* Gem getting order: current>opponent>mid game>late game.<br />
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===Mid Game===<br />
* Mid game starts when all players get about 3-4 cards.<br />
* Calculate what you need carefully and minimize the turns needed. If they are taken by opponents, consider reserving.<br />
* Observe what your opponents plan. Sometimes buy cards when they have 8 or more gems to have a better chance to get a gem you want. Sometimes buy cards with gold so that you can buy cards faster.<br />
* You should try to secure that card you want by either having multiple plans or reserving it.<br />
* Reserving cards not only can prevent opponents from taking it, it can also gain you one gold, providing you flexability. However, think twice before you use that gold to prevent getting stuck later on.<br />
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===Late Game===<br />
* Late game starts when a player gets at least 10 points.<br />
* When taking gems, plan at least 2 ways to buy a high value card. That way you can get points quicker.<br />
* Observe what your opponents need most and grab them to get more time.<br />
* Ending the game as soon as possible is much more important than getting more points, unless you are the first player.<br />
* Using reserves to secure points first before limiting your opponents.<br />
* Unless your opponents are way ahead, just buy cards to secure your position or you may accidentally reveal a card that can change the game!<br />
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==Different Main Strategies==<br />
* There are many main strategies in Splendor, which applies for everyone and usually have no preference over one another. <br />
* If you think a strategy is op, it is because you haven't found a way to block them or be faster.<br />
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===Card Reserving===<br />
* First, reserve 1-2 important cards, mostly level 2. This can prevent opponents to get them. <br />
* Then, buy a few level 1 cards, at least 1 of each type. This should build up your basic engine.<br />
* After that, start buying cards you reserved and reserve new cards, gaining you lots of points.<br />
* Do note that you can reserve cards from the deck, which is a good thing when you don't want to destroy the current position.<br />
* If you notice your opponent aiming for a card, reserve them first to waste their effort.<br />
* This strategy is what strong players usually do. Therefore when the gold stock is empty, consider other ways to counter...<br />
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===Engine Building===<br />
* First, buy about 7-9 level 1 cards to get discounts.<br />
* Secondly, buy cards that can get you nobles. That are valuable in return of your engines.<br />
* Lastly, start buying point cards with little cost after discount. Some better players can even get cards for free!<br />
* This strategy is mostly useful for players who have some gaming experience. Do note that everyone wants them and it can be tricky!<br />
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===High-Score Aiming===<br />
* First, select a target. You can reserve it if you want. Then, start collecting lots of gems fpr it.<br />
* You want to get point cards, especially level 2 and 3 ones. Therefore buy any point card if you can afford.<br />
* This strategy is mostly useful for beginners with little experience in gaming. It can be effective, but can be blocked easily.<br />
* To prevent that, reserve a level 3 card, then buy level 1 cards to reach it and repeat. It is much faster.<br />
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===Nobles Hoarding===<br />
* First, compare the nobles and see what cards they need in common. Get them first.<br />
* Then, observe your opponents and decide exactly which nobles you aim for and get the cards needed.<br />
* This strategy is good as you can get 2 or more nobles if you are lucky, potentially winning you the game. However it is quite slow, which is why I don't recommend.<br />
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==Card Review==<br />
===Which cards are the best?===<br />
* Level 1: (4,1)>(3,0)>(4,0)>(5,0)<br />
* Level 2: (6,3)>(5,2)>(7,2)=(9,2)>(7,1)=(8,1)<br />
* Level 3: (9,5)>(7,4)>(12,4)>(14,3)<br />
* Note: Each card here is showed by (cost, point). Cards are sorted from most valuable to least valuable.<br />
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===What relationship are there between the colours?===<br />
* Level 1: Black for green, Blue for black, Green for white, Red for blue, White for red.<br />
* Level 2: Black for red, Blue for blue, Green for green, Red for white, White for black.<br />
* Level 3: Black for white, Blue for green, Green for red, Red for black, White for blue.<br />
* Note: Each relationship is showed by (most needed gem colour) for (card colour). However, these relationships are usually, but not always true.</div>LetoTheTooth